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https://github.com/bitburner-official/bitburner-src.git
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MOre rebalancing with universities and companies
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0f59d48c53
commit
542a32c768
@ -295,9 +295,9 @@ CompanyPositions = {
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CompanyPositions.LeadDev.setExperienceGains(.5, 0, 0, 0, 0, .1);
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CompanyPositions.LeadDev.setExperienceGains(.5, 0, 0, 0, 0, .1);
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CompanyPositions.SoftwareConsultant.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1);
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CompanyPositions.SoftwareConsultant.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1);
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CompanyPositions.SoftwareConsultant.setExperienceGains(.175, 0, 0, 0, 0, .03);
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CompanyPositions.SoftwareConsultant.setExperienceGains(.08, 0, 0, 0, 0, .03);
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CompanyPositions.SeniorSoftwareConsultant.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.2);
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CompanyPositions.SeniorSoftwareConsultant.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.2);
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CompanyPositions.SeniorSoftwareConsultant.setExperienceGains(.35, 0, 0, 0, 0, .06);
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CompanyPositions.SeniorSoftwareConsultant.setExperienceGains(.25, 0, 0, 0, 0, .06);
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//Security
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//Security
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CompanyPositions.ITIntern.setPerformanceParameters(90, 0, 0, 0, 0, 10, 0.9);
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CompanyPositions.ITIntern.setPerformanceParameters(90, 0, 0, 0, 0, 10, 0.9);
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@ -152,12 +152,12 @@ CONSTANTS = {
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ClassGymDexterity: "training your dexterity at a gym",
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ClassGymDexterity: "training your dexterity at a gym",
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ClassGymAgility: "training your agility at a gym",
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ClassGymAgility: "training your agility at a gym",
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ClassDataStructuresBaseCost: 10,
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ClassDataStructuresBaseCost: 30,
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ClassNetworksBaseCost: 32,
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ClassNetworksBaseCost: 60,
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ClassAlgorithmsBaseCost: 120,
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ClassAlgorithmsBaseCost: 240,
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ClassManagementBaseCost: 60,
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ClassManagementBaseCost: 120,
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ClassLeadershipBaseCost: 120,
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ClassLeadershipBaseCost: 240,
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ClassGymBaseCost: 100,
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ClassGymBaseCost: 120,
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CrimeShoplift: "shoplift",
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CrimeShoplift: "shoplift",
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CrimeMug: "mug someone",
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CrimeMug: "mug someone",
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@ -910,10 +910,11 @@ CONSTANTS = {
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"v0.24.1<br>" +
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"v0.24.1<br>" +
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"-Adjusted cost of upgrading home computer RAM. Should be a little cheaper for the first few upgrades (up to ~64GB), and " +
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"-Adjusted cost of upgrading home computer RAM. Should be a little cheaper for the first few upgrades (up to ~64GB), and " +
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"then will start being more expensive than before. High RAM upgrades should now be significantly more expensive than before.<br>" +
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"then will start being more expensive than before. High RAM upgrades should now be significantly more expensive than before.<br>" +
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"-Very slightly lowered the starting money available on most mid-game and end-game servers (servers with required hacking level " +
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"-Slightly lowered the starting money available on most mid-game and end-game servers (servers with required hacking level " +
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"greater than 200) by about 10-15%<br>" +
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"greater than 200) by about 10-15%<br>" +
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"-Rebalanced company/company position reputation gains and requirements<br>" +
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"-Rebalanced company/company position reputation gains and requirements<br>" +
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"-Studying at a university now gives slightly more EXP and early jobs give slightly less EXP<br>" +
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"-Studying at a university now gives slightly more EXP and early jobs give slightly less EXP<br>" +
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"-Studying at a university is now considerably more expensive<br>" +
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"-Significantly increased cost multiplier for purchasing additional Hacknet Nodes<br>" +
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"-Significantly increased cost multiplier for purchasing additional Hacknet Nodes<br>" +
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"-Updated Faction descriptions<br>" +
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"-Updated Faction descriptions<br>" +
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"-'top' Terminal command implemented courtesy of Github user LTCNugget<br><br>" +
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"-'top' Terminal command implemented courtesy of Github user LTCNugget<br><br>" +
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@ -216,6 +216,9 @@ getMaxNumberLevelUpgrades = function(nodeObj) {
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var min = 1;
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var min = 1;
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var max = CONSTANTS.HacknetNodeMaxLevel-1;
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var max = CONSTANTS.HacknetNodeMaxLevel-1;
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var levelsToMax = CONSTANTS.HacknetNodeMaxLevel - nodeObj.level;
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var levelsToMax = CONSTANTS.HacknetNodeMaxLevel - nodeObj.level;
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if (nodeObj.calculateLevelUpgradeCost(levelsToMax) < Player.money) {
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return levelsToMax;
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}
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while (min <= max) {
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while (min <= max) {
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var curr = (min + max) / 2 | 0;
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var curr = (min + max) / 2 | 0;
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@ -938,13 +938,13 @@ PlayerObject.prototype.startClass = function(costMult, expMult, className) {
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var gameCPS = 1000 / Engine._idleSpeed;
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var gameCPS = 1000 / Engine._idleSpeed;
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//Base exp gains per second
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//Base exp gains per second
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var baseStudyComputerScienceExp = 0.3;
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var baseStudyComputerScienceExp = 0.25;
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var baseDataStructuresExp = 0.6;
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var baseDataStructuresExp = 0.5;
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var baseNetworksExp = 1.2;
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var baseNetworksExp = 1;
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var baseAlgorithmsExp = 2.4;
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var baseAlgorithmsExp = 2;
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var baseManagementExp = 1.0;
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var baseManagementExp = 1;
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var baseLeadershipExp = 2.0;
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var baseLeadershipExp = 2;
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var baseGymExp = 1.0;
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var baseGymExp = 1;
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//Find cost and exp gain per game cycle
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//Find cost and exp gain per game cycle
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var cost = 0;
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var cost = 0;
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@ -491,15 +491,22 @@ function displayStockMarketContent() {
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li.appendChild(sharesTxt);
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li.appendChild(sharesTxt);
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li.appendChild(returnTxt);
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li.appendChild(returnTxt);
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stockList.appendChild(li);
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stockList.appendChild(li);
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updateStockTicker(stock, true);
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updateStockPlayerPosition(stock);
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}()); //Immediate invocation
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}()); //Immediate invocation
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}//End if
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}//End if
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}
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}
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stockMarketContentCreated = true;
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stockMarketContentCreated = true;
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}
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}
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if (Player.hasWseAccount) {
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for (var name in StockMarket) {
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if (StockMarket.hasOwnProperty(name)) {
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var stock = StockMarket[name];
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updateStockTicker(stock, true);
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updateStockPlayerPosition(stock);
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}
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}
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}
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}
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}
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//'increase' argument is a boolean indicating whether the price increased or decreased
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//'increase' argument is a boolean indicating whether the price increased or decreased
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