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Made the effects of many Augmentations slightly stronger
This commit is contained in:
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94dd4395be
commit
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@ -183,7 +183,7 @@ initAugmentations = function() {
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Targeting2.setRequirements(3500, 8500000);
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Targeting2.setRequirements(3500, 8500000);
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Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " +
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Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " +
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"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
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"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
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"by an additional 30%.");
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"by an additional 40%.");
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Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
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Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
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"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
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"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.Targeting2)) {
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if (augmentationExists(AugmentationNames.Targeting2)) {
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@ -196,7 +196,7 @@ initAugmentations = function() {
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Targeting3.setRequirements(11000, 23000000);
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Targeting3.setRequirements(11000, 23000000);
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Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " +
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Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " +
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"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
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"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
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"by an additional 50%.");
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"by an additional 60%.");
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Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
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Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
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"KuaiGong International", "Blade Industries", "The Covenant"]);
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"KuaiGong International", "Blade Industries", "The Covenant"]);
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if (augmentationExists(AugmentationNames.Targeting3)) {
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if (augmentationExists(AugmentationNames.Targeting3)) {
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@ -223,7 +223,7 @@ initAugmentations = function() {
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SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
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SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
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"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
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"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
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"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
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"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
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"strength and defense by 75%.");
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"strength and defense by 80%.");
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SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
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SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
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"NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]);
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"NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {
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if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {
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@ -260,7 +260,7 @@ initAugmentations = function() {
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var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3);
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var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3);
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CombatRib3.setRequirements(12000, 22000000);
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CombatRib3.setRequirements(12000, 22000000);
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CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
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CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
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"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 35%.");
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"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 40%.");
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CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
