mirror of
https://github.com/bitburner-official/bitburner-src.git
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Added Soft Reset ability in Options. Cancelling work only halves reputation, not other stuff liek money and exp. Added 7 new hacking Augmentations
This commit is contained in:
parent
2752ec069a
commit
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14
index.html
14
index.html
@ -760,7 +760,19 @@
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<br>
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<br>
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<a id="save-game-link" class="a-link-button" style="display:block;"> Save Game </a>
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<a id="save-game-link" class="a-link-button" style="display:block;"> Save Game </a>
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<a id="delete-game-link" class="a-link-button" style="display:block;"> Delete Game </a>
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<a id="delete-game-link" class="a-link-button" style="display:block;"> Delete Game </a>
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<a id="debug-delete-scripts-link" class="a-link-button" style="display:block;"> (DEBUG) Delete Active Scripts </a>
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<a id="debug-delete-scripts-link" class="a-link-button tooltip" style="display:block;">
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(DEBUG) Delete Active Scripts
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<span class="tooltiptext">
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Debug option used to forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the game. After
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using this, save the game and then reload the page.
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</span>
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</a>
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<a id="debug-soft-reset" class="a-link-button tooltip" style="display:block;">
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(DEBUG) Soft Reset
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<span class="tooltiptext">
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Perform a soft reset. Resets everything as if you had just purchased an Augmentation
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</span>
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</a>
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</div>
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</div>
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</div>
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</div>
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@ -98,6 +98,13 @@ AugmentationNames = {
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ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine",
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ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine",
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ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade",
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ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade",
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Neuralstimulator: "Neuralstimulator",
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Neuralstimulator: "Neuralstimulator",
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NeuralAccelerator: "Neural Accelerator",
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CranialSignalProcessorsG1: "Cranial Signal Processors - Gen I",
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CranialSignalProcessorsG2: "Cranial Signal Processors - Gen II",
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CranialSignalProcessorsG3: "Cranial Signal Processors - Gen III",
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CranialSignalProcessorsG4: "Cranial Signal Processors - Gen IV",
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CranialSignalProcessorsG5: "Cranial Signal Processors - Gen V",
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NeuronalDensification: "Neuronal Densification",
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NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant",
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NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant",
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SpeechEnhancement: "Speech Enhancement",
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SpeechEnhancement: "Speech Enhancement",
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FocusWire: "FocusWire",
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FocusWire: "FocusWire",
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@ -416,7 +423,7 @@ initAugmentations = function() {
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BitWire.setRequirements(1500, 2000000);
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BitWire.setRequirements(1500, 2000000);
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BitWire.setInfo("A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing " +
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BitWire.setInfo("A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing " +
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"capabilities. <br><br> This augmentation increases the player's hacking skill by 10%");
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"capabilities. <br><br> This augmentation increases the player's hacking skill by 10%");
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BitWire.addToFactions(["CyberSec", "BitRunners", "NiteSec"]);
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BitWire.addToFactions(["CyberSec", "NiteSec"]);
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if (augmentationExists(AugmentationNames.BitWire)) {
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if (augmentationExists(AugmentationNames.BitWire)) {
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BitWire.owned = Augmentations[AugmentationNames.BitWire].owned;
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BitWire.owned = Augmentations[AugmentationNames.BitWire].owned;
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delete Augmentations[AugmentationNames.BitWire];
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delete Augmentations[AugmentationNames.BitWire];
