Merge branch 'danielyxie:dev' into sleevesUIFix

This commit is contained in:
QuantumByte 2021-06-06 14:41:48 -04:00
commit 14af88c3fc
6 changed files with 253 additions and 236 deletions

@ -86,8 +86,8 @@ export class Augmentation {
this.info = params.info;
this.prereqs = params.prereqs ? params.prereqs : [];
this.baseRepRequirement = params.repCost * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
this.baseCost = params.moneyCost * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
this.baseRepRequirement = params.repCost * BitNodeMultipliers.AugmentationRepCost;
this.baseCost = params.moneyCost * BitNodeMultipliers.AugmentationMoneyCost;
this.startingCost = this.baseCost;
if (params.isSpecial) {

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@ -1,7 +1,6 @@
import { IMap } from "../../types";
export const AugmentationNames: IMap<string> = {
CircadianRhythm: "Circadian Modulator",
Targeting1: "Augmented Targeting I",
Targeting2: "Augmented Targeting II",
Targeting3: "Augmented Targeting III",
@ -79,6 +78,7 @@ export const AugmentationNames: IMap<string> = {
PhotosyntheticCells: "Photosynthetic Cells",
Neurolink: "BitRunners Neurolink",
TheBlackHand: "The Black Hand",
UnstableCircadianModulator: "Unstable Circadian Modulator",
CRTX42AA: "CRTX42-AA Gene Modification",
Neuregen: "Neuregen Gene Modification",
CashRoot: "CashRoot Starter Kit",

@ -51,8 +51,6 @@ export const CONSTANTS: IMap<any> = {
PurchasedServerMaxRam: 1048576, // 2^20
// Augmentation Constants
AugmentationCostMultiplier: 5, // Used for balancing costs without having to readjust every Augmentation cost
AugmentationRepMultiplier: 2.5, // Used for balancing rep cost without having to readjust every value
MultipleAugMultiplier: 1.9,
// TOR Router

@ -746,7 +746,7 @@ class DevMenuComponent extends Component {
<td><span className="text text-center">All:</span></td>
<td>
<button className="std-button tooltip" onClick={this.tonsOfExp}>Tons of exp<span className="tooltiptext">Sometimes you just need a ton of experience in every stat</span></button>
<button className="std-button tooltip" onClick={this.resetAllExp}>Reset<span className="tooltiptext">Sometimes you just need a ton of experience in every stat</span></button>
<button className="std-button tooltip" onClick={this.resetAllExp}>Reset<span className="tooltiptext">Reset all experience to 0</span></button>
</td>
</tr>
<tr>

@ -190,8 +190,8 @@ export function purchaseAugmentation(aug, fac, sing=false) {
var nextLevel = getNextNeurofluxLevel();
--nextLevel;
var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
aug.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
aug.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;
aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {
aug.baseCost *= CONSTANTS.MultipleAugMultiplier;