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CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
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"KuaiGong International", "Blade Industries", "The Covenant"]);
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"KuaiGong International", "Blade Industries", "The Covenant"]);
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if (augmentationExists(AugmentationNames.CombatRib3)) {
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if (augmentationExists(AugmentationNames.CombatRib3)) {
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@ -329,7 +329,7 @@ initAugmentations = function() {
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"Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " +
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"Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " +
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"stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " +
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"stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " +
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"greatly improved senses and reaction speeds.<br><br>" +
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"greatly improved senses and reaction speeds.<br><br>" +
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"This augmentation increases all of the player's combat stats by 20%.");
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"This augmentation increases all of the player's combat stats by 25%.");
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BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International",
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BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International",
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"OmniTek Incorporated", "Blade Industries"]);
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"OmniTek Incorporated", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.BionicSpine)) {
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if (augmentationExists(AugmentationNames.BionicSpine)) {
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@ -409,7 +409,7 @@ initAugmentations = function() {
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"language, and the voice's tone/inflection to determine the best course of action during social" +
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"language, and the voice's tone/inflection to determine the best course of action during social" +
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"situations. The implant also uses deep learning software to continuously learn new behavior" +
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"situations. The implant also uses deep learning software to continuously learn new behavior" +
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"patterns and how to best respond.<br><br>" +
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"patterns and how to best respond.<br><br>" +
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"This augmentation increases the player's charisma and charisma experience gain rate by 50%.");
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"This augmentation increases the player's charisma and charisma experience gain rate by 60%.");
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EnhancedSocialInteractionImplant.addToFactions(["Bachman & Associates", "NWO", "Clarke Incorporated",
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EnhancedSocialInteractionImplant.addToFactions(["Bachman & Associates", "NWO", "Clarke Incorporated",
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"OmniTek Incorporated", "Four Sigma"]);
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"OmniTek Incorporated", "Four Sigma"]);
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if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) {
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if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) {
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@ -439,7 +439,7 @@ initAugmentations = function() {
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"allowing its user to solve much more complex problems at a much faster rate.<br><br>" +
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"allowing its user to solve much more complex problems at a much faster rate.<br><br>" +
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the amount of money the player's gains from hacking by 10%<br>" +
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"Increases the amount of money the player's gains from hacking by 15%<br>" +
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"Inreases the player's hacking skill by 15%");
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"Inreases the player's hacking skill by 15%");
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ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]);
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ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]);
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if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) {
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if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) {
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@ -472,7 +472,7 @@ initAugmentations = function() {
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the player's hacking skill by 10%<br>" +
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"Increases the player's hacking skill by 10%<br>" +
