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tech supertemporal - fire your super balls at the same place in space, but delayed in time super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence (this makes adding more balls much stronger) gun - super balls has 15% less ammo standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy this should make rapidly blocking drain upto 10x less energy base blocking cost have increased by 25% wormhole gets 10% duplication (was 7%) ice-IX does 15% more damage new level element - toggle(x, y, isLockOn = false) similar to a button but doesn't require a block used on the level highrise can toggle "off and on" or "lock on"
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@@ -540,6 +540,7 @@ const simulation = {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
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if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
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}
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tech.dynamoBotCount = 0;
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tech.nailBotCount = 0;
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