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Slightly buffed amount of money gained from hacking. Slightly increased cost for Hacknet Node upgrades
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@ -21,8 +21,8 @@ CONSTANTS = {
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HacknetNodeMoneyGainPerLevel: 1.25,
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HacknetNodePurchaseNextMult: 1.33, //Multiplier when purchasing an additional hacknet node
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HacknetNodeUpgradeLevelMult: 1.04, //Multiplier for cost when upgrading level
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HacknetNodeUpgradeRamMult: 1.22, //Multiplier for cost when upgrading RAM
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HacknetNodeUpgradeCoreMult: 1.42, //Multiplier for cost when buying another core
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HacknetNodeUpgradeRamMult: 1.23, //Multiplier for cost when upgrading RAM
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HacknetNodeUpgradeCoreMult: 1.43, //Multiplier for cost when buying another core
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HacknetNodeMaxLevel: 200,
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HacknetNodeMaxRam: 64,
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@ -375,6 +375,7 @@ function evaluate(exp, workerScript) {
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var p = new Promise(function(resolve, reject) {
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if (env.stopFlag) {reject(workerScript);}
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setTimeout(function() {
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server.moneyAvailable += 1; //It can be grown even if it has no money
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var growthPercentage = processSingleServerGrowth(server, 450);
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resolve(growthPercentage);
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}, 120 * 1000); //grow() takes flat 2 minutes right now
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@ -1092,7 +1093,7 @@ function scriptCalculateExpGain(server) {
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function scriptCalculatePercentMoneyHacked(server) {
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var difficultyMult = (100 - server.hackDifficulty) / 100;
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var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 1000;
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var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 950;
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if (percentMoneyHacked < 0) {return 0;}
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if (percentMoneyHacked > 1) {return 1;}
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return percentMoneyHacked;
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@ -243,7 +243,7 @@ PlayerObject.prototype.calculateHackingTime = function() {
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PlayerObject.prototype.calculatePercentMoneyHacked = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 1000;
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var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 950;
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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if (percentMoneyHacked < 0) {return 0;}
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if (percentMoneyHacked > 1) {return 1;}
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