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@ -629,6 +636,120 @@ initAugmentations = function() {
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}
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}
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AddToAugmentations(Neuralstimulator);
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AddToAugmentations(Neuralstimulator);
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var NeuralAccelerator = new Augmentation(AugmentationNames.NeuralAccelerator);
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NeuralAccelerator.setRequirements(80000, 300000000);
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NeuralAccelerator.setInfo("A microprocessor that accelerates the processing " +
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"speed of biological neural networks. This is a cranial implant that is embedded inside the brain. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking skill by 20%<br>" +
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"Increases the player's hacking experience gain rate by 20%<br>" +
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"Increases the amount of money the player gains from hacking by 20%");
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NeuralAccelerator.addToFactions(["BitRunners"]);
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if (augmentationExists(AugmentationNames.NeuralAccelerator)) {
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NeuralAccelerator.owned = Augmentations[AugmentationNames.NeuralAccelerator].owned;
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delete Augmentations[AugmentationNames.NeuralAccelerator];
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}
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AddToAugmentations(NeuralAccelerator);
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var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1);
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CranialSignalProcessorsG1.setRequirements(4000, 15000000);
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CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " +
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"are a set of specialized microprocessors that are attached to " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 1%<br>" +
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"Increases the player's hacking skill by 10%");
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CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
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CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
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delete Augmentations[AugmentationNames.CranialSignalProcessorsG1];
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}
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AddToAugmentations(CranialSignalProcessorsG1);
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var CranialSignalProcessorsG2 = new Augmentation(AugmentationNames.CranialSignalProcessorsG2);
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CranialSignalProcessorsG2.setRequirements(7500, 21000000);
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CranialSignalProcessorsG2.setInfo("The second generation of Cranial Signal Processors. Cranial Signal Processors " +
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"are a set of specialized microprocessors that are attached to " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's chance of successfully performing a hack by 5%<br>" +
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"Increases the player's hacking skill by 10%");
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CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
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CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
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delete Augmentations[AugmentationNames.CranialSignalProcessorsG2];
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}
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AddToAugmentations(CranialSignalProcessorsG2);
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var CranialSignalProcessorsG3 = new Augmentation(AugmentationNames.CranialSignalProcessorsG3);
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CranialSignalProcessorsG3.setRequirements(20000, 90000000);
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CranialSignalProcessorsG3.setInfo("The third generation of Cranial Signal Processors. Cranial Signal Processors " +
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"are a set of specialized microprocessors that are attached to " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the amount of money the player gains from hacking by 20%<br>" +
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"Increases the player's hacking skill by 10%");
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CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
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CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
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delete Augmentations[AugmentationNames.CranialSignalProcessorsG3];
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}
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AddToAugmentations(CranialSignalProcessorsG3);
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var CranialSignalProcessorsG4 = new Augmentation(AugmentationNames.CranialSignalProcessorsG4);
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CranialSignalProcessorsG4.setRequirements(50000, 200000000);
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CranialSignalProcessorsG4.setInfo("The fourth generation of Cranial Signal Processors. Cranial Signal Processors " +
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"are a set of specialized microprocessors that are attached to " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the amount of money the player gains from hacking by 25%<br>" +
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"Increases the amount of money the player can inject into servers using grow() by 25%");
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CranialSignalProcessorsG4.addToFactions(["The Black Hand"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) {
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CranialSignalProcessorsG4.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG4].owned;
