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https://github.com/bitburner-official/bitburner-src.git
synced 2025-03-08 11:29:19 +01:00
Bladeburner contracts give more money. Fixed a bug with recording player money
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@ -32,48 +32,51 @@ import { removeElement } from "../utils/uiHelpers/rem
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import { removeElementById } from "../utils/uiHelpers/removeElementById";
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var CityNames = ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"];
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const CityNames = ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"];
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var CyclesPerSecond = 5; //Game cycle is 200 ms
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const CyclesPerSecond = 5; //Game cycle is 200 ms
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var StaminaGainPerSecond = 0.0085;
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var BaseStaminaLoss = 0.285; //Base stamina loss per action. Increased based on difficulty
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var MaxStaminaToGainFactor = 70000; //Max Stamina is divided by this to get bonus stamina gain
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const StaminaGainPerSecond = 0.0085;
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const BaseStaminaLoss = 0.285; //Base stamina loss per action. Increased based on difficulty
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const MaxStaminaToGainFactor = 70000; //Max Stamina is divided by this to get bonus stamina gain
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var DifficultyToTimeFactor = 10; //Action Difficulty divided by this to get base action time
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const DifficultyToTimeFactor = 10; //Action Difficulty divided by this to get base action time
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//The difficulty multiplier affects stamina loss and hp loss of an action. Also affects
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//experience gain. Its formula is:
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//difficulty ^ exponentialFactor + difficulty / linearFactor
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var DiffMultExponentialFactor = 0.28;
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var DiffMultLinearFactor = 650;
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const DiffMultExponentialFactor = 0.28;
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const DiffMultLinearFactor = 650;
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// These factors are used to calculate action time.
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// They affect how much action time is reduced based on your agility and dexterity
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var EffAgiLinearFactor = 38e3;
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var EffDexLinearFactor = 38e3;
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var EffAgiExponentialFactor = 0.033;
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var EffDexExponentialFactor = 0.03;
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const EffAgiLinearFactor = 38e3;
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const EffDexLinearFactor = 38e3;
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const EffAgiExponentialFactor = 0.033;
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const EffDexExponentialFactor = 0.03;
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var BaseRecruitmentTimeNeeded = 300; //Base time needed (s) to complete a Recruitment action
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const BaseRecruitmentTimeNeeded = 300; //Base time needed (s) to complete a Recruitment action
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var PopulationThreshold = 1e9; //Population at which success rates start being affected
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var ChaosThreshold = 50; //City chaos level after which it starts making tasks harder
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const PopulationThreshold = 1e9; //Population at which success rates start being affected
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const ChaosThreshold = 50; //City chaos level after which it starts making tasks harder
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var BaseStatGain = 1; //Base stat gain per second
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var BaseIntGain = 0.001; //Base intelligence stat gain
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const BaseStatGain = 1; //Base stat gain per second
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const BaseIntGain = 0.001; //Base intelligence stat gain
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var ActionCountGrowthPeriod = 300; //Time (s) it takes for action count to grow by its specified value
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const ActionCountGrowthPeriod = 480; //Time (s) it takes for action count to grow by its specified value
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var RankToFactionRepFactor = 2; //Delta Faction Rep = this * Delta Rank
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var RankNeededForFaction = 25;
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const RankToFactionRepFactor = 2; //Delta Faction Rep = this * Delta Rank
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const RankNeededForFaction = 25;
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var ContractSuccessesPerLevel = 3; //How many successes you need to level up a contract
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var OperationSuccessesPerLevel = 2.5; //How many successes you need to level up an op
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const ContractSuccessesPerLevel = 3; //How many successes you need to level up a contract
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const OperationSuccessesPerLevel = 2.5; //How many successes you need to level up an op
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var RanksPerSkillPoint = 3.5; //How many ranks needed to get 1 Skill Point
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const RanksPerSkillPoint = 3; //How many ranks needed to get 1 Skill Point
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var ContractBaseMoneyGain = 50e3; //Base Money Gained per contract
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const ContractBaseMoneyGain = 100e3; //Base Money Gained per contract
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const HrcHpGain = 2; // HP gained from Hyperbolic Regeneration Chamber
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const HrcStaminaGain = 0.1; // Stamina gained from Hyperbolic Regeneration Chamber
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//DOM related variables
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var ActiveActionCssClass = "bladeburner-active-action";
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@ -1413,9 +1416,12 @@ Bladeburner.prototype.completeAction = function() {
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this.startAction(this.action); // Repeat Action
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break;
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case ActionTypes["Hyperbolic Regeneration Chamber"]:
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Player.regenerateHp(1);
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this.stamina += 0.05; // TODO Turn this into a const and adjust value
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Player.regenerateHp(HrcHpGain);
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this.stamina = Math.max(this.maxStamina, this.stamina + HrcStaminaGain); // TODO Turn this into a const and adjust value
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this.startAction(this.action);
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if (this.logging.general) {
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this.log(`Rested in Hyperbolic Regeneration Chamber. Restored ${HrcHpGain} HP and gained ${HrcStaminaGain} stamina`);
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}
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break;
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default:
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console.error(`Bladeburner.completeAction() called for invalid action: ${this.action.type}`);
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@ -1541,8 +1547,8 @@ Bladeburner.prototype.getRecruitmentSuccessChance = function() {
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Bladeburner.prototype.getDiplomacyEffectiveness = function() {
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// Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)
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const CharismaLinearFactor = 5e3;
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const CharismaExponentialFactor = 0.04;
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const CharismaLinearFactor = 4e3;
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const CharismaExponentialFactor = 0.045;
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const charismaEff = Math.pow(Player.charisma, CharismaExponentialFactor) + Player.charisma / CharismaLinearFactor;
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return (100 - charismaEff) / 100;
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@ -517,9 +517,11 @@ export let CONSTANTS: IMap<any> = {
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** Increased the effect of the "Hyperdrive" and "Hands of Midas" skills
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** Slightly increased the rate which the skill point cost rises for almost all skills
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** The "Overlock" Skill now has a maximum level of 90 instead of 95
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** Money earned from Contracts increased by 100%
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** Added two new General Actions: Diplomacy and Hyperbolic Regeneration Chamber
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** Lowered the rep cost of the "Blade's Simulacrum" augmentation, but increased the price
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** Significantly decreased the initial amount of Contracts/Operations (the "Contracts/Operations remaining" value)
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** Decreased the rate at which the amount of Contracts/Operations increases over time
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** Decreased the number of successes you need to increase the max level of a Contract/Operation
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** Increased the average number of Synthoid communities each city has
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** Reduced the amount by which a successful raid will decrease the population of a city
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@ -454,7 +454,7 @@ function sellStock(stock, shares) {
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if (shares === 0) {return false;}
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var gains = stock.price * shares - CONSTANTS.StockMarketCommission;
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Player.gainMoney(gains);
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Player.recordMoneySource(profit, "stock");
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Player.recordMoneySource(gains, "stock");
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stock.playerShares = Math.round(stock.playerShares - shares);
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if (stock.playerShares == 0) {
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stock.playerAvgPx = 0;
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