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Rebalancing crime exp
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@ -1,22 +1,22 @@
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/* Crimes.js */
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/* Crimes.js */
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function commitShopliftCrime() {
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function commitShopliftCrime() {
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Player.crimeType = CONSTANTS.CrimeShoplift;
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Player.crimeType = CONSTANTS.CrimeShoplift;
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Player.startCrime(0, 0.5, 0.5, 0.5, 0.5, 0, 1000, 2000); //$500/s, .25 exp/s
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Player.startCrime(0, 0.75, 0.75, 0.75, 0.75, 0, 1000, 2000); //$500/s, .375 exp/s
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}
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}
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function commitMugCrime() {
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function commitMugCrime() {
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Player.crimeType = CONSTANTS.CrimeMug;
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Player.crimeType = CONSTANTS.CrimeMug;
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Player.startCrime(0, 1, 1, 1, 1, 0, 3000, 4000); //$750/s, .2 exp/s
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Player.startCrime(0, 1.5, 1.5, 1.5, 1.5, 0, 3000, 4000); //$750/s, .375 exp/s
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}
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}
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function commitDealDrugsCrime() {
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function commitDealDrugsCrime() {
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Player.crimeType = CONSTANTS.CrimeDrugs;
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Player.crimeType = CONSTANTS.CrimeDrugs;
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Player.startCrime(0, 2, 2, 2, 2, 2, 10000, 10000); //$1000/s, .2 exp/s
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Player.startCrime(0, 4, 4, 4, 4, 4, 10000, 10000); //$1000/s, .4 exp/s
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}
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}
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function commitTraffickArmsCrime() {
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function commitTraffickArmsCrime() {
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Player.crimeType = CONSTANTS.CrimeTraffickArms;
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Player.crimeType = CONSTANTS.CrimeTraffickArms;
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Player.startCrime(0, 8, 8, 8, 8, 12, 60000, 40000); //$1500/s, .2 combat exp/s, .3 cha exp/s
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Player.startCrime(0, 10, 10, 10, 10, 15, 60000, 40000); //$1500/s, .25 combat exp/s, .375 cha exp/s
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}
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}
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function commitHomicideCrime() {
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function commitHomicideCrime() {
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@ -26,12 +26,12 @@ function commitHomicideCrime() {
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function commitGrandTheftAutoCrime() {
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function commitGrandTheftAutoCrime() {
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Player.crimeType = CONSTANTS.CrimeGrandTheftAuto;
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Player.crimeType = CONSTANTS.CrimeGrandTheftAuto;
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Player.startCrime(0, 8, 8, 8, 40, 20, 150000, 80000); //$1875/2, .1 exp/s, .5 exp/s, .25 exp/s
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Player.startCrime(0, 10, 10, 10, 40, 20, 150000, 80000); //$1875/2, .125 exp/s, .5 exp/s, .25 exp/s
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}
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}
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function commitKidnapCrime() {
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function commitKidnapCrime() {
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Player.crimeType = CONSTANTS.CrimeKidnap;
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Player.crimeType = CONSTANTS.CrimeKidnap;
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Player.startCrime(0, 20, 20, 20, 20, 20, 300000, 120000); //$2500/s. .167 exp/s
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Player.startCrime(0, 30, 30, 30, 30, 30, 300000, 120000); //$2500/s. .25 exp/s
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}
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}
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function commitAssassinationCrime() {
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function commitAssassinationCrime() {
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@ -41,7 +41,7 @@ function commitAssassinationCrime() {
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function commitHeistCrime() {
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function commitHeistCrime() {
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Player.crimeType = CONSTANTS.CrimeHeist;
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Player.crimeType = CONSTANTS.CrimeHeist;
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Player.startCrime(90, 90, 90, 90, 90, 90, 25000000, 600000); //$41,666.67/s, .15exp/s
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Player.startCrime(120, 120, 120, 120, 120, 120, 25000000, 600000); //$41,666.67/s, .2exp/s
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}
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}
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function determineCrimeSuccess(crime, moneyGained) {
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function determineCrimeSuccess(crime, moneyGained) {
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@ -23,9 +23,11 @@ function Perk(name, reqRep, info) {
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this.requiredRep = reqRep;
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this.requiredRep = reqRep;
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//Company/faction specific multipliers
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//Company/faction specific multipliers
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this.mult1 = 1;
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this.money_mult = 1;
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this.mult2 = 1;
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this.hacking_mult = 1;
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this.mult3 = 1;
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this.combat_stat_mult = 1;
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this.labor_stat_mult = 1;
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this.repmult = 1;
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/* Properties below set when a Perk is gained by the player */
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/* Properties below set when a Perk is gained by the player */
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this.applied = false;
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this.applied = false;
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@ -887,6 +887,7 @@ 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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var baseStudyComputerScienceExp = 0.05;
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var baseStudyComputerScienceExp = 0.05;
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var baseDataStructuresExp = 0.2;
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var baseDataStructuresExp = 0.2;
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var baseNetworksExp = 0.8;
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var baseNetworksExp = 0.8;
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