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Merge branch 'danielyxie:dev' into sleevesUIFix
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commit
14af88c3fc
@ -86,8 +86,8 @@ export class Augmentation {
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this.info = params.info;
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this.prereqs = params.prereqs ? params.prereqs : [];
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this.baseRepRequirement = params.repCost * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
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this.baseCost = params.moneyCost * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
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this.baseRepRequirement = params.repCost * BitNodeMultipliers.AugmentationRepCost;
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this.baseCost = params.moneyCost * BitNodeMultipliers.AugmentationMoneyCost;
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this.startingCost = this.baseCost;
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if (params.isSpecial) {
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File diff suppressed because it is too large
Load Diff
@ -1,7 +1,6 @@
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import { IMap } from "../../types";
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export const AugmentationNames: IMap<string> = {
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CircadianRhythm: "Circadian Modulator",
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Targeting1: "Augmented Targeting I",
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Targeting2: "Augmented Targeting II",
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Targeting3: "Augmented Targeting III",
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@ -79,6 +78,7 @@ export const AugmentationNames: IMap<string> = {
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PhotosyntheticCells: "Photosynthetic Cells",
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Neurolink: "BitRunners Neurolink",
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TheBlackHand: "The Black Hand",
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UnstableCircadianModulator: "Unstable Circadian Modulator",
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CRTX42AA: "CRTX42-AA Gene Modification",
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Neuregen: "Neuregen Gene Modification",
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CashRoot: "CashRoot Starter Kit",
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@ -51,8 +51,6 @@ export const CONSTANTS: IMap<any> = {
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PurchasedServerMaxRam: 1048576, // 2^20
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// Augmentation Constants
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AugmentationCostMultiplier: 5, // Used for balancing costs without having to readjust every Augmentation cost
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AugmentationRepMultiplier: 2.5, // Used for balancing rep cost without having to readjust every value
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MultipleAugMultiplier: 1.9,
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// TOR Router
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@ -746,7 +746,7 @@ class DevMenuComponent extends Component {
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<td><span className="text text-center">All:</span></td>
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<td>
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<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>
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<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>
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<button className="std-button tooltip" onClick={this.resetAllExp}>Reset<span className="tooltiptext">Reset all experience to 0</span></button>
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</td>
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</tr>
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<tr>
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@ -190,8 +190,8 @@ export function purchaseAugmentation(aug, fac, sing=false) {
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var nextLevel = getNextNeurofluxLevel();
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--nextLevel;
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var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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aug.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
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aug.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
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aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;
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aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
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for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {
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aug.baseCost *= CONSTANTS.MultipleAugMultiplier;
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