Added some more Augmentations. Need to add them to factions now (do this in Augmentations class init rather than Factions, will probably be easier)

This commit is contained in:
Daniel Xie 2017-02-08 16:50:22 -06:00
parent ca10704ce0
commit b25d685381
4 changed files with 121 additions and 34 deletions

@ -42,13 +42,18 @@ TESTING TODO:
Scroll all the way down when something is post()ed Scroll all the way down when something is post()ed
Purchasing Servers
Work
Companies
Add possible CompanyPositions for every Company
Applying/working for companies
Tasks TODO: Tasks TODO:
Script logging functionality? Logs to internal "log file" (property of script itself) Script logging functionality? Logs to internal "log file" (property of script itself)
Tutorial and help Tutorial and help
Secret Servers Secret Servers
Purchasing Servers
Hack time formula needs rebalancing I think Hack time formula needs rebalancing I think
Factions Factions
@ -57,9 +62,5 @@ Tasks TODO:
Account for Max possible int when gaining exp Account for Max possible int when gaining exp
Text in script editor that says ("ctrl + x" to save and quit) Text in script editor that says ("ctrl + x" to save and quit)
Companies
Add possible CompanyPositions for every Company
Applying/working for companies
OPTIMIZATION OPTIMIZATION
https://gamealchemist.wordpress.com/2013/05/01/lets-get-those-javascript-arrays-to-work-fast/ https://gamealchemist.wordpress.com/2013/05/01/lets-get-those-javascript-arrays-to-work-fast/

@ -312,6 +312,8 @@
<h1 id="faction-name"></h1> <h1 id="faction-name"></h1>
<p id="faction-info"></p> <p id="faction-info"></p>
<p id="faction-reputation"></p>
<p id="work-description-text"> <p id="work-description-text">
Perform work/carry out assignments for your faction to help further its cause! Each Perform work/carry out assignments for your faction to help further its cause! Each
task takes a certain amount of time to complete, which is dependent on your stats. Completing task takes a certain amount of time to complete, which is dependent on your stats. Completing

