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Merge pull request #3387 from nickofolas/improvement/grafting-tweaks
[Improvement] Small grafting tweaks based around Congruity aug, plus some general grafting fixes
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commit
1b87628a4d
@ -5,10 +5,10 @@ Grafting
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Grafting is an experimental process through which you can obtain the benefits of
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Grafting is an experimental process through which you can obtain the benefits of
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Augmentations, without needing to reboot your body.
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Augmentations, without needing to reboot your body.
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In order to graft, you must first purchase a blueprint for and craft the Augmentation.
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Grafting can be done at VitaLife in New Tokyo, where you'll find a shady researcher with
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This can be done at VitaLife in New Tokyo, where you'll find a shady researcher with
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questionable connections. From there, you can spend a sum of money to begin grafting
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questionable connections. Once you purchase a blueprint, you will start crafting the
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Augmentations. This will take some time. When done, the Augmentation will be applied to
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Augmentation, and it will be grafted to your body once complete.
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your character without needing to install.
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Be warned, some who have tested grafting have reported an unidentified malware. Dubbed
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Be warned, some who have tested grafting have reported an unidentified malware. Dubbed
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"Entropy", this virus seems to grow in potency as more Augmentations are grafted,
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"Entropy", this virus seems to grow in potency as more Augmentations are grafted,
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@ -1488,7 +1488,7 @@ export const initGeneralAugmentations = (): Augmentation[] => [
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// Grafting-exclusive Augmentation
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// Grafting-exclusive Augmentation
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new Augmentation({
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new Augmentation({
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name: AugmentationNames.CongruityImplant,
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name: AugmentationNames.CongruityImplant,
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repCost: 0,
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repCost: Infinity,
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moneyCost: 50e12,
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moneyCost: 50e12,
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info: (
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info: (
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<>
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<>
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@ -276,7 +276,7 @@ export const CONSTANTS: {
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseCompanyRepGain: 4000,
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CodingContractBaseMoneyGain: 75e6,
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CodingContractBaseMoneyGain: 75e6,
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// Augmentation crafting multipliers
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// Augmentation grafting multipliers
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AugmentationGraftingCostMult: 3,
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AugmentationGraftingCostMult: 3,
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AugmentationGraftingTimeBase: 3600000,
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AugmentationGraftingTimeBase: 3600000,
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@ -54,7 +54,7 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
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if (player.city !== CityName.NewTokyo) {
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if (player.city !== CityName.NewTokyo) {
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throw helper.makeRuntimeErrorMsg(
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throw helper.makeRuntimeErrorMsg(
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"grafting.graftAugmentation",
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"grafting.graftAugmentation",
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"You must be in New Tokyo to begin crafting an Augmentation.",
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"You must be in New Tokyo to begin grafting an Augmentation.",
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);
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);
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}
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}
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if (!getAvailableAugs(player).includes(augName)) {
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if (!getAvailableAugs(player).includes(augName)) {
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@ -90,7 +90,7 @@ export function NetscriptGrafting(player: IPlayer, workerScript: WorkerScript, h
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Router.toTerminal();
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Router.toTerminal();
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}
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}
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workerScript.log("grafting.graftAugmentation", () => `Began crafting Augmentation ${augName}.`);
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workerScript.log("grafting.graftAugmentation", () => `Began grafting Augmentation ${augName}.`);
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return true;
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return true;
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},
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},
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};
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};
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@ -130,10 +130,14 @@ export const GraftingRoot = (): React.ReactElement => {
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<>
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<>
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Cancelling grafting will <b>not</b> save grafting progress, and the money you spend will <b>not</b>{" "}
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Cancelling grafting will <b>not</b> save grafting progress, and the money you spend will <b>not</b>{" "}
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be returned.
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be returned.
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{!player.hasAugmentation(AugmentationNames.CongruityImplant) && (
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<>
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<br />
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<br />
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<br />
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<br />
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Additionally, grafting an Augmentation will increase the potency of the Entropy virus.
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Additionally, grafting an Augmentation will increase the potency of the Entropy virus.
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</>
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</>
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)}
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</>
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}
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}
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/>
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/>
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<Typography color={Settings.theme.info}>
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<Typography color={Settings.theme.info}>
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@ -1366,18 +1366,19 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean
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export function finishGraftAugmentationWork(this: IPlayer, cancelled: boolean): string {
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export function finishGraftAugmentationWork(this: IPlayer, cancelled: boolean): string {
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const augName = this.graftAugmentationName;
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const augName = this.graftAugmentationName;
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if (cancelled === false) {
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if (cancelled === false) {
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dialogBoxCreate(
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`You've finished crafting ${augName}.<br>The augmentation has been grafted to your body, but you feel a bit off.`,
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);
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applyAugmentation(Augmentations[augName]);
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applyAugmentation(Augmentations[augName]);
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if (!this.hasAugmentation(AugmentationNames.CongruityImplant)) {
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if (!this.hasAugmentation(AugmentationNames.CongruityImplant)) {
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this.entropy += 1;
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this.entropy += 1;
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this.applyEntropy(this.entropy);
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this.applyEntropy(this.entropy);
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}
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}
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dialogBoxCreate(
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`You've finished grafting ${augName}.<br>The augmentation has been applied to your body` +
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(this.hasAugmentation(AugmentationNames.CongruityImplant) ? "." : ", but you feel a bit off."),
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);
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} else {
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} else {
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dialogBoxCreate(`You cancelled the crafting of ${augName}.<br>Your money was not returned to you.`);
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dialogBoxCreate(`You cancelled the grafting of ${augName}.<br>Your money was not returned to you.`);
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}
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}
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// Intelligence gain
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// Intelligence gain
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@ -504,7 +504,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
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<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
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<Grid item>
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<Grid item>
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<Typography>
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<Typography>
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You are currently working on crafting {player.graftAugmentationName}.
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You are currently working on grafting {player.graftAugmentationName}.
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<br />
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<br />
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<br />
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<br />
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You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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@ -519,7 +519,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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</Grid>
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</Grid>
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<Grid item>
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<Grid item>
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<Button sx={{ mx: 2 }} onClick={cancel}>
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<Button sx={{ mx: 2 }} onClick={cancel}>
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Cancel work on crafting Augmentation
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Cancel work on grafting Augmentation
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</Button>
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</Button>
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<Button onClick={unfocus}>Do something else simultaneously</Button>
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<Button onClick={unfocus}>Do something else simultaneously</Button>
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</Grid>
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</Grid>
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