speed up player movement and gravity
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@@ -89,8 +89,8 @@ const b = {
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b.isModEnergyRecovery = false;
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b.isModHealthRecovery = false;
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mech.fieldRange = 175;
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mech.Fx = 0.015;
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mech.jumpForce = 0.38;
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mech.Fx = 0.016; //if this changes update the values in definePlayerMass
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mech.jumpForce = 0.42; //was 0.38 at 0.0019 gravity
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mech.maxHealth = 1;
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mech.fieldEnergyMax = 1;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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@@ -312,11 +312,11 @@ const b = {
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},
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{
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name: "field superposition",
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description: "increase your field <strong>radius</strong> by <strong>40%</strong>",
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description: "increase your <strong>field radius</strong> by <strong>40%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modBlockDmg > 0
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return mech.fieldUpgrades[mech.fieldMode].name !== "time dilation field" && mech.fieldUpgrades[mech.fieldMode].name !== "phase decoherence field"
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},
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effect() {
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mech.fieldRange = 175 * 1.4 //175 is default
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@@ -368,7 +368,7 @@ const b = {
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},
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effect() { // good with melee builds, content skipping builds
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b.modSquirrelFx += 0.2;
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mech.Fx = 0.015 * b.modSquirrelFx;
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mech.Fx = 0.016 * b.modSquirrelFx;
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mech.jumpForce += 0.038;
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}
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},
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