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The Awoken rework adds a rarity system on top of every item and weapon. A rarity-tagged item gets:
  • A coloured border + glow on its inventory slot.
  • A coloured badge in its tooltip.
  • A rarity glow on the item-pickup notification.
  • A filter chip in the toolbar so players can show only items of a chosen tier.
  • A sort mode (Rarity ↑ / Rarity ↓) in the sort dropdown.

Master toggle

The whole system can be turned off in one line.
config.json
When false, slot glow/badges are hidden, the Rarity filter button disappears from the toolbar, and the rarity sort modes hide from the sort dropdown. The data is still respected - flipping the toggle back to true restores everything without restart.

Tiers

Rarity tiers are defined as a map in config.json. The order in the file determines tier priority (top = lowest, bottom = highest), which is what the Rarity ↑ / ↓ sort modes use.
config.json

Applying rarity to an item

Add a rarity field to any item in data/items.lua. The key must match one of the keys in config.jsonrarity.
data/items.lua

Applying rarity to a weapon

Identical pattern in data/weapons.lua:
data/weapons.lua
Items without a rarity field render with no border or glow and are excluded when any rarity filter chip is active.

Customising tiers

Add, rename, or remove tiers freely. The UI re-renders from config.json on resource restart.

Adding a tier

config.json
Then use it on an item:
data/items.lua

Renaming a tier

If you change a key, update every item/weapon that referenced the old key - otherwise those items revert to “no rarity” until the keys are aligned.

Re-ordering tiers

Tier order in config.json controls sort direction. Move keys up or down to change which tier counts as “highest” in Rarity ↓.