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"Increases the player's hacking experience gain rate by 15%");
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"Increases the player's hacking experience gain rate by 20%");
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EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]);
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EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]);
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if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {
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if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {
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EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned;
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EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned;
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@ -509,7 +509,7 @@ initAugmentations = function() {
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DataJack.setInfo("A brain implant that provides an interface for direct, wireless communication between a computer's main " +
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DataJack.setInfo("A brain implant that provides an interface for direct, wireless communication between a computer's main " +
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"memory and the mind. This implant allows the user to not only access a computer's memory, but also alter " +
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"memory and the mind. This implant allows the user to not only access a computer's memory, but also alter " +
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"and delete it.<br><br>" +
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"and delete it.<br><br>" +
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"This augmentation increases the amount of money the player gains from hacking by 25%");
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"This augmentation increases the amount of money the player gains from hacking by 30%");
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DataJack.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo"]);
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DataJack.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo"]);
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if (augmentationExists(AugmentationNames.DataJack)) {
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if (augmentationExists(AugmentationNames.DataJack)) {
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DataJack.owned = Augmentations[AugmentationNames.DataJack].owned;
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DataJack.owned = Augmentations[AugmentationNames.DataJack].owned;
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@ -594,7 +594,7 @@ initAugmentations = function() {
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ENMAnalyzeEngine.setRequirements(250000, 1200000000);
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ENMAnalyzeEngine.setRequirements(250000, 1200000000);
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ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " +
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ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " +
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"that vastly outperforms the Netburner Module's native single-core processor.<br><br>" +
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"that vastly outperforms the Netburner Module's native single-core processor.<br><br>" +
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"This augmentation increases the player's hacking speed by 10%.");
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"This augmentation increases the player's hacking speed by 12%.");
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ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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"Daedalus", "The Covenant", "Illuminati"]);
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"Daedalus", "The Covenant", "Illuminati"]);
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if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) {
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if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) {
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@ -625,8 +625,8 @@ initAugmentations = function() {
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"in order to improve cognitive functions<br><br>" +
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"in order to improve cognitive functions<br><br>" +
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's chance of successfully performing a hack by 10%<br>" +
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"Increases the player's chance of successfully performing a hack by 15%<br>" +
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"Increases the player's hacking experience gain rate by 25%");
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"Increases the player's hacking experience gain rate by 30%");
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Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum",
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Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum",
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"Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated",
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"Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated",
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"Four Sigma"]);