@ -1,6 +1,7 @@
//Augmentations //Augmentations
function Augmentation(name) { function Augmentation(name) {
this.name = name; this.name = name;
this.info = "";
this.owned = false; //Whether the player has it (you can only have each augmentation once) this.owned = false; //Whether the player has it (you can only have each augmentation once)
this.description = ""; this.description = "";
} }
@ -32,34 +33,34 @@ AddToAugmentations = function(aug) {
// Similarly. something that helps you gain company reputation // Similarly. something that helps you gain company reputation
initAugmentations = function() { initAugmentations = function() {
//Combat stat augmentations //Combat stat augmentations
var Targeting1 = new Augmentation("Targeting I"); var Targeting1 = new Augmentation("Augmented Targeting I");
AddToAugmentations(Targeting1); AddToAugmentations(Targeting1);
var Targeting2 = new Augmentation("Targeting II"); var Targeting2 = new Augmentation("Augmented Targeting II");
AddToAugmentations(Targeting2); AddToAugmentations(Targeting2);
var Targeting3 = new Augmentation("Targeting III"); var Targeting3 = new Augmentation("Augmented Targeting III");
AddToAugmentations(Targeting3); AddToAugmentations(Targeting3);
var SyntheticHeart = new Augmentation("Synthetic Heart"); var SyntheticHeart = new Augmentation("Synthetic Heart");
AddToAugmentations(SyntheticHeart); AddToAugmentations(SyntheticHeart);
var MicrofibralMuscle = new Augmentation("Microfibral Muscle"); var SynfibrilMuscle = new Augmentation("Synfibril Muscle");
AddToAugmentations(MicrofibralMuscle) AddToAugmentations(SynfibrilMuscle)
var CombatStrength1 = new Augmentation("Combat Strength I"); var CombatRib1 = new Augmentation("Combat Rib I");
AddToAugmentations(CombatStrength1); AddToAugmentations(CombatRib1);
var CombatStrength2 = new Augmentation("Combat Strength II"); var CombatRib2 = new Augmentation("Combat Rib II");
AddToAugmentations(CombatStrength2); AddToAugmentations(CombatRib2);
var CombatStrength3 = new Augmentation("Combat Strength III"); var CombatRib3 = new Augmentation("Combat Rib III");
AddToAugmentations(CombatStrength3); AddToAugmentations(CombatRib3);
var NanofiberWeave = new Augmentation("Nanofiber Weave"); var NanofiberWeave = new Augmentation("Nanofiber Weave");
AddToAugmentations(NanofiberWeave); AddToAugmentations(NanofiberWeave);
var SubdermalArmor = new Augmentation("Subdermal Armor"); var SubdermalArmor = new Augmentation("NEMEAN Subdermal Weave");
AddToAugmentations(SubdermalArmor); AddToAugmentations(SubdermalArmor);
var WiredReflexes = new Augmentation("Wired Reflexes"); var WiredReflexes = new Augmentation("Wired Reflexes");
@ -71,15 +72,21 @@ initAugmentations = function() {
var BionicSpine = new Augmentation("Bionic Spine"); var BionicSpine = new Augmentation("Bionic Spine");
AddToAugmentations(BionicSpine); AddToAugmentations(BionicSpine);
var GrapheneBionicSpine = new Augmentation("Graphene Bionic Spine"); var GrapheneBionicSpine = new Augmentation("Graphene Bionic Spine Upgrade");
AddToAugmentations(GrapheneBionicSpine); AddToAugmentations(GrapheneBionicSpine);
var BionicLegs = new Augmentation("Bionic Legs");
AddToAugmentations(BionicLegs);
var GrapheneBionicLegs = new Augmentation("PC Direct-Neural Interface NeuroNet Injector");
AddToAugmentations(GrapheneBionicLegs);
//Labor stat augmentations //Labor stat augmentations
var SpeechProcessor = new Augmentation("Speech Processor Implant"); var SpeechProcessor = new Augmentation("Speech Processor Implant"); //Cochlear imlant?
AddToAugmentations(SpeechProcessor); AddToAugmentations(SpeechProcessor);
var CASIE = new Augmentation("Computer Assisted Social Interaction Enhancement"); var EnhancedSocialInteractionImplant = new Augmentation("Enhanced Social Interaction Implant");
AddToAugmentations(CASIE); AddToAugmentations(EnhancedSocialInteractionImplant);
//Hacking augmentations //Hacking augmentations
var ArtificialBioNeuralNetwork = new Augmentation("Artificial Bio-neural Network Implant"); var ArtificialBioNeuralNetwork = new Augmentation("Artificial Bio-neural Network Implant");
@ -88,6 +95,9 @@ initAugmentations = function() {
var ArtificialSynapticPotentiation = new Augmentation("Artificial Synaptic Potentiation"); var ArtificialSynapticPotentiation = new Augmentation("Artificial Synaptic Potentiation");
AddToAugmentations(ArtificialSynapticPotentiation); AddToAugmentations(ArtificialSynapticPotentiation);
var EnhancedMyelinSheathing = new Augmentation("Enhanced Myelin Sheating");
AddToAugmentations(EnhancedMyelinSheathing);
var SynapticEnhancement = new Augmentation("Synaptic Enhancement Implant"); var SynapticEnhancement = new Augmentation("Synaptic Enhancement Implant");
AddToAugmentations(SynapticEnhancement); AddToAugmentations(SynapticEnhancement);
@ -118,38 +128,68 @@ initAugmentations = function() {
var Neuralstimulator = new Augmentation("Neuralstimulator"); var Neuralstimulator = new Augmentation("Neuralstimulator");
AddToAugmentations(Neuralstimulator); AddToAugmentations(Neuralstimulator);
