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0.1.43 - Passive Slot & Assorted Fixes

- Mechanic rework: Passive Items
The last slot in your inventory is now a passive slot, and passive items only work while in it.
(Dev note: This was intended to come in 0.2 with some new passive items and related stuff, but I couldn't leave it out of this patch in a practical way. Consider this setup for future content.)

- Picking up a passive item will now automatically equip it to your passive slot if empty.
- Using a passive item now equips/unequips it to your passive slot.

- Revival Amulet is now a skillcard instead of an item. (This does remove the option of scrapping it or using it as an infusion, but reduces inventory hassle.)

- The Burst Fire from Repeating Crossbow's infusion is now compatible with melee weapons and bows.

- Reduced Needle Cape's rarity from Epic to Rare.
- Adjusted Butterfly charge gain & drain.

- Fixed very heavy enemies getting launched in the wrong direction when hit with weak attacks.

- Ability charges are now saved between areas. (Report-suggested by TurtleSuc.)

- Improved Punch hit detection.

- Fixed Dynamite & Super Dynamite infusion traits dealing Piercing Physical damage (that damage type doesn't exist anymore).
- Another attempted fix to duplicate starting items for client players.
- Fixed an infinite loop/game freeze for client players when trying to pick up an item with a full inventory containing a bugged item duplicate. (Reported by Yoba and DigiDougie.)
- Items should now get proper kill credit from knockback impact kills. (Reported by Fwutters.)
- Fixed all kinds of funkiness with the Wind Blade infusion trait. (Reported by zaprice and KingPsychospud7.)
- Fixed Pages blocking hits even when not hiding in their bottle. (Reported by Cellestus.)
- Fixed Pages sometimes ending up in a state where they appear to be hiding in their bottle but behave as if they weren't.