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"Four Sigma"]);
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@ -652,14 +652,14 @@ initAugmentations = function() {
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AddToAugmentations(NeuralAccelerator);
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AddToAugmentations(NeuralAccelerator);
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var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1);
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var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1);
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CranialSignalProcessorsG1.setRequirements(4000, 18000000);
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CranialSignalProcessorsG1.setRequirements(4000, 16000000);
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CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " +
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CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " +
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"are a set of specialized microprocessors that are attached to " +
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"are a set of specialized microprocessors that are attached to " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation: <br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 1%<br>" +
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"Increases the player's hacking speed by 1%<br>" +
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"Increases the player's hacking skill by 10%");
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"Increases the player's hacking skill by 15%");
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CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
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CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
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CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
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CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
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@ -676,7 +676,7 @@ initAugmentations = function() {
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"This augmentation: <br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's chance of successfully performing a hack by 5%<br>" +
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"Increases the player's chance of successfully performing a hack by 5%<br>" +
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"Increases the player's hacking skill by 10%");
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"Increases the player's hacking skill by 15%");
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CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
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CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
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CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
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CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
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@ -693,7 +693,7 @@ initAugmentations = function() {
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the amount of money the player gains from hacking by 20%<br>" +
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"Increases the amount of money the player gains from hacking by 20%<br>" +
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"Increases the player's hacking skill by 10%");
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"Increases the player's hacking skill by 15%");
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CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
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CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
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CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
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CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
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@ -725,8 +725,9 @@ initAugmentations = function() {
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking skill by 60%<br>" +
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"Increases the player's hacking skill by 30%<br>" +
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"Increases the amount of money the player can inject into servers using grow() by 50%");
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"Increases the amount of money the player gains from hacking by 25%<br>" +
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"Increases the amount of money the player can inject into servers using grow() by 75%");
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CranialSignalProcessorsG5.addToFactions(["BitRunners"]);
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CranialSignalProcessorsG5.addToFactions(["BitRunners"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {
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CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned;
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CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned;
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@ -740,8 +741,8 @@ initAugmentations = function() {
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"by decreasing the neuron gap junction. Then, the body is genetically modified " +
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"by decreasing the neuron gap junction. Then, the body is genetically modified " +
