Merge pull request #33 from danielyxie/dev

Dev v0.18
This commit is contained in:
danielyxie 2017-05-31 18:43:33 -05:00 committed by GitHub
commit ee0fa26461
13 changed files with 513 additions and 159 deletions

@ -145,7 +145,8 @@ background-color: #555;
overflow-y: scroll;
}
#active-scripts-text {
#active-scripts-text,
#active-scripts-total-prod {
width: 70%;
margin: 6px;
padding: 4px;

@ -166,6 +166,7 @@
<div id="active-scripts-container">
<p id="active-scripts-text"> This page displays a list of all scripts that are currently running across every machine. It also gives
information about their production </p>
<p id="active-scripts-total-prod"> Total online production rate: </p>
<ul class="active-scripts-list" id="active-scripts-list" style="list-style: none;">
</ul>
</div>
@ -759,7 +760,19 @@
<br>
<a id="save-game-link" class="a-link-button" style="display:block;"> Save Game </a>
<a id="delete-game-link" class="a-link-button" style="display:block;"> Delete Game </a>
<a id="debug-delete-scripts-link" class="a-link-button" style="display:block;"> (DEBUG) Delete Active Scripts </a>
<a id="debug-delete-scripts-link" class="a-link-button tooltip" style="display:block;">
(DEBUG) Delete Active Scripts
<span class="tooltiptext">
Debug option used to forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the game. After
using this, save the game and then reload the page.
</span>
</a>
<a id="debug-soft-reset" class="a-link-button tooltip" style="display:block;">
(DEBUG) Soft Reset
<span class="tooltiptext">
Perform a soft reset. Resets everything as if you had just purchased an Augmentation
</span>
</a>
</div>
</div>

