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Playtesting - Fixes and rebalancing
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@ -15,8 +15,8 @@ CONSTANTS = {
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BaseCostForHacknetNodeCore: 1000000,
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/* Hacknet Node constants */
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HacknetNodeMoneyGainPerLevel: 0.25,
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HacknetNodePurchaseNextMult: 1.2; //Multiplier when purchasing an additional hacknet node
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HacknetNodeMoneyGainPerLevel: 0.5,
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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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HacknetNodeUpgradeCoreMult: 1.5, //Multiplier for cost when buying another core
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@ -120,6 +120,7 @@ function evaluate(exp, workerScript) {
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if (env.stopFlag) {reject(workerScript);}
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console.log("for loop encountered in evaluator");
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workerScript.scriptRef.log("Entering for loop");
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var pInit = new Promise(function(resolve, reject) {
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setTimeout(function() {
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var resInit = evaluate(exp.init, workerScript);
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@ -135,6 +136,7 @@ function evaluate(exp, workerScript) {
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var pForLoop = evaluateFor(exp, workerScript);
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pForLoop.then(function(forLoopRes) {
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resolve("forLoopDone");
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workerScript.scriptRef.log("Exiting for loop");
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}, function(e) {
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reject(e);
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});
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@ -831,8 +831,8 @@ PlayerObject.prototype.startClass = function(costMult, expMult, className) {
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}
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this.workMoneyLossRate = cost;
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this.workHackExpGainRate = hackExp;
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this.workChaExpGainRate = chaExp;
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this.workHackExpGainRate = hackExp * this.hacking_exp_mult;
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this.workChaExpGainRate = chaExp * this.charisma_exp_mult;
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var cancelButton = document.getElementById("work-in-progress-cancel-button");
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