changes all references to "heath reduction to damage reduction"

This commit is contained in:
phyzical 2022-04-13 18:54:13 +08:00
parent 7f288665d3
commit 90d1c22aca
10 changed files with 18 additions and 18 deletions

@ -55,7 +55,7 @@ export interface IConstructorParams {
infiltration_trade_mult?: number;
infiltration_sell_mult?: number;
infiltration_timer_mult?: number;
infiltration_health_reduction_mult?: number;
infiltration_damage_reduction_mult?: number;
startingMoney?: number;
programs?: string[];
@ -380,12 +380,12 @@ function generateStatsDescription(mults: IMap<number>, programs?: string[], star
<br />+{f(mults.infiltration_timer_mult - 1)} Infiltration time per minigame
</>
);
if (mults.infiltration_health_reduction_mult)
if (mults.infiltration_damage_reduction_mult)
desc = (
<>
{desc}
<br />
{f(mults.infiltration_health_reduction_mult - 1)} Infiltration health lost per failed minigame
{f(mults.infiltration_damage_reduction_mult - 1)} Infiltration health lost per failed minigame
</>
);
@ -582,8 +582,8 @@ export class Augmentation {
if (params.infiltration_timer_mult) {
this.mults.infiltration_timer_mult = params.infiltration_timer_mult;
}
if (params.infiltration_health_reduction_mult) {
this.mults.infiltration_health_reduction_mult = params.infiltration_health_reduction_mult;
if (params.infiltration_damage_reduction_mult) {
this.mults.infiltration_damage_reduction_mult = params.infiltration_damage_reduction_mult;
}
if (params.stats === undefined)

@ -152,7 +152,7 @@ export const initInfiltratorsAugmentations = (): Augmentation[] => [
name: AugmentationNames.BitaniumArmorAlloy,
repCost: 5e2,
moneyCost: 1e6,
infiltration_health_reduction_mult: 0.7,
infiltration_damage_reduction_mult: 0.7,
info:
`Deep in the mines of ${CityName.Ishima} miners found a strange new material, now known as bitanium after ` +
"many iterations of experimenting it was found to be exceptional at increasing ones amour at absorbing " +

@ -282,9 +282,9 @@ export function PlayerMultipliers(): React.ReactElement {
1,
],
[
"Infiltration minigame health reduction",
Player.infiltration_health_reduction_mult,
-1 * (1 - Player.infiltration_health_reduction_mult * mults.infiltration_health_reduction_mult),
"Infiltration minigame damage reduction",
Player.infiltration_damage_reduction_mult,
-1 * (1 - Player.infiltration_damage_reduction_mult * mults.infiltration_damage_reduction_mult),
1,
],
].map((data): MultiplierListItemData => (data as any).concat([Settings.theme.primary])),

@ -93,7 +93,7 @@ export function Game(props: IProps): React.ReactElement {
// it's clear they're not meant to
const damage = options?.automated
? player.hp
: props.StartingDifficulty * 3 * player.infiltration_health_reduction_mult;
: props.StartingDifficulty * 3 * player.infiltration_damage_reduction_mult;
if (player.takeDamage(damage)) {
router.toCity();
return;

@ -2479,7 +2479,7 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
infiltration_trade_mult: Player.infiltration_trade_mult,
infiltration_sell_mult: Player.infiltration_sell_mult,
infiltration_timer_mult: Player.infiltration_timer_mult,
infiltration_health_reduction_mult: Player.infiltration_health_reduction_mult,
infiltration_damage_reduction_mult: Player.infiltration_damage_reduction_mult,
bitNodeN: Player.bitNodeN,
totalPlaytime: Player.totalPlaytime,
playtimeSinceLastAug: Player.playtimeSinceLastAug,

@ -129,7 +129,7 @@ export interface IPlayer {
infiltration_trade_mult: number;
infiltration_sell_mult: number;
infiltration_timer_mult: number;
infiltration_health_reduction_mult: number;
infiltration_damage_reduction_mult: number;
createProgramReqLvl: number;
factionWorkType: string;

@ -102,7 +102,7 @@ export abstract class Person {
infiltration_trade_mult = 1;
infiltration_sell_mult = 1;
infiltration_timer_mult = 1;
infiltration_health_reduction_mult = 1;
infiltration_damage_reduction_mult = 1;
/**
* Augmentations
@ -219,7 +219,7 @@ export abstract class Person {
this.infiltration_trade_mult = 1;
this.infiltration_sell_mult = 1;
this.infiltration_timer_mult = 1;
this.infiltration_health_reduction_mult = 1;
this.infiltration_damage_reduction_mult = 1;
}
/**

@ -138,7 +138,7 @@ export class PlayerObject implements IPlayer {
infiltration_trade_mult: number;
infiltration_sell_mult: number;
infiltration_timer_mult: number;
infiltration_health_reduction_mult: number;
infiltration_damage_reduction_mult: number;
createProgramReqLvl: number;
factionWorkType: string;
@ -476,7 +476,7 @@ export class PlayerObject implements IPlayer {
this.infiltration_trade_mult = 1;
this.infiltration_sell_mult = 1;
this.infiltration_timer_mult = 1;
this.infiltration_health_reduction_mult = 1;
this.infiltration_damage_reduction_mult = 1;
// Sleeves & Re-sleeving
this.sleeves = [];

@ -320,7 +320,7 @@ export function resetMultipliers(this: IPlayer): void {
this.infiltration_trade_mult = 1;
this.infiltration_sell_mult = 1;
this.infiltration_timer_mult = 1;
this.infiltration_health_reduction_mult = 1;
this.infiltration_damage_reduction_mult = 1;
}
export function hasProgram(this: IPlayer, programName: string): boolean {

@ -502,7 +502,7 @@ export function CharacterStats(): React.ReactElement {
["Infiltration sell", player.infiltration_sell_mult],
["Infiltration trade", player.infiltration_trade_mult],
["Infiltration minigame timer", player.infiltration_timer_mult],
["Infiltration minigame health reduction", -1 * (1 - player.infiltration_health_reduction_mult)],
["Infiltration minigame damage reduction", -1 * (1 - player.infiltration_damage_reduction_mult)],
]}
/>
)}