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Finish work on the gimick time-based aug
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@ -31,57 +31,81 @@ function AddToAugmentations(aug) {
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function getRandomBonus() {
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function getRandomBonus() {
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var bonuses =
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var bonuses =
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[
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[
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[
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{
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["hacking_chance_mult", 1.25],
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bonuses: {
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["hacking_speed_mult", 1.15],
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hacking_chance_mult: 1.25,
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["hacking_money_mult", 1.25],
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hacking_speed_mult: 1.10,
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["hacking_grow_mult", 1.1],
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hacking_money_mult: 1.25,
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hacking_grow_mult: 1.1
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],
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},
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[
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description: "Increases the player's hacking chance by 25%.<br>" +
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["strength_exp_mult", 1.15],
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"Increases the player's hacking speed by 10%.<br>" +
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["strength_exp_mult", 2]
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"Increases the amount of money the player's gains from hacking by 25%.<br>" +
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],
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"Increases the amount of money the player can inject into servers using grow() by 10%."
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[
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},
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["defense_mult", 1.15],
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{
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["defense_exp_mult", 2]
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bonuses: {
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],
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hacking_mult: 1.15,
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[
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hacking_exp_mult: 2
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["dexterity_mult", 1.15],
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},
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["dexterity_exp_mult", 2]
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description: "Increases the player's hacking skill by 15%.<br>" +
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],
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"Increases the player's hacking experience gain rate by 100%."
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[
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},
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["agility_mult", 1.15],
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{
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["agility_exp_mult", 2]
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bonuses: {
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],
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strength_mult: 1.25,
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[
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strength_exp_mult: 1.5,
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["charisma_mult", 1.15],
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defense_mult: 1.25,
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["charisma_exp_mult", 2]
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defense_exp_mult: 1.5,
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],
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dexterity_mult: 1.25,
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[
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dexterity_exp_mult: 1.5,
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["hacknet_node_money_mult", 1.2],
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agility_mult: 1.25,
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["hacknet_node_purchase_cost_mult", 0.85],
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agility_exp_mult: 1.5
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["hacknet_node_ram_cost_mult", 0.85],
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},
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["hacknet_node_core_cost_mult", 0.85],
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description: "Increases all of the player's combat stats by 25%.<br>" +
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["hacknet_node_level_cost_mult", 0.85]
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"Increases all of the player's combat stat experience gain rate by 100%."
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],
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},
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[
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{
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["company_rep_mult", 1.25],
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bonuses: {
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["faction_rep_mult", 1.15],
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charisma_mult: 1.5,
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["work_money_mult", 1.3]
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charisma_exp_mult: 2
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],
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},
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[
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description: "This augmentation increases the player's charisma by 50%.<br>" +
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["crime_success_mult", 2],
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"Increases the player's charisma experience gain rate by 100%."
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["crime_money_mult", 2],
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},
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],
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{
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bonuses: {
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hacknet_node_money_mult: 1.2,
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hacknet_node_purchase_cost_mult: 0.85,
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hacknet_node_ram_cost_mult: 0.85,
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hacknet_node_core_cost_mult: 0.85,
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hacknet_node_level_cost_mult: 0.85
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},
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description: "Increases the amount of money produced by Hacknet Nodes by 20%.<br>" +
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"Decreases all costs related to Hacknet Node by 15%."
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},
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{
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bonuses: {
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company_rep_mult: 1.25,
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faction_rep_mult: 1.15,
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work_money_mult: 1.7
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},
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description: "Increases the amount of money the player gains from working by 70%.<br>" +
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"Increases the amount of reputation the player gains when working for a company by 25%.<br>" +
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"Increases the amount of reputation the player gains for a faction by 15%."
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},
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{
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bonuses: {
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crime_success_mult: 2,
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crime_money_mult: 2
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},
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description: "Increases the player's crime success rate by 100%.<br>" +
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"Increases the amount of money the player gains from crimes by 100%."
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}
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]
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]
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const randomNumber = (new WHRNG(Math.floor(Player.lastUpdate/3600000)));
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let randomNumber = (new WHRNG(Math.floor(Player.lastUpdate/3600000)));
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for(let i = 0; i < 5; i++) randomNumber.step();
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for(let i = 0; i < 3; i++){
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randomNumber.step();
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}
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return (bonuses[Math.floor(bonuses.length * randomNumber.random())]);
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return (bonuses[Math.floor(bonuses.length * randomNumber.random())]);
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}
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}
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@ -97,29 +121,23 @@ function initAugmentations() {
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clearObject(Augmentations);
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clearObject(Augmentations);
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//Time-Based Augment Test
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//Time-Based Augment Test
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var randomBonuses = getRandomBonus();
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const randomBonuses = getRandomBonus();
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const CircadianRhythm = new Augmentation({
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const UnstableCircadianModulator = new Augmentation({
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name:AugmentationNames.CircadianRhythm, moneyCost: 1e9, repCost:4.5e3,
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name:AugmentationNames.UnstableCircadianModulator, moneyCost: 1e9, repCost:145e3,
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info:"A prototype injection which modifies your circadian rhythm, leading to varied effects.<br><br>" +
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info:"An experimental nanobot injection. Its unstable nature leads to unpredictable results based on your circadian rhythm.<br><br>" +
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"This augmentation currently modifies these values:<br>"
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"This augmentation:<br>" + randomBonuses.description + "<br><br>For now ..."