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delete Augmentations[AugmentationNames.CranialSignalProcessorsG4];
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}
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AddToAugmentations(CranialSignalProcessorsG4);
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var CranialSignalProcessorsG5 = new Augmentation(AugmentationNames.CranialSignalProcessorsG5);
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CranialSignalProcessorsG5.setRequirements(100000, 350000000);
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CranialSignalProcessorsG5.setInfo("The fifth generation of Cranial Signal Processors. Cranial Signal Processors " +
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"are a set of specialized microprocessors that are attached to " +
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"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking skill by 60%<br>" +
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"Increases the amount of money the player can inject into servers using grow() by 50%");
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CranialSignalProcessorsG5.addToFactions(["BitRunners"]);
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if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {
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CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned;
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delete Augmentations[AugmentationNames.CranialSignalProcessorsG5];
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}
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AddToAugmentations(CranialSignalProcessorsG5);
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var NeuronalDensification = new Augmentation(AugmentationNames.NeuronalDensification);
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NeuronalDensification.setRequirements(75000, 250000000);
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NeuronalDensification.setInfo("The brain is surgically re-engineered to have increased neuronal density " +
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"by decreasing the neuron gap junction. Then, the body is genetically modified " +
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"to enhance the production and capabilities of its neural stem cells. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking skill by 30%<br>" +
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"Increases the player's hacking experience gain rate by 30%<br>"+
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"Increases the player's hacking speed by 3%");
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NeuronalDensification.addToFactions(["Clarke Incorporated"]);
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if (augmentationExists(AugmentationNames.NeuronalDensification)) {
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NeuronalDensification.owned = Augmentations[AugmentationNames.NeuronalDensification].owned;
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delete Augmentations[AugmentationNames.NeuronalDensification];
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}
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AddToAugmentations(NeuronalDensification);
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//Work Augmentations
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//Work Augmentations
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var NuoptimalInjectorImplant = new Augmentation(AugmentationNames.NuoptimalInjectorImplant);
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var NuoptimalInjectorImplant = new Augmentation(AugmentationNames.NuoptimalInjectorImplant);
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NuoptimalInjectorImplant.setRequirements(2000, 2500000);
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NuoptimalInjectorImplant.setRequirements(2000, 2500000);
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@ -745,7 +866,7 @@ initAugmentations = function() {
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"the brain. This allows the user to engineer custom hardware and software " +
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"the brain. This allows the user to engineer custom hardware and software " +
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"for the Hacknet Node that provides better performance.<br><br>" +
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"for the Hacknet Node that provides better performance.<br><br>" +
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"This augmentation:<br>" +
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"This augmentation:<br>" +
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"Increases the amount of money produced by Hacknet Nodes by 20%<br>" +
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"Increases the amount of money produced by Hacknet Nodes by 15%<br>" +
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"Decreases the cost of purchasing a Hacknet Node Core by 15%");
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"Decreases the cost of purchasing a Hacknet Node Core by 15%");
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HacknetNodeCPUUpload.addToFactions(["Netburners"]);
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HacknetNodeCPUUpload.addToFactions(["Netburners"]);
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if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) {
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if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) {
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@ -760,7 +881,7 @@ initAugmentations = function() {
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"into the brain. This allows the user to engineer custom cache hardware for the " +
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"into the brain. This allows the user to engineer custom cache hardware for the " +
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"Hacknet Node that offers better performance.<br><br>" +
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"Hacknet Node that offers better performance.<br><br>" +
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"This augmentation:<br> " +
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"This augmentation:<br> " +