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"to enhance the production and capabilities of its neural stem cells. <br><br>" +
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"to enhance the production and capabilities of its neural stem cells. <br><br>" +
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"This augmentation: <br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking skill by 30%<br>" +
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"Increases the player's hacking skill by 25%<br>" +
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"Increases the player's hacking experience gain rate by 30%<br>"+
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"Increases the player's hacking experience gain rate by 40%<br>"+
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"Increases the player's hacking speed by 3%");
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"Increases the player's hacking speed by 3%");
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NeuronalDensification.addToFactions(["Clarke Incorporated"]);
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NeuronalDensification.addToFactions(["Clarke Incorporated"]);
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if (augmentationExists(AugmentationNames.NeuronalDensification)) {
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if (augmentationExists(AugmentationNames.NeuronalDensification)) {
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@ -788,7 +789,7 @@ initAugmentations = function() {
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"in the brain.<br><br>" +
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"in the brain.<br><br>" +
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"This augmentation: <br>" +
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"This augmentation: <br>" +
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"Increases all experience gains by 10%<br>" +
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"Increases all experience gains by 10%<br>" +
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"Increases the amount of money the player gains from working by 10%<br>" +
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"Increases the amount of money the player gains from working by 20%<br>" +
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"Increases the amount of reputation the player gains when working for a company by 10%");
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"Increases the amount of reputation the player gains when working for a company by 10%");
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FocusWire.addToFactions(["Bachman & Associates", "Clarke Incorporated", "Four Sigma", "KuaiGong International"]);
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FocusWire.addToFactions(["Bachman & Associates", "Clarke Incorporated", "Four Sigma", "KuaiGong International"]);
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if (augmentationExists(AugmentationNames.FocusWire)) {
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if (augmentationExists(AugmentationNames.FocusWire)) {
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@ -803,7 +804,7 @@ initAugmentations = function() {
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"computers. Connecting to a computer through this jack allows you to interface with " +
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"computers. Connecting to a computer through this jack allows you to interface with " +
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"it using the brain's electrochemical signals.<br><br>" +
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"it using the brain's electrochemical signals.<br><br>" +
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the amount of reputation the player gains when working for a company by 25%<br>" +
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"Increases the amount of reputation the player gains when working for a company by 30%<br>" +
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"Increases the player's hacking skill by 10%");
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"Increases the player's hacking skill by 10%");
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PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]);
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PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.PCDNI)) {
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if (augmentationExists(AugmentationNames.PCDNI)) {
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@ -818,8 +819,8 @@ initAugmentations = function() {
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"improves the performance of the interface and gives the user more control options " +
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"improves the performance of the interface and gives the user more control options " +
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"to the connected computer.<br><br>" +
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"to the connected computer.<br><br>" +
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the amount of reputation the player gains when working for a company by 25%<br>" +
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"Increases the amount of reputation the player gains when working for a company by 75%<br>" +
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"Increases the player's hacking skill by 25%");
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"Increases the player's hacking skill by 20%");
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PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]);
