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fix blade time
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@ -179,7 +179,7 @@ export class Action implements IAction {
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baseTime = Math.max(1, (baseTime * skillFac) / statFac);
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return Math.ceil(baseTime * this.getActionTimePenalty()) * 1000;
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return Math.ceil(baseTime * this.getActionTimePenalty());
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}
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// For actions that have teams. To be implemented by subtypes.
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@ -1007,7 +1007,7 @@ export class Bladeburner implements IBladeburner {
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getRecruitmentTime(player: IPlayer): number {
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const effCharisma = player.charisma * this.skillMultipliers.effCha;
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const charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;
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return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor)) * 1000;
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return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));
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}
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resetSkillMultipliers(): void {
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@ -2104,13 +2104,13 @@ export class Bladeburner implements IBladeburner {
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case ActionTypes["Operation"]:
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case ActionTypes["BlackOp"]:
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case ActionTypes["BlackOperation"]:
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return actionObj.getActionTime(this);
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return actionObj.getActionTime(this) * 1000;
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case ActionTypes["Training"]:
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case ActionTypes["Field Analysis"]:
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case ActionTypes["FieldAnalysis"]:
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return 30000;
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case ActionTypes["Recruitment"]:
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return this.getRecruitmentTime(player);
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return this.getRecruitmentTime(player) * 1000;
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case ActionTypes["Diplomacy"]:
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case ActionTypes["Hyperbolic Regeneration Chamber"]:
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case ActionTypes["Incite Violence"]:
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