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});
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});
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Object.keys(randomBonuses.bonuses).forEach(key => UnstableCircadianModulator.mults[key] = randomBonuses.bonuses[key]);
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for (let i = 0; i < randomBonuses.length; i++) {
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console.log(`${randomBonuses[i]}`);
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CircadianRhythm.mults[randomBonuses[i][0]] = randomBonuses[i][1];
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CircadianRhythm.info += `${randomBonuses[i][0]} by ${Math.round(100 * randomBonuses[i][1].toFixed(2))}%<br>`
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UnstableCircadianModulator.addToFactions(["Speakers for the Dead"]);
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if (augmentationExists(AugmentationNames.UnstableCircadianModulator)) {
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delete Augmentations[AugmentationNames.UnstableCircadianModulator];
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}
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}
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AddToAugmentations(UnstableCircadianModulator);
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console.log(CircadianRhythm.info);
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CircadianRhythm.addToFactions(["Speakers for the Dead"]);
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if (augmentationExists(AugmentationNames.CircadianRhythm)) {
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delete Augmentations[AugmentationNames.CircadianRhythm];
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}
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AddToAugmentations(CircadianRhythm);
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//Combat stat augmentations
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//Combat stat augmentations
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const HemoRecirculator = new Augmentation({
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const HemoRecirculator = new Augmentation({
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@ -1467,8 +1485,9 @@ function initAugmentations() {
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info:"The left arm of a legendary BitRunner who ascended beyond this world. " +
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info:"The left arm of a legendary BitRunner who ascended beyond this world. " +
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"It projects a light blue energy shield that protects the exposed inner parts. " +
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"It projects a light blue energy shield that protects the exposed inner parts. " +
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"Even though it contains no weapons, the advance tungsten titanium " +
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"Even though it contains no weapons, the advance tungsten titanium " +
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"alloy increases the users strength to unbelievable levels.<br><br>" +
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"alloy increases the users strength to unbelievable levels. The augmentation " +
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"This augmentation increases the player's strength by 300%.",
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"gets more powerful over time for seemingly no reason.<br><br>" +
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"This augmentation increases the player's strength by 270%.",
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strength_mult: 2.70,
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strength_mult: 2.70,
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});
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});
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HydroflameLeftArm.addToFactions(["NWO"]);
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HydroflameLeftArm.addToFactions(["NWO"]);
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@ -1,7 +1,6 @@
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import { IMap } from "../../types";
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import { IMap } from "../../types";
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export const AugmentationNames: IMap<string> = {
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export const AugmentationNames: IMap<string> = {
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CircadianRhythm: "Circadian Modulator",
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Targeting1: "Augmented Targeting I",
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Targeting1: "Augmented Targeting I",
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Targeting2: "Augmented Targeting II",
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Targeting2: "Augmented Targeting II",
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Targeting3: "Augmented Targeting III",
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Targeting3: "Augmented Targeting III",
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@ -79,6 +78,7 @@ export const AugmentationNames: IMap<string> = {
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PhotosyntheticCells: "Photosynthetic Cells",
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PhotosyntheticCells: "Photosynthetic Cells",
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Neurolink: "BitRunners Neurolink",
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Neurolink: "BitRunners Neurolink",
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TheBlackHand: "The Black Hand",
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TheBlackHand: "The Black Hand",
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UnstableCircadianModulator: "Unstable Circadian Modulator",
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CRTX42AA: "CRTX42-AA Gene Modification",
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CRTX42AA: "CRTX42-AA Gene Modification",
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Neuregen: "Neuregen Gene Modification",
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Neuregen: "Neuregen Gene Modification",
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CashRoot: "CashRoot Starter Kit",
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CashRoot: "CashRoot Starter Kit",
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@ -746,7 +746,7 @@ class DevMenuComponent extends Component {
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<td><span className="text text-center">All:</span></td>
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<td><span className="text text-center">All:</span></td>
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<td>
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<td>
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<button className="std-button tooltip" onClick={this.tonsOfExp}>Tons of exp<span className="tooltiptext">Sometimes you just need a ton of experience in every stat</span></button>
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<button className="std-button tooltip" onClick={this.tonsOfExp}>Tons of exp<span className="tooltiptext">Sometimes you just need a ton of experience in every stat</span></button>
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<button className="std-button tooltip" onClick={this.resetAllExp}>Reset<span className="tooltiptext">Sometimes you just need a ton of experience in every stat</span></button>
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<button className="std-button tooltip" onClick={this.resetAllExp}>Reset<span className="tooltiptext">Reset all experience to 0</span></button>
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</td>
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</td>
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</tr>
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</tr>
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<tr>
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<tr>
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