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Minor UI improvements, bug fix in Crime.js
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@ -123,7 +123,7 @@
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margin: 15% auto; /* 15% from the top and centered */
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padding: 12px;
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border: 5px solid #FFFFFF;
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width: 80%; /* Could be more or less, depending on screen size */
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width: 50%; /* Could be more or less, depending on screen size */
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color: #66ff33;
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}
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@ -281,14 +281,19 @@
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margin: 15% auto; /* 15% from the top and centered */
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padding: 10px;
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border: 5px solid #FFFFFF;
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width: 80%; /* Could be more or less, depending on screen size */
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width: 50%; /* Could be more or less, depending on screen size */
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color: #66ff33;
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}
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#trave-l-box-text {
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margin: 8px;
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}
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#travel-box-confirm,
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#travel-box-cancel {
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color: #aaa;
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font-size: 20px;
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float: right;
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font-size: 16px;
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font-weight: bold;
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padding: 2px;
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margin: 6px;
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@ -1,5 +1,5 @@
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CONSTANTS = {
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Version: "0.2",
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Version: "0.3",
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//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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@ -142,7 +142,7 @@ function determineCrimeChanceGrandTheftAuto() {
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}
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function determineCrimeChanceKidnap() {
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return ((Player.charisma / CONSTANTS.MaxSkillLevel +
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var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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@ -186,5 +186,9 @@ function prestigeAugmentation() {
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initAugmentations();
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initCompanies();
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//Clear terminal
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$("#terminal tr:not(:last)").remove();
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postNetburnerText();
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Engine.loadTerminalContent();
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}
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