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"Increases the amount of money produced by Hacknet Nodes by 15%<br>" +
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"Increases the amount of money produced by Hacknet Nodes by 10%<br>" +
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"Decreases the cost of leveling up a Hacknet Node by 15%");
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"Decreases the cost of leveling up a Hacknet Node by 15%");
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HacknetNodeCacheUpload.addToFactions(["Netburners"]);
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HacknetNodeCacheUpload.addToFactions(["Netburners"]);
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if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) {
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if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) {
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@ -1477,6 +1598,39 @@ applyAugmentation = function(aug, reapply=false) {
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Player.hacking_chance_mult *= 1.1;
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Player.hacking_chance_mult *= 1.1;
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Player.hacking_exp_mult *= 1.25;
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Player.hacking_exp_mult *= 1.25;
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break;
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break;
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case AugmentationNames.NeuralAccelerator:
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Player.hacking_mult *= 1.2;
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Player.hacking_exp_mult *= 1.2;
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Player.hacking_money_mult *= 1.2;
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break;
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case AugmentationNames.CranialSignalProcessorsG1:
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Player.hacking_speed_mult *= 0.99;
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Player.hacking_mult *= 1.1;
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break;
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case AugmentationNames.CranialSignalProcessorsG2:
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Player.hacking_speed_mult *= 0.98;
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Player.hacking_chance_mult *= 1.05;
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Player.hacking_mult *= 1.1;
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break;
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case AugmentationNames.CranialSignalProcessorsG3:
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Player.hacking_speed_mult *= 0.98;
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Player.hacking_money_mult *= 1.2;
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Player.hacking_mult *= 1.1;
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break;
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case AugmentationNames.CranialSignalProcessorsG4:
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Player.hacking_speed_mult *= 0.98;
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Player.hacking_money_mult *= 1.25;
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Player.hacking_grow_mult *= 1.25;
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break;
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case AugmentationNames.CranialSignalProcessorsG5:
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Player.hacking_mult *= 1.6;
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Player.hacking_grow_mult *= 1.5;
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break;
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case AugmentationNames.NeuronalDensification:
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Player.hacking_mult *= 1.3;
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Player.hacking_exp_mult *= 1.3;
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Player.hacking_speed_mult *= 0.97;
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break;
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//Work augmentations
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//Work augmentations
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case AugmentationNames.NuoptimalInjectorImplant: //Low medium level
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case AugmentationNames.NuoptimalInjectorImplant: //Low medium level
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@ -1516,11 +1670,11 @@ applyAugmentation = function(aug, reapply=false) {
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//Hacknet Node Augmentations
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//Hacknet Node Augmentations
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case AugmentationNames.HacknetNodeCPUUpload:
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case AugmentationNames.HacknetNodeCPUUpload:
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Player.hacknet_node_money_mult *= 1.2;
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Player.hacknet_node_money_mult *= 1.15;
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Player.hacknet_node_purchase_cost_mult *= 0.85;
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Player.hacknet_node_purchase_cost_mult *= 0.85;
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break;
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break;
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case AugmentationNames.HacknetNodeCacheUpload:
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case AugmentationNames.HacknetNodeCacheUpload:
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Player.hacknet_node_money_mult *= 1.15;
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Player.hacknet_node_money_mult *= 1.10;
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Player.hacknet_node_level_cost_mult *= 0.85;
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Player.hacknet_node_level_cost_mult *= 0.85;
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break;
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break;
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case AugmentationNames.HacknetNodeNICUpload:
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case AugmentationNames.HacknetNodeNICUpload:
