n-gon
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@@ -24,7 +24,7 @@ const level = {
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// powerUps.research.changeRerolls(100)
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// tech.tech[297].frequency = 100
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// b.guns[0].ammo = 10000
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// m.setField("metamaterial cloaking") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// m.setField("negative mass") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// tech.giveTech("dynamic equilibrium")
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// tech.giveTech("quantum eraser");
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@@ -253,7 +253,7 @@ const tech = {
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if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= tech.sneakAttackDmg
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if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.harmReduction()
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if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
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if (tech.isLastHitDamage && m.lastHit) dmg *= 1 + 5 * m.lastHit // if (!simulation.paused) m.lastHit = 0
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if (tech.isLastHitDamage && m.lastHit) dmg *= 1 + 10 * m.lastHit // if (!simulation.paused) m.lastHit = 0
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return dmg * tech.slowFire * tech.aimDamage
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},
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duplicationChance() {
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@@ -6661,7 +6661,7 @@ const tech = {
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},
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{
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name: "dynamic equilibrium",
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descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>of your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss` },
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descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by <strong>10%</strong><br>of your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss` },
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// description: `increase <strong class='color-d'>damage</strong> by <strong>500%</strong><br>of your last <strong class='color-h'>health</strong> loss`,
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isFieldTech: true,
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maxCount: 1,
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