erase
field - wormhole now has a 10% chance to duplicate power ups mod: erase - remove rerolled mods from the selection pool custom now lets you reproduce builds that only occur in game when a mod/gun/field is removed is ejected example: in custom you can get time dilation only mods, then jump over to nano scale field and keep the crazy time dilation regen this might cause some problems, let me know if anything gets weird
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@@ -275,7 +275,7 @@ const build = {
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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const modID = document.getElementById("mod-" + i)
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if (!mod.mods[i].isCustomHide) {
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if (mod.mods[i].allowed() || isAllowed) {
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if (mod.mods[i].allowed() || isAllowed || mod.mods[i].count > 0) {
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if (mod.mods[i].count > 1) {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
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} else {
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@@ -480,7 +480,7 @@ document.getElementById("build-button").addEventListener("click", () => { //setu
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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const modID = document.getElementById("mod-" + i)
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if (!mod.mods[i].isCustomHide) {
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if (mod.mods[i].allowed() || mod.mods[i].count > 1) {
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if (mod.mods[i].allowed() || mod.mods[i].count > 0) {
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if (mod.mods[i].count > 1) {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
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} else {
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