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@ -19,10 +19,10 @@ CONSTANTS = {
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/* Hacknet Node constants */
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/* Hacknet Node constants */
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HacknetNodeMoneyGainPerLevel: 1.65,
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HacknetNodeMoneyGainPerLevel: 1.65,
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HacknetNodePurchaseNextMult: 1.38, //Multiplier when purchasing an additional hacknet node
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HacknetNodePurchaseNextMult: 1.39, //Multiplier when purchasing an additional hacknet node
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HacknetNodeUpgradeLevelMult: 1.04, //Multiplier for cost when upgrading level
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HacknetNodeUpgradeLevelMult: 1.04, //Multiplier for cost when upgrading level
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HacknetNodeUpgradeRamMult: 1.24, //Multiplier for cost when upgrading RAM
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HacknetNodeUpgradeRamMult: 1.26, //Multiplier for cost when upgrading RAM
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HacknetNodeUpgradeCoreMult: 1.48, //Multiplier for cost when buying another core
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HacknetNodeUpgradeCoreMult: 1.49, //Multiplier for cost when buying another core
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HacknetNodeMaxLevel: 200,
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HacknetNodeMaxLevel: 200,
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HacknetNodeMaxRam: 64,
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HacknetNodeMaxRam: 64,
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@ -62,7 +62,7 @@ CONSTANTS = {
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ScriptHNUpgCoreRamCost: 0.8,
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ScriptHNUpgCoreRamCost: 0.8,
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//Server growth rate
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//Server growth rate
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ServerGrowthRate: 1.0015,
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ServerGrowthRate: 1.0018,
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//Maximum number of log entries for a script
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//Maximum number of log entries for a script
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MaxLogCapacity: 40,
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MaxLogCapacity: 40,
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@ -397,7 +397,7 @@ CONSTANTS = {
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"other actions such as using your terminal or visiting other locations (However, note that any scripts you have " +
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"other actions such as using your terminal or visiting other locations (However, note that any scripts you have " +
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"running on servers will continue to run as you work!). It is possible to cancel your work shift before the " +
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"running on servers will continue to run as you work!). It is possible to cancel your work shift before the " +
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"8 hours is up. However, if you have a full-time job, then cancelling a shift early will result in you gaining " +
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"8 hours is up. However, if you have a full-time job, then cancelling a shift early will result in you gaining " +
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"only half of all of the money, experience, and reputation " +
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"only half of the reputation " +
|
||||||
"that you had earned up to that point. There are also part-time/consultant jobs available where you will not " +
|
"that you had earned up to that point. There are also part-time/consultant jobs available where you will not " +
|
||||||
" be penalized if you cancel a work shift early. However, these positions pay less than full-time positions.<br><br>" +
|
" be penalized if you cancel a work shift early. However, these positions pay less than full-time positions.<br><br>" +
|
||||||
"As you continue to work at a company, you will gain more and more reputation at that company. When your stats " +
|
"As you continue to work at a company, you will gain more and more reputation at that company. When your stats " +
|
||||||
|
@ -49,7 +49,7 @@ HacknetNode.prototype.updateMoneyGainRate = function() {
|
|||||||
var gainPerLevel = CONSTANTS.HacknetNodeMoneyGainPerLevel;
|
var gainPerLevel = CONSTANTS.HacknetNodeMoneyGainPerLevel;
|
||||||
|
|
||||||
this.moneyGainRatePerSecond = (this.level * gainPerLevel) *
|
this.moneyGainRatePerSecond = (this.level * gainPerLevel) *
|
||||||
Math.pow(1.0375, this.ram-1) *
|
Math.pow(1.037, this.ram-1) *
|
||||||
((this.numCores + 4) / 5) * Player.hacknet_node_money_mult;
|
((this.numCores + 4) / 5) * Player.hacknet_node_money_mult;
|
||||||
if (isNaN(this.moneyGainRatePerSecond)) {
|
if (isNaN(this.moneyGainRatePerSecond)) {
|
||||||
this.moneyGainRatePerSecond = 0;
|
this.moneyGainRatePerSecond = 0;
|
||||||
|
@ -1266,7 +1266,7 @@ function scriptCalculateExpGain(server) {
|
|||||||
function scriptCalculatePercentMoneyHacked(server) {
|
function scriptCalculatePercentMoneyHacked(server) {
|
||||||
var difficultyMult = (100 - server.hackDifficulty) / 100;
|
var difficultyMult = (100 - server.hackDifficulty) / 100;
|
||||||
var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
|
var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
|
||||||
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 350;
|
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 150;
|
||||||
if (percentMoneyHacked < 0) {return 0;}
|
if (percentMoneyHacked < 0) {return 0;}
|
||||||
if (percentMoneyHacked > 1) {return 1;}
|
if (percentMoneyHacked > 1) {return 1;}
|
||||||
return percentMoneyHacked;
|
return percentMoneyHacked;
|
||||||
|
@ -243,7 +243,7 @@ PlayerObject.prototype.calculateHackingTime = function() {
|
|||||||
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
|
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
|
||||||
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
