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@ -1,5 +1,4 @@
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// Class definition for a single Augmentation object
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import { CONSTANTS } from "../Constants";
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import { IMap } from "../types";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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@ -36,20 +36,20 @@ function getRandomBonus() {
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hacking_chance_mult: 1.25,
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hacking_speed_mult: 1.10,
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hacking_money_mult: 1.25,
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hacking_grow_mult: 1.1
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hacking_grow_mult: 1.1,
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},
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description: "Increases the player's hacking chance by 25%.<br>" +
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"Increases the player's hacking speed by 10%.<br>" +
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"Increases the amount of money the player's gains from hacking by 25%.<br>" +
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"Increases the amount of money the player can inject into servers using grow() by 10%."
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"Increases the amount of money the player can inject into servers using grow() by 10%.",
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},
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{
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bonuses: {
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hacking_mult: 1.15,
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hacking_exp_mult: 2
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hacking_exp_mult: 2,
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},
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description: "Increases the player's hacking skill by 15%.<br>" +
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"Increases the player's hacking experience gain rate by 100%."
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"Increases the player's hacking experience gain rate by 100%.",
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},
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{
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bonuses: {
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@ -60,18 +60,18 @@ function getRandomBonus() {
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dexterity_mult: 1.25,
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dexterity_exp_mult: 1.5,
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agility_mult: 1.25,
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agility_exp_mult: 1.5
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agility_exp_mult: 1.5,
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},
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description: "Increases all of the player's combat stats by 25%.<br>" +
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"Increases all of the player's combat stat experience gain rate by 100%."
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"Increases all of the player's combat stat experience gain rate by 100%.",
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},
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{
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bonuses: {
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charisma_mult: 1.5,
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charisma_exp_mult: 2
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charisma_exp_mult: 2,
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},
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description: "This augmentation increases the player's charisma by 50%.<br>" +
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"Increases the player's charisma experience gain rate by 100%."
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"Increases the player's charisma experience gain rate by 100%.",
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},
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{
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bonuses: {
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@ -79,29 +79,29 @@ function getRandomBonus() {
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hacknet_node_purchase_cost_mult: 0.85,
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hacknet_node_ram_cost_mult: 0.85,
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hacknet_node_core_cost_mult: 0.85,
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hacknet_node_level_cost_mult: 0.85
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hacknet_node_level_cost_mult: 0.85,
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},
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description: "Increases the amount of money produced by Hacknet Nodes by 20%.<br>" +
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"Decreases all costs related to Hacknet Node by 15%."
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"Decreases all costs related to Hacknet Node by 15%.",
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},
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{
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bonuses: {
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company_rep_mult: 1.25,
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faction_rep_mult: 1.15,
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work_money_mult: 1.7
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work_money_mult: 1.7,
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},
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description: "Increases the amount of money the player gains from working by 70%.<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 for a faction by 15%."
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"Increases the amount of reputation the player gains for a faction by 15%.",
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},
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{
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bonuses: {
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crime_success_mult: 2,
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crime_money_mult: 2
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crime_money_mult: 2,
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},
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description: "Increases the player's crime success rate by 100%.<br>" +
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"Increases the amount of money the player gains from crimes by 100%."
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}
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"Increases the amount of money the player gains from crimes by 100%.",
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},
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]
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const randomNumber = (new WHRNG(Math.floor(Player.lastUpdate/3600000)));
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@ -126,7 +126,7 @@ function initAugmentations() {
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const UnstableCircadianModulator = new Augmentation({
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name:AugmentationNames.UnstableCircadianModulator, moneyCost:5e9, repCost:3.625e5,
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info:"An experimental nanobot injection. Its unstable nature leads to unpredictable results based on your circadian rhythm.<br><br>" +
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"This augmentation:<br>" + randomBonuses.description + "<br><br>For now ..."
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"This augmentation:<br>" + randomBonuses.description + "<br><br>For now ...",
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});
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Object.keys(randomBonuses.bonuses).forEach(key => UnstableCircadianModulator.mults[key] = randomBonuses.bonuses[key]);
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@ -18,7 +18,6 @@ import {
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} from "../HacknetHelpers";
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import { Player } from "../../Player";
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import { numeralWrapper } from "../../ui/numeralFormat";
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import { Money } from "../../ui/React/Money";
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import { Hashes } from "../../ui/React/Hashes";
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@ -867,7 +867,7 @@ function NetscriptFunctions(workerScript) {
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if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}
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const moneyBefore = server.moneyAvailable <= 0 ? 1 : server.moneyAvailable;
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server.moneyAvailable += (1 * threads); // It can be grown even if it has no money
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var growthPercentage = processSingleServerGrowth(server, threads, Player);
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processSingleServerGrowth(server, threads, Player);
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const moneyAfter = server.moneyAvailable;
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workerScript.scriptRef.recordGrow(server.ip, threads);
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var expGain = calculateHackingExpGain(server, Player) * threads;
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