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Create a browser-based idle/clicker luck simulator titled “AURA ROLL // BIOMEBREAK,” with the subtitle “text-cinematic luck simulator.” The game is a dark sci-fi cosmic dashboard, not a character-controlled world: the player repeatedly rolls for randomly selected aura names, earns coins, buys luck equipment, and watches the surrounding biome cycle. Use a full-viewport layout with a nearly black navy background and a subtle radial blue glow from the top center. Add a fixed-height translucent top header with a glowing rounded-square brand icon containing a star/spark symbol, the title, subtitle, and three stat cards on the right: Coins, Active Luck, and Rolls. Start with 250 coins, 1.00× active luck, and 0 rolls. Format large numbers with comma separators. Below the header, use a three-column desktop dashboard with rounded dark panels, thin blue-violet borders, soft shadows, and responsive collapse behavior on narrow screens. The left panel is “EQUIPMENT & POTIONS” and contains shop cards with these exact items and functions: Luck Clover costing 120 coins and adding +1.5× luck per purchase; Speed Gauntlets costing 300 coins and adding +3× luck per purchase; Heavenly Potion costing 700 coins and adding +10× luck for 45 seconds; and Reset all gear, free, which clears clovers, gauntlets, potions, and the potion timer. Each card has explanatory small muted text and a buy button. If the player lacks coins, show a temporary “Not enough coins” toast. The center panel is the arena. Its top strip shows a colored glowing weather dot, the current biome name and hint, plus an Auto-Roll toggle. Cycle biomes every 7 seconds in this order: Normal Biome (hint “Stable odds,” multiplier 1.0, cyan dot), Starfall Biome (hint “Active luck doubled,” multiplier 2.0, gold dot), Null Biome (hint “Breakthrough excluded,” multiplier 0.65, pale gray dot), and Glitched Biome (hint “Oppression unlocked,” multiplier 1.35, pink/red dot), then repeat. Display the countdown in the biome hint and also in the right loadout panel. The auto-roll toggle can be clicked or toggled with the A key; while enabled, perform a roll once per second. The arena’s main stage should visually match a cosmic aura wheel: faint drifting star specks, a large softly glowing spherical orb centered behind the text with a radial gradient from white/cyan through violet-blue into near-black, a large thin cyan orbit ring around it, floating orb animation, and a slowly rotating orbit. Overlay centered copy reading “THE WHEEL IS LISTENING,” a large “Ready?” heading in pale white, and “Press ROLL to reveal an aura.” At the bottom, add a bordered action strip with a prominent purple-blue gradient button labeled “ROLL AURA” and the text “Instant roll.” Clicking the button, or pressing R, should roll if a roll is not already busy; lock out another roll for about 420 ms. Implement the roll table with these aura entries, each having a display name, rarity rate, color, coin base reward, and cinematic description. Select from eligible entries using weighted random selection proportional to 1/rate (rarer rates are less likely). The active luck value is calculated and displayed as (1 + clovers×1.5 + gauntlets×3 + active potion bonus of 10) multiplied by the current biome multiplier; retain this luck breakdown in the UI as Base luck +1.00×, Gear bonus, Biome effect, and Potency. The supplied mechanics calculate/display luck but use the same 1/rate weighted aura selection rather than applying luck as an additional selection modifier. Use this exact aura table: Common, rate 1, gray, base reward 1, “gray text flash”; Uncommon, 4, green, 2, “green text flash”; Good, 9, light blue, 3, “light blue text flash”; Natural, 14, light brown, 4, “light brown text flash”; Rare, 16, bright blue, 5, “bright dark blue text flash”; Divinus, 32, soft gold, 8, “soft gold glitter text flash”; Crystallized, 64, pink, 12, “pink gemstone text flash”; Rage, 128, red, 18, “burning red font flash”; Glacier, 256, icy blue, 25, “icy blue frosted text flash”; Wind, 300, white, 30, “swirling white text flash”; Gilded, 512, gold, 45, “5-second shimmering gold screen flash”; Jackpot, 777, yellow-gold, 