diff --git a/src/Constants.js b/src/Constants.js index d9cc9de38..86f29a9f7 100644 --- a/src/Constants.js +++ b/src/Constants.js @@ -15,7 +15,7 @@ CONSTANTS = { BaseCostForHacknetNodeCore: 1000000, /* Hacknet Node constants */ - HacknetNodeMoneyGainPerLevel: 0.5, + HacknetNodeMoneyGainPerLevel: 0.75, HacknetNodePurchaseNextMult: 1.35, //Multiplier when purchasing an additional hacknet node HacknetNodeUpgradeLevelMult: 1.08, //Multiplier for cost when upgrading level HacknetNodeUpgradeRamMult: 1.2, //Multiplier for cost when upgrading RAM diff --git a/src/Crimes.js b/src/Crimes.js index cf46eaf72..6b3639114 100644 --- a/src/Crimes.js +++ b/src/Crimes.js @@ -1,32 +1,32 @@ /* Crimes.js */ function commitShopliftCrime() { Player.crimeType = CONSTANTS.CrimeShoplift; - Player.startCrime(0, 1, 1, 1, 1, 0, 100, 3000); //$33.33 per sec + Player.startCrime(0, 1, 1, 1, 1, 0, 100, 3000); //$33.33/s, .333 exp/s } function commitMugCrime() { Player.crimeType = CONSTANTS.CrimeMug; - Player.startCrime(0, 2, 2, 2, 2, 0, 250, 5000); //$50 per sec + Player.startCrime(0, 2, 2, 2, 2, 0, 250, 5000); //$50/s, .4 exp/s } function commitDealDrugsCrime() { Player.crimeType = CONSTANTS.CrimeDrugs; - Player.startCrime(0, 2, 2, 2, 2, 4, 1000, 10000); //$100 per sec + Player.startCrime(0, 2, 2, 2, 2, 4, 1000, 10000); //$100/s, .2 combat exp/s, .4 cha exp/s } function commitTraffickArmsCrime() { Player.crimeType = CONSTANTS.CrimeTraffickArms; - Player.startCrime(0, 5, 5, 5, 5, 8, 2500, 20000); //$125 per sec + Player.startCrime(0, 10, 10, 10, 10, 16, 5000, 40000); //$125/s, .25 combat exp/s, .4 cha exp/s } function commitHomicideCrime() { Player.crimeType = CONSTANTS.CrimeHomicide; - Player.startCrime(0, 3, 3, 3, 3, 0, 300, 3000); //$100 per sec + Player.startCrime(0, 3, 3, 3, 3, 0, 300, 3000); //$100/s, 1 combat exp/s } function commitKidnapCrime() { Player.crimeType = CONSTANTS.CrimeKidnap; - Player.startCrime(0, 10, 10, 10, 10, 10, 10000, 60000); //$166.67 per sec + Player.startCrime(0, 30, 30, 30, 30, 30, 20000, 120000); //$166.67/s. .25 exp/s } function determineCrimeSuccess(crime, moneyGained) { @@ -65,40 +65,46 @@ function determineCrimeSuccess(crime, moneyGained) { } function determineCrimeChanceShoplift() { - return ((Player.strength / CONSTANTS.MaxSkillLevel + + var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + - Player.agility / CONSTANTS.MaxSkillLevel)) * 10; + Player.agility / CONSTANTS.MaxSkillLevel)) * 8; + + return Math.min(chance, 1); } function determineCrimeChanceMug() { - return ((Player.strength / CONSTANTS.MaxSkillLevel + + var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)) * 4; + return Math.min(chance, 1); } function determineCrimeChanceDealDrugs() { - return ((3*Player.charisma / CONSTANTS.MaxSkillLevel + - 2*Player.strength / CONSTANTS.MaxSkillLevel + - 2*Player.defense / CONSTANTS.MaxSkillLevel + - 2*Player.dexterity / CONSTANTS.MaxSkillLevel + - 2*Player.agility / CONSTANTS.MaxSkillLevel)); -} - -function determineCrimeChanceTraffickArms() { - return ((Player.charisma / CONSTANTS.MaxSkillLevel + + var chance = ((1.5*Player.charisma / CONSTANTS.MaxSkillLevel + Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + - Player.agility / CONSTANTS.MaxSkillLevel)) * 1.5; + Player.agility / CONSTANTS.MaxSkillLevel)); + return Math.min(chance, 1); +} + +function determineCrimeChanceTraffickArms() { + var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel + + Player.strength / CONSTANTS.MaxSkillLevel + + Player.defense / CONSTANTS.MaxSkillLevel + + Player.dexterity / CONSTANTS.MaxSkillLevel + + Player.agility / CONSTANTS.MaxSkillLevel)); + return Math.min(chance, 1); } function determineCrimeChanceHomicide() { - return ((Player.strength / CONSTANTS.MaxSkillLevel + + var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + - Player.agility / CONSTANTS.MaxSkillLevel)) * 2; + Player.agility / CONSTANTS.MaxSkillLevel)); + return Math.min(chance, 1); } function determineCrimeChanceKidnap() { @@ -106,5 +112,6 @@ function determineCrimeChanceKidnap() { Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + - Player.agility / CONSTANTS.MaxSkillLevel)); + Player.agility / CONSTANTS.MaxSkillLevel)) / 4; + return Math.min(chance, 1); }