|
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
|
||||||
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
|
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
|
||||||
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 350;
|
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 150;
|
||||||
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
|
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
|
||||||
if (percentMoneyHacked < 0) {return 0;}
|
if (percentMoneyHacked < 0) {return 0;}
|
||||||
if (percentMoneyHacked > 1) {return 1;}
|
if (percentMoneyHacked > 1) {return 1;}
|
||||||
@ -367,47 +367,44 @@ PlayerObject.prototype.resetWorkStatus = function() {
|
|||||||
document.getElementById("work-in-progress-text").innerHTML = "";
|
document.getElementById("work-in-progress-text").innerHTML = "";
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerObject.prototype.gainWorkExp = function(divMult = 1) {
|
PlayerObject.prototype.gainWorkExp = function() {
|
||||||
this.gainHackingExp(this.workHackExpGained / divMult);
|
this.gainHackingExp(this.workHackExpGained);
|
||||||
this.gainStrengthExp(this.workStrExpGained / divMult);
|
this.gainStrengthExp(this.workStrExpGained);
|
||||||
this.gainDefenseExp(this.workDefExpGained / divMult);
|
this.gainDefenseExp(this.workDefExpGained);
|
||||||
this.gainDexterityExp(this.workDexExpGained / divMult);
|
this.gainDexterityExp(this.workDexExpGained);
|
||||||
this.gainAgilityExp(this.workAgiExpGained / divMult);
|
this.gainAgilityExp(this.workAgiExpGained);
|
||||||
this.gainCharismaExp(this.workChaExpGained / divMult);
|
this.gainCharismaExp(this.workChaExpGained);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Working for Company */
|
/* Working for Company */
|
||||||
PlayerObject.prototype.finishWork = function(cancelled) {
|
PlayerObject.prototype.finishWork = function(cancelled) {
|
||||||
//Since the work was cancelled early, player only gains half of what they've earned so far
|
//Since the work was cancelled early, player only gains half of what they've earned so far
|
||||||
var cancMult = 1;
|
if (cancelled) {
|
||||||
if (cancelled) {cancMult = 2;}
|
this.workRepGained /= 2;
|
||||||
|
|
||||||
if (Engine.Debug) {
|
|
||||||
console.log("Player finishWork() called with " + this.workMoneyGained / cancMult + " $ gained");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
this.gainWorkExp(cancMult);
|
this.gainWorkExp();
|
||||||
|
|
||||||
var company = Companies[this.companyName];
|
var company = Companies[this.companyName];
|
||||||
company.playerReputation += (this.workRepGained / cancMult);
|
company.playerReputation += (this.workRepGained);
|
||||||
|
|
||||||
this.gainMoney(this.workMoneyGained / cancMult);
|
this.gainMoney(this.workMoneyGained);
|
||||||
|
|
||||||
this.updateSkillLevels();
|
this.updateSkillLevels();
|
||||||
|
|
||||||
var txt = "You earned a total of: <br>" +
|
var txt = "You earned a total of: <br>" +
|
||||||
"$" + formatNumber(this.workMoneyGained / cancMult, 2) + "<br>" +
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
||||||
formatNumber(this.workRepGained / cancMult, 4) + " reputation for the company <br>" +
|
formatNumber(this.workRepGained, 4) + " reputation for the company <br>" +
|
||||||
formatNumber(this.workHackExpGained / cancMult, 4) + " hacking exp <br>" +
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
||||||
formatNumber(this.workStrExpGained / cancMult, 4) + " strength exp <br>" +
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
||||||
formatNumber(this.workDefExpGained / cancMult, 4) + " defense exp <br>" +
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
||||||
formatNumber(this.workDexExpGained / cancMult, 4) + " dexterity exp <br>" +
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
||||||
formatNumber(this.workAgiExpGained / cancMult, 4) + " agility exp <br>" +
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
||||||
formatNumber(this.workChaExpGained / cancMult, 4) + " charisma exp<br>";
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
||||||
|
|
||||||
if (cancelled) {
|
if (cancelled) {
|
||||||
txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
||||||
"Since you cancelled your work early, you only gained half of the experience, money, and reputation you earned. <br><br>" + txt;
|
"Since you cancelled your work early, you only gained half of the reputation you earned. <br><br>" + txt;
|
||||||
} else {
|
} else {
|
||||||
txt = "You worked a full shift of 8 hours! <br><br> " +
|
txt = "You worked a full shift of 8 hours! <br><br> " +
|
||||||
"You earned a total of: <br>" + txt;
|
"You earned a total of: <br>" + txt;
|
||||||
@ -492,8 +489,8 @@ PlayerObject.prototype.work = function(numCycles) {
|
|||||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
|
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
||||||
"but you will only gain half of the experience, money, and reputation you've earned so far."
|
"but you will only gain half of the reputation you've earned so far."
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1094,11 +1094,18 @@ var Engine = {
|
|||||||
document.getElementById("world-menu-link").removeAttribute("class");
|
document.getElementById("world-menu-link").removeAttribute("class");
|
||||||
document.getElementById("tutorial-menu-link").removeAttribute("class");
|
document.getElementById("tutorial-menu-link").removeAttribute("class");
|
||||||
|
|
||||||
//DEBUG
|
//DEBUG Delete active Scripts on home
|
||||||
document.getElementById("debug-delete-scripts-link").addEventListener("click", function() {
|
document.getElementById("debug-delete-scripts-link").addEventListener("click", function() {
|
||||||
console.log("Deleting running scripts on home computer");
|
console.log("Deleting running scripts on home computer");
|
||||||
Player.getHomeComputer().runningScripts = [];
|
Player.getHomeComputer().runningScripts = [];
|
||||||
dialogBoxCreate("Forcefully deleted scripts. Please refresh page");
|
dialogBoxCreate("Forcefully deleted all running scripts on home computer. Please save and refresh page");
|
||||||
|
return false;
|
||||||
|
});
|
||||||
|
|
||||||
|
//DEBUG Soft Reset
|
||||||
|
document.getElementById("debug-soft-reset").addEventListener("click", function() {
|
||||||
|
dialogBoxCreate("Soft Reset!");
|
||||||
|
prestigeAugmentation();
|
||||||
return false;
|
return false;
|
||||||
});
|
});
|
||||||
},
|
},
|
||||||
|
Loading…
Reference in New Issue
Block a user