60, “5-second slot machine spin with floating dollar signs”; Ruby, 1000, red, 75, “5-second red glass shattering animation”; Forbidden, 4044, red, 95, “5-second giant red ERROR stamp”; Quartz, 6000, white, 110, “5-second white crystal spikes erupt from UI”; Nautilus, 8500, cyan, 130, “5-second ocean bubbles fill the camera”; Exotic, 99999, pink, 160, “5-second neon rainbow waves”; Diaboli, 100444, crimson, 190, “5-second crimson sigils light up”; Undead, 120000, pale green, 220, “5-second pale green zombie fog”; Lunar, 500000, lavender, 260, “5-second crescent eclipse”; Solar, 500000, near-white, 260, “5-second blinding solar flare”; Starlight, 1000000, light blue, 320, “15-second constellation lines”; Permafrost, 1500000, very pale cyan, 380, “15-second screen freezing and cracking ice”; Poseidon, 4000000, blue, 450, “15-second colossal tidal wave”; Hades, 6666666, orange-red, 550, “15-second lake of burning underworld fire”; Hyper-Volt, 7500000, yellow, 650, “15-second blinding lightning bolts”; Virtual, 8888888, green, 700, “15-second retro green matrix stream”; Zeus, 9000000, gold, 760, “15-second golden thunderbolt”; Twilight, 12000000, pink, 850, “15-second pink-purple sunset void”; Starscourge, 15000000, purple, 950, “15-second cosmic rifts and meteors”; Archangel, 50000000, pale gold, 1200, “15-second holy golden angel wings”; Matrix, 50000000, green, 1400, “30-second circuit-board camera zoom”; Oppression, 220000000, dark red, 1800, “35-second glitched binary abyss”; Orion, 300000000, light blue, 2100, “35-second hunter constellation alters gravity”; Radiant, 400000000, white, 2400, “35-second central cosmic supernova”; Bloodlust, 444444444, red, 2700, “35-second demonic eye swallows the screen”; Oblivion, 500000000, purple, 3000, “35-second purple void with rotating numerals”; A Fool’s Experience..., 1000000000, gold, 3300, “35-second broken starter island comedy glitch”; Luminosity, 1200000000, pale cyan, 3700, “40-second dimensional fracture and crystal geometry”; • BREAKTHROUGH •, 1999999999, pale gray-white, 4200, “40-second monochrome ruins in a pitch-black void”; Impeached Fallen, 2220000000, pale pink, 4700, “40-second shadow clones, celestial sword, ink dragons”; Dream Traveler, 3000000000, pale gold, 5200, “40-second cosmic railway and celestial train.” On each roll increment Rolls, set the last aura internally, and award coins using reward = max(1, round(base reward × (1 + log10(rate + 1) × 0.6))). Log a line such as “Rolled Common · +1 coins” in a reverse chronological scrolling log limited to 12 lines. The central stage returns visually to “Ready?” after a normal roll. For any aura with rate >= 512, instead show a full-arena cinematic overlay for the aura’s duration: small tier label, enormous aura name in its aura color, description, and “1 in [formatted rate].” Classify the tier as AURA DISCOVERED below 10,000, SECRET AURA at 10,000+, MYTHIC AURA at 1,000,000+, and TRANSCENDENT AURA at 100,000,000+. Add CSS-only dramatic effects grounded in the descriptions: gold glow, slot stripes, red ERROR stamp, ice cracks, neon rainbow waves, fire, matrix streams, purple void pulse, white flare, monochrome filter, red demonic-eye radial effect, railway perspective, crystal lines, and rotating starburst particles. Overlay effects must not block interaction. Apply biome restrictions exactly: Oppression can only be selected in Glitched Biome; Orion can only be selected in Starfall Biome; • BREAKTHROUGH • is excluded in Null Biome; all others are always eligible. When the biome changes, show a brief toast like “[Biome] arrived” and log “Weather shifted to [Biome].” On startup log “Welcome, roller. The first aura is waiting.” The right panel is “LOADOUT & LOG,” with a two-column inventory showing Clovers, Gauntlets, Potions, and Biome timer. Below it show the luck breakdown and a compact scrollable activity log. Use muted blue-gray body text, uppercase letter-spaced section labels, rounded cards, cyan/purple highlights, and compact modern system typography. On mobile, hide the left shop panel, stack the arena above a shortened right panel, keep the dark dashboard aesthetic, and preserve touch buttons and keyboard shortcuts.