var PCDNINeuralNetwork = new Augmentation("PC Direct-Neural Interface NeuroNet Injector");
AddToAugmentations(PCDNINeuralNetwork);
//Work Augmentations
var NuoptimalInjectorImplant = new Augmentation("Nuoptimal Nootropic Injector Implant");
AddToAugmentations(NuoptimalInjectorImplant);
var SpeechEnhancement = new Augmentation("Speech Enhancement");
AddToAugmentations(SpeechEnhancement);
var FocusWire = new Augmentation("FocusWire"); //Stops procrastination
AddToAugmentations(FocusWire)
var PCDNI = new Augmentation("PC Direct-Neural Interface");
AddToAugmentations(PCDNI);
var PCDNIOptimizer = new Augmentation("PC Direct-Neural Interface Optimization Submodule");
AddToAugmentations(PCDNIOptimizer);
//Misc augmentations //Misc augmentations
var Neurotrainer1 = new Augmentation("Neurotrainer I");
AddToAugmentations(Neurotrainer1);
var Neurotrainer2 = new Augmentation("Neurotrainer II");
AddToAugmentations(Neurotrainer2);
var Neurotrainer3 = new Augmentation("Neurotrainer III");
AddToAugmentations(Neurotrainer3);
var Hypersight = new Augmentation("HyperSight Corneal Implant");
AddToAugmentations(Hypersight);
} }
applyAugmentations = function(aug) { applyAugmentation = function(aug) {
switch(aug.name) { switch(aug.name) {
//Combat stat augmentations //Combat stat augmentations
case "Targeting I": case "Augmented Targeting I":
//Dex 5% //Dex 5%
break; break;
case "Targeting II": case "Augmented Targeting II":
//Dex 5% //Dex 5%
break; break;
case "Targeting III": case "Augmented Targeting III":
//Dex 5% //Dex 5%
break; break;
case "Synthetic Heart": case "Synthetic Heart":
//Agi and Str 10% //Agi and Str 10%
break; break;
case "Microfibral muscle": case "Synfibril Muscle":
//Strength and Defense 10% //Strength and Defense 10%
break; break;
case "Combat Strength I": case "Combat Rib I":
//Str and Defense 5% //Str and Defense 5%
break; break;
case "Combat Strength II": case "Combat Rib II":
break; break;
case "Combat Strength III": case "Combat Rib III":
break; break;
case "Nanofiber Weave": case "Nanofiber Weave":
//str + Defense 10% //str + Defense 10%
break; break;
case "Subdermal Armor": case "NEMEAN Subdermal Weave":
//Defense 10% //Defense 10%
break; break;
case "Wired Reflexes": case "Wired Reflexes":
@ -161,12 +201,18 @@ applyAugmentations = function(aug) {
case "Bionic Spine": case "Bionic Spine":
//Everything 3%? //Everything 3%?
break; break;
case "Graphene Bionic Spine": case "Graphene Bionic Spine Upgrade":
//Everything 5% //Everything 5%
break; break;
case "Bionic Legs":
//Agi
break;
case "PC Direct-Neural Interface NeuroNet Injector":
//Agi
break;
//Labor stats augmentations //Labor stats augmentations
case "Computer Assisted Social Interaction Enhancement": case "Enhanced Social Interaction Implant":
//Charisma 10% //Charisma 10%
break; break;
case "Speech Processor Implant": case "Speech Processor Implant":
@ -180,6 +226,9 @@ applyAugmentations = function(aug) {
case "Artificial Synaptic Potentiation": case "Artificial Synaptic Potentiation":
//Hacking speed 15% //Hacking speed 15%
break; break;
case "Enhanced Myelin Sheating":
//Hacking speed and exp gain 10%
break;
case "Synaptic Enhancement Implant": case "Synaptic Enhancement Implant":
//Hacking speed 5% //Hacking speed 5%
break; break;
@ -211,6 +260,40 @@ applyAugmentations = function(aug) {
case "Neuralstimulator": case "Neuralstimulator":
//Hacking speed, money gained, and exp gained 10% //Hacking speed, money gained, and exp gained 10%
break; break;
case "PC Direct-Neural Interface NeuroNet Injector":
//Hacking speed increases
break;
//Work augmentations
case "Nuoptimal Nootropic Injector Implant":
//Increase in gains for software, IT, and Business jobs
break;
case "Speech Enhancement":
//Increase in business jobs and reputation gained
break;
case "FocusWire":
//Increase in all gains and reputation gained
break;
case "PC Direct-Neural Interface":
//Allows people to directly communicate interface with PCs..which helps with Software and IT jobs
break;
case "PC Direct-Neural Interface Optimization Submodule":
//Allows u to better optimize code/pc when connecting with PC DNI..helps with software/IT jobs
break;
//Misc augmentations
case "Neurotrainer I":
//Increase all exp gains
break;
case "Neurotrainer II":
//Increase all exp gains
break;
case "Neurotrainer III":
//Increase all exp gains
break;
case "HyperSight Corneal Implant":
//Increases sight..which increases dex..hacking speed + money?
break;
default: default:
console.log("No such augmentation!"); console.log("No such augmentation!");

@ -10,6 +10,7 @@ function Faction(name) {
this.playerReputation = 0; //"Reputation" within faction this.playerReputation = 0; //"Reputation" within faction
}; };
//TODO Probably dont need this..will set this in initAugmentations instead
Faction.prototype.setAugmentations = function(augs) { Faction.prototype.setAugmentations = function(augs) {
for (var i = 0; i < augs.length; i++) { for (var i = 0; i < augs.length; i++) {
this.augmentations.push(augs[i]); this.augmentations.push(augs[i]);