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