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PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.PCDNIOptimizer)) {
|
if (augmentationExists(AugmentationNames.PCDNIOptimizer)) {
|
||||||
PCDNIOptimizer.owned = Augmentations[AugmentationNames.PCDNIOptimizer].owned;
|
PCDNIOptimizer.owned = Augmentations[AugmentationNames.PCDNIOptimizer].owned;
|
||||||
@ -834,7 +835,7 @@ initAugmentations = function() {
|
|||||||
"The NeuroNet Injector upgrade allows the user to use his/her own brain's " +
|
"The NeuroNet Injector upgrade allows the user to use his/her own brain's " +
|
||||||
"processing power to aid the computer in computational tasks.<br><br>" +
|
"processing power to aid the computer in computational tasks.<br><br>" +
|
||||||
"This augmentation:<br>" +
|
"This augmentation:<br>" +
|
||||||
"Increases the amount of reputation the player gains when working for a company by 50%<br>" +
|
"Increases the amount of reputation the player gains when working for a company by 100%<br>" +
|
||||||
"Increases the player's hacking skill by 10%<br>" +
|
"Increases the player's hacking skill by 10%<br>" +
|
||||||
"Increases the player's hacking speed by 5%");
|
"Increases the player's hacking speed by 5%");
|
||||||
PCDNINeuralNetwork.addToFactions(["Fulcrum Secret Technologies"]);
|
PCDNINeuralNetwork.addToFactions(["Fulcrum Secret Technologies"]);
|
||||||
@ -1315,7 +1316,7 @@ initAugmentations = function() {
|
|||||||
"This augmentation: <br>" +
|
"This augmentation: <br>" +
|
||||||
"Lets the player start with $1,000,000 after a reset<br>" +
|
"Lets the player start with $1,000,000 after a reset<br>" +
|
||||||
"Lets the player start with the BruteSSH.exe program after a reset");
|
"Lets the player start with the BruteSSH.exe program after a reset");
|
||||||
CashRoot.setRequirements(4000, 25000000);
|
CashRoot.setRequirements(5000, 25000000);
|
||||||
CashRoot.addToFactions(["Sector-12"]);
|
CashRoot.addToFactions(["Sector-12"]);
|
||||||
if (augmentationExists(AugmentationNames.CashRoot)) {
|
if (augmentationExists(AugmentationNames.CashRoot)) {
|
||||||
CashRoot.owned = Augmentations[AugmentationNames.CashRoot].owned;
|
CashRoot.owned = Augmentations[AugmentationNames.CashRoot].owned;
|
||||||
@ -1381,7 +1382,7 @@ initAugmentations = function() {
|
|||||||
"This augmentation:<br>" +
|
"This augmentation:<br>" +
|
||||||
"Increases the player's strength and defense by 50%<br>" +
|
"Increases the player's strength and defense by 50%<br>" +
|
||||||
"Increases the player's crime success rate by 10%<br>" +
|
"Increases the player's crime success rate by 10%<br>" +
|
||||||
"Increases the amount of money the player gains from crimes by 20%");
|
"Increases the amount of money the player gains from crimes by 25%");
|
||||||
GrapheneBrachiBlades.setRequirements(90000, 500000000);
|
GrapheneBrachiBlades.setRequirements(90000, 500000000);
|
||||||
GrapheneBrachiBlades.addToFactions(["Speakers for the Dead"]);
|
GrapheneBrachiBlades.addToFactions(["Speakers for the Dead"]);
|
||||||
if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) {
|
if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) {
|
||||||
@ -1395,7 +1396,7 @@ initAugmentations = function() {
|
|||||||
GrapheneBionicArms.setInfo("An upgrade to the Bionic Arms augmentation. It infuses the " +
|
GrapheneBionicArms.setInfo("An upgrade to the Bionic Arms augmentation. It infuses the " +
|
||||||
"prosthetic arms with an advanced graphene material " +
|
"prosthetic arms with an advanced graphene material " +
|
||||||
"to make them much stronger and lighter. <br><br>" +
|
"to make them much stronger and lighter. <br><br>" +
|
||||||
"This augmentation increases the player's strength and dexterity by 100%");
|
"This augmentation increases the player's strength and dexterity by 125%");
|
||||||
GrapheneBionicArms.setRequirements(200000, 750000000);
|
GrapheneBionicArms.setRequirements(200000, 750000000);
|
||||||
GrapheneBionicArms.addToFactions(["The Dark Army"]);
|
GrapheneBionicArms.addToFactions(["The Dark Army"]);
|
||||||
if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {
|
if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {
|
||||||
@ -1439,7 +1440,7 @@ initAugmentations = function() {
|
|||||||
"This augmentation: <br>" +
|
"This augmentation: <br>" +
|
||||||
"Increases the amount of money the player earns at a company by 10%<br>" +
|
"Increases the amount of money the player earns at a company by 10%<br>" +
|
||||||
"Increases the amount of reputation the player gains when working for a " +
|
"Increases the amount of reputation the player gains when working for a " +
|
||||||
"company or faction by 20%");
|
"company or faction by 15%");
|
||||||
SNA.setRequirements(2500, 6000000);
|
SNA.setRequirements(2500, 6000000);
|
||||||
SNA.addToFactions(["Tian Di Hui"]);
|
SNA.addToFactions(["Tian Di Hui"]);
|
||||||
if (augmentationExists(AugmentationNames.SNA)) {
|
if (augmentationExists(AugmentationNames.SNA)) {
|
||||||
@ -1461,18 +1462,18 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.dexterity_mult *= 1.2;
|
Player.dexterity_mult *= 1.2;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.Targeting2:
|
case AugmentationNames.Targeting2:
|
||||||
Player.dexterity_mult *= 1.3;
|
Player.dexterity_mult *= 1.4;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.Targeting3:
|
case AugmentationNames.Targeting3:
|
||||||
Player.dexterity_mult *= 1.5;
|
Player.dexterity_mult *= 1.6;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.SyntheticHeart: //High level
|
case AugmentationNames.SyntheticHeart: //High level
|
||||||
Player.agility_mult *= 2.0;
|
Player.agility_mult *= 2.0;
|
||||||
Player.strength_mult *= 2.0;
|
