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https://github.com/bitburner-official/bitburner-src.git
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Fix phyzical WKS effects being applied when queued
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@ -17,7 +17,7 @@ export function calculateSellInformationCashReward(
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Math.pow(difficulty, 3) *
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3e3 *
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levelBonus *
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(player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.5 : 1) *
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(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
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BitNodeMultipliers.InfiltrationMoney
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);
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}
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@ -35,7 +35,7 @@ export function calculateTradeInformationRepReward(
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Math.pow(difficulty, 3) *
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3e3 *
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levelBonus *
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(player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.5 : 1) *
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(player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.5 : 1) *
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BitNodeMultipliers.InfiltrationMoney
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);
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}
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@ -47,5 +47,7 @@ export function calculateInfiltratorsRepReward(player: IPlayer, faction: Faction
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}, 0);
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const baseRepGain = (difficulty / maxStartingSecurityLevel) * 5000;
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return baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 2 : 1) * (1 + faction.favor / 100);
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return (
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baseRepGain * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 2 : 1) * (1 + faction.favor / 100)
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);
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}
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@ -94,7 +94,7 @@ export function Game(props: IProps): React.ReactElement {
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// it's clear they're not meant to
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const damage = options?.automated
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? player.hp
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: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 0.5 : 1);
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: props.StartingDifficulty * 3 * (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 0.5 : 1);
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if (player.takeDamage(damage)) {
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router.toCity();
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return;
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@ -24,7 +24,7 @@ interface IProps {
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export function GameTimer(props: IProps): React.ReactElement {
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const player = use.Player();
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const [v, setV] = useState(100);
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const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer) ? 1.3 : 1) * props.millis;
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const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis;
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const tick = 200;
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useEffect(() => {
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