Player.strength_mult *= 2.0;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.SynfibrilMuscle: //Medium-high level
|
case AugmentationNames.SynfibrilMuscle: //Medium-high level
|
||||||
Player.strength_mult *= 1.75;
|
Player.strength_mult *= 1.8;
|
||||||
Player.defense_mult *= 1.75;
|
Player.defense_mult *= 1.8;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.CombatRib1:
|
case AugmentationNames.CombatRib1:
|
||||||
//Str and Defense 5%
|
//Str and Defense 5%
|
||||||
@ -1484,8 +1485,8 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.defense_mult *= 1.25;
|
Player.defense_mult *= 1.25;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.CombatRib3:
|
case AugmentationNames.CombatRib3:
|
||||||
Player.strength_mult *= 1.35;
|
Player.strength_mult *= 1.40;
|
||||||
Player.defense_mult *= 1.35;
|
Player.defense_mult *= 1.40;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.NanofiberWeave: //Med level
|
case AugmentationNames.NanofiberWeave: //Med level
|
||||||
Player.strength_mult *= 1.4;
|
Player.strength_mult *= 1.4;
|
||||||
@ -1503,10 +1504,10 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.defense_mult *= 2.25;
|
Player.defense_mult *= 2.25;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.BionicSpine: //Med level
|
case AugmentationNames.BionicSpine: //Med level
|
||||||
Player.strength_mult *= 1.2;
|
Player.strength_mult *= 1.25;
|
||||||
Player.defense_mult *= 1.2;
|
Player.defense_mult *= 1.25;
|
||||||
Player.agility_mult *= 1.2;
|
Player.agility_mult *= 1.25;
|
||||||
Player.dexterity_mult *= 1.2;
|
Player.dexterity_mult *= 1.25;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.GrapheneBionicSpine: //High level
|
case AugmentationNames.GrapheneBionicSpine: //High level
|
||||||
Player.strength_mult *= 2;
|
Player.strength_mult *= 2;
|
||||||
@ -1523,8 +1524,8 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
|
|
||||||
//Labor stats augmentations
|
//Labor stats augmentations
|
||||||
case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level
|
case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level
|
||||||
Player.charisma_mult *= 1.5;
|
Player.charisma_mult *= 1.6;
|
||||||
Player.charisma_exp_mult *= 1.5;
|
Player.charisma_exp_mult *= 1.6;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.TITN41Injection:
|
case AugmentationNames.TITN41Injection:
|
||||||
Player.charisma_mult *= 1.15;
|
Player.charisma_mult *= 1.15;
|
||||||
@ -1540,7 +1541,7 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
break;
|
break;
|
||||||
case AugmentationNames.ArtificialBioNeuralNetwork: //Med level
|
case AugmentationNames.ArtificialBioNeuralNetwork: //Med level
|
||||||
Player.hacking_speed_mult *= .97;
|
Player.hacking_speed_mult *= .97;
|
||||||
Player.hacking_money_mult *= 1.1;
|
Player.hacking_money_mult *= 1.15;
|
||||||
Player.hacking_mult *= 1.15;
|
Player.hacking_mult *= 1.15;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.ArtificialSynapticPotentiation: //Med level
|
case AugmentationNames.ArtificialSynapticPotentiation: //Med level
|
||||||
@ -1550,7 +1551,7 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
break;
|
break;
|
||||||
case AugmentationNames.EnhancedMyelinSheathing: //Med level
|
case AugmentationNames.EnhancedMyelinSheathing: //Med level
|
||||||
Player.hacking_speed_mult *= .97;
|
Player.hacking_speed_mult *= .97;
|
||||||
Player.hacking_exp_mult *= 1.15;
|
Player.hacking_exp_mult *= 1.2;
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.1;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.SynapticEnhancement: //Low Level
|
case AugmentationNames.SynapticEnhancement: //Low Level
|
||||||
@ -1560,7 +1561,7 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.hacking_exp_mult *= 1.4;
|
Player.hacking_exp_mult *= 1.4;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.DataJack: //Med low level
|
case AugmentationNames.DataJack: //Med low level
|
||||||
Player.hacking_money_mult *= 1.25;
|
Player.hacking_money_mult *= 1.3;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.ENM: //Medium level
|
case AugmentationNames.ENM: //Medium level
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.1;
|
||||||
@ -1587,7 +1588,7 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.hacking_mult *= 1.2;
|
Player.hacking_mult *= 1.2;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.ENMAnalyzeEngine: //High level
|
case AugmentationNames.ENMAnalyzeEngine: //High level
|
||||||
Player.hacking_speed_mult *= 0.9;
|
Player.hacking_speed_mult *= 0.88;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.ENMDMA: //High level
|
case AugmentationNames.ENMDMA: //High level
|
||||||
Player.hacking_money_mult *= 1.5;
|
Player.hacking_money_mult *= 1.5;
|
||||||
@ -1595,8 +1596,8 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
break;
|
break;
|
||||||
case AugmentationNames.Neuralstimulator: //Medium Level
|
case AugmentationNames.Neuralstimulator: //Medium Level
|
||||||
Player.hacking_speed_mult *= .98;
|
Player.hacking_speed_mult *= .98;
|
||||||
Player.hacking_chance_mult *= 1.1;
|
Player.hacking_chance_mult *= 1.15;
|
||||||
Player.hacking_exp_mult *= 1.25;
|
Player.hacking_exp_mult *= 1.3;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.NeuralAccelerator:
|
case AugmentationNames.NeuralAccelerator:
|
||||||
Player.hacking_mult *= 1.2;
|
Player.hacking_mult *= 1.2;
|
||||||
@ -1605,17 +1606,17 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
break;
|
break;
|
||||||
case AugmentationNames.CranialSignalProcessorsG1:
|
case AugmentationNames.CranialSignalProcessorsG1:
|
||||||
Player.hacking_speed_mult *= 0.99;
|
Player.hacking_speed_mult *= 0.99;
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.15;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.CranialSignalProcessorsG2:
|
case AugmentationNames.CranialSignalProcessorsG2:
|
||||||
Player.hacking_speed_mult *= 0.98;
|
Player.hacking_speed_mult *= 0.98;
|
||||||
Player.hacking_chance_mult *= 1.05;
|
Player.hacking_chance_mult *= 1.05;
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.15;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.CranialSignalProcessorsG3:
|
case AugmentationNames.CranialSignalProcessorsG3:
|
||||||
Player.hacking_speed_mult *= 0.98;
|
Player.hacking_speed_mult *= 0.98;
|
||||||
Player.hacking_money_mult *= 1.2;
|
Player.hacking_money_mult *= 1.2;
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.15;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.CranialSignalProcessorsG4:
|
case AugmentationNames.CranialSignalProcessorsG4:
|
||||||
Player.hacking_speed_mult *= 0.98;
|
Player.hacking_speed_mult *= 0.98;
|
||||||
@ -1623,12 +1624,13 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.hacking_grow_mult *= 1.25;
|
Player.hacking_grow_mult *= 1.25;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.CranialSignalProcessorsG5:
|
case AugmentationNames.CranialSignalProcessorsG5:
|
||||||
Player.hacking_mult *= 1.6;
|
Player.hacking_mult *= 1.3;
|
||||||
Player.hacking_grow_mult *= 1.5;
|
Player.hacking_money_mult *= 1.25;
|
||||||
|
Player.hacking_grow_mult *= 1.75;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.NeuronalDensification:
|
case AugmentationNames.NeuronalDensification:
|
||||||
Player.hacking_mult *= 1.3;
|
Player.hacking_mult *= 1.25;
|
||||||
Player.hacking_exp_mult *= 1.3;
|
Player.hacking_exp_mult *= 1.40;
|
||||||
Player.hacking_speed_mult *= 0.97;
|
Player.hacking_speed_mult *= 0.97;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@ -1641,25 +1643,25 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.charisma_mult *= 1.1;
|
Player.charisma_mult *= 1.1;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.FocusWire: //Med level
|
case AugmentationNames.FocusWire: //Med level
|
||||||
Player.hacking_exp_mult *= 1.1;
|
Player.hacking_exp_mult *= 1.1;
|
||||||
Player.strength_exp_mult *= 1.1;
|
Player.strength_exp_mult *= 1.1;
|
||||||
Player.defense_exp_mult *= 1.1;
|
Player.defense_exp_mult *= 1.1;
|
||||||
Player.dexterity_exp_mult *= 1.1;
|
Player.dexterity_exp_mult *= 1.1;
|
||||||
Player.agility_exp_mult *= 1.1;
|
Player.agility_exp_mult *= 1.1;
|
||||||
Player.charisma_exp_mult *= 1.1;
|
Player.charisma_exp_mult *= 1.1;
|
||||||
Player.company_rep_mult *= 1.1;
|
Player.company_rep_mult *= 1.1;
|
||||||
Player.work_money_mult *= 1.1;
|
Player.work_money_mult *= 1.2;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.PCDNI: //Med level
|
case AugmentationNames.PCDNI: //Med level
|
||||||
Player.company_rep_mult *= 1.25;
|
Player.company_rep_mult *= 1.3;
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.1;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.PCDNIOptimizer: //High level
|
case AugmentationNames.PCDNIOptimizer: //High level
|
||||||
Player.company_rep_mult *= 1.25;
|
Player.company_rep_mult *= 1.75;
|
||||||
Player.hacking_mult *= 1.25;
|
Player.hacking_mult *= 1.20;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.PCDNINeuralNetwork: //High level
|
case AugmentationNames.PCDNINeuralNetwork: //High level
|
||||||
Player.company_rep_mult *= 1.5;
|
Player.company_rep_mult *= 2;
|
||||||
Player.hacking_mult *= 1.1;
|
Player.hacking_mult *= 1.1;
|
||||||
Player.hacking_speed_mult *= .95;
|
Player.hacking_speed_mult *= .95;
|
||||||
break;
|
break;
|
||||||
@ -1897,11 +1899,11 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
Player.strength_mult *= 1.5;
|
Player.strength_mult *= 1.5;
|
||||||
Player.defense_mult *= 1.5;
|
Player.defense_mult *= 1.5;
|
||||||
Player.crime_success_mult *= 1.1;
|
Player.crime_success_mult *= 1.1;
|
||||||
Player.crime_money_mult *= 1.2;
|
Player.crime_money_mult *= 1.25;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.GrapheneBionicArms:
|
case AugmentationNames.GrapheneBionicArms:
|
||||||
Player.strength_mult *= 2;
|
Player.strength_mult *= 2.25;
|
||||||
Player.dexterity_mult *= 2;
|
Player.dexterity_mult *= 2.25;
|
||||||
break;
|
break;
|
||||||
case AugmentationNames.BrachiBlades:
|
case AugmentationNames.BrachiBlades:
|
||||||
Player.strength_mult *= 1.2;
|
Player.strength_mult *= 1.2;
|
||||||
@ -1915,8 +1917,8 @@ applyAugmentation = function(aug, reapply=false) {
|
|||||||
break;
|
break;
|
||||||
case AugmentationNames.SNA:
|
case AugmentationNames.SNA:
|
||||||
Player.work_money_mult *= 1.1;
|
Player.work_money_mult *= 1.1;
|
||||||
Player.company_rep_mult *= 1.2;
|
Player.company_rep_mult *= 1.15;
|
||||||
Player.faction_rep_mult *= 1.2;
|
Player.faction_rep_mult *= 1.15;
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
throw new Error("ERROR: No such augmentation!");
|
throw new Error("ERROR: No such augmentation!");
|
||||||
|
@ -201,5 +201,8 @@ function prestigeAugmentation() {
|
|||||||
$("#terminal tr:not(:last)").remove();
|
$("#terminal tr:not(:last)").remove();
|
||||||
postNetburnerText();
|
postNetburnerText();
|
||||||
|
|
||||||
|
//Messages
|
||||||
|
initMessages();
|
||||||
|
|
||||||
Engine.loadTerminalContent();
|
Engine.loadTerminalContent();
|
||||||
}
|
}
|
@ -29,7 +29,6 @@ var dialogBoxOpened = false;
|
|||||||
var dialogBoxCount = 0;
|
var dialogBoxCount = 0;
|
||||||
|
|
||||||
dialogBoxCreate = function(txt) {
|
dialogBoxCreate = function(txt) {
|
||||||
console.log("created");
|
|
||||||
var container = document.createElement("div");
|
var container = document.createElement("div");
|
||||||
container.setAttribute("class", "dialog-box-container");
|
container.setAttribute("class", "dialog-box-container");
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user