@ -19,7 +19,7 @@ Augmentation.prototype.setInfo = function(inf) {
Augmentation.prototype.setRequirements = function(rep, cost) {
this.baseRepRequirement = rep;
this.baseCost = cost;
this.baseCost = cost * CONSTANTS.AugmentationCostMultiplier;
}
//Takes in an array of faction names and adds this augmentation to all of those factions
@ -98,6 +98,13 @@ AugmentationNames = {
ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine",
ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade",
Neuralstimulator: "Neuralstimulator",
NeuralAccelerator: "Neural Accelerator",
CranialSignalProcessorsG1: "Cranial Signal Processors - Gen I",
CranialSignalProcessorsG2: "Cranial Signal Processors - Gen II",
CranialSignalProcessorsG3: "Cranial Signal Processors - Gen III",
CranialSignalProcessorsG4: "Cranial Signal Processors - Gen IV",
CranialSignalProcessorsG5: "Cranial Signal Processors - Gen V",
NeuronalDensification: "Neuronal Densification",
NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant",
SpeechEnhancement: "Speech Enhancement",
FocusWire: "FocusWire",
@ -150,7 +157,7 @@ initAugmentations = function() {
var HemoRecirculator = new Augmentation(AugmentationNames.HemoRecirculator);
HemoRecirculator.setInfo("A heart implant that greatly increases the body's ability to effectively use and pump " +
"blood. <br><br> This augmentation increases all of the player's combat stats by 15%.")
HemoRecirculator.setRequirements(4000, 8000000);
HemoRecirculator.setRequirements(4000, 9000000);
HemoRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate"]);
if (augmentationExists(AugmentationNames.HemoRecirculator)) {
HemoRecirculator.owned = Augmentations[AugmentationNames.HemoRecirculator].owned;
@ -159,7 +166,7 @@ initAugmentations = function() {
AddToAugmentations(HemoRecirculator);
var Targeting1 = new Augmentation(AugmentationNames.Targeting1);
Targeting1.setRequirements(2000, 2500000);
Targeting1.setRequirements(2000, 3000000);
Targeting1.setInfo("This cranial implant is embedded within the player's inner ear structure and optic nerves. It regulates and enhances the user's " +
"balance and hand-eye coordination. It is also capable of augmenting reality by projecting digital information " +
"directly onto the retina. These enhancements allow the player to better lock-on and keep track of enemies. <br><br>" +
@ -173,7 +180,7 @@ initAugmentations = function() {
AddToAugmentations(Targeting1);
var Targeting2 = new Augmentation(AugmentationNames.Targeting2);
Targeting2.setRequirements(3500, 7500000);
Targeting2.setRequirements(3500, 8500000);
Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " +
"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
"by an additional 30%.");
@ -186,7 +193,7 @@ initAugmentations = function() {
AddToAugmentations(Targeting2);
var Targeting3 = new Augmentation(AugmentationNames.Targeting3);
Targeting3.setRequirements(11000, 20000000);
Targeting3.setRequirements(11000, 23000000);
Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " +
"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
"by an additional 50%.");
@ -199,7 +206,7 @@ initAugmentations = function() {
AddToAugmentations(Targeting3);
var SyntheticHeart = new Augmentation(AugmentationNames.SyntheticHeart);
SyntheticHeart.setRequirements(300000, 500000000);
SyntheticHeart.setRequirements(300000, 575000000);
SyntheticHeart.setInfo("This advanced artificial heart, created from plasteel and graphene, is capable of pumping more blood " +
"at much higher efficiencies than a normal human heart.<br><br> This augmentation increases the player's agility " +
"and strength by 100%");
@ -212,7 +219,7 @@ initAugmentations = function() {
AddToAugmentations(SyntheticHeart);
var SynfibrilMuscle = new Augmentation(AugmentationNames.SynfibrilMuscle);
SynfibrilMuscle.setRequirements(175000, 200000000);
SynfibrilMuscle.setRequirements(175000, 225000000);
SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
@ -226,7 +233,7 @@ initAugmentations = function() {
AddToAugmentations(SynfibrilMuscle)
var CombatRib1 = new Augmentation(AugmentationNames.CombatRib1);
CombatRib1.setRequirements(2500, 4000000);
CombatRib1.setRequirements(2500, 4500000);
CombatRib1.setInfo("The human body's ribs are replaced with artificial ribs that automatically and continuously release cognitive " +
"and performance-enhancing drugs into the bloodstream, improving the user's abilities in combat.<br><br>" +
"This augmentation increases the player's strength and defense by 15%.");
@ -239,7 +246,7 @@ initAugmentations = function() {
AddToAugmentations(CombatRib1);
var CombatRib2 = new Augmentation(AugmentationNames.CombatRib2);
CombatRib2.setRequirements(7000, 10000000);
CombatRib2.setRequirements(7000, 12000000);
CombatRib2.setInfo("This is an upgrade to the Combat Rib I augmentation, and is capable of releasing even more potent combat-enhancing " +
"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 25%.")
CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
@ -251,7 +258,7 @@ initAugmentations = function() {
AddToAugmentations(CombatRib2);
var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3);
CombatRib3.setRequirements(12000, 18000000);
CombatRib3.setRequirements(12000, 22000000);
CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 35%.");
CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
@ -263,7 +270,7 @@ initAugmentations = function() {
AddToAugmentations(CombatRib3);
var NanofiberWeave = new Augmentation(AugmentationNames.NanofiberWeave);
NanofiberWeave.setRequirements(14000, 15000000);
NanofiberWeave.setRequirements(14000, 20000000);
NanofiberWeave.setInfo("Synthetic nanofibers are woven into the skin's extracellular matrix using electrospinning. " +
"This improves the skin's ability to regenerate itself and protect the body from external stresses and forces.<br><br>" +
"This augmentation increases the player's strength and defense by 40%.");
@ -276,7 +283,7 @@ initAugmentations = function() {
AddToAugmentations(NanofiberWeave);
var SubdermalArmor = new Augmentation(AugmentationNames.SubdermalArmor);
SubdermalArmor.setRequirements(350000, 550000000);
SubdermalArmor.setRequirements(350000, 650000000);
SubdermalArmor.setInfo("The NEMEAN Subdermal Weave is a thin, light-weight, graphene plating that houses a dilatant fluid. " +
"The material is implanted underneath the skin, and is the most advanced form of defensive enhancement " +
"that has ever been created. The dilatant fluid, despite being thin and light, is extremely effective " +
@ -292,7 +299,7 @@ initAugmentations = function() {
AddToAugmentations(SubdermalArmor);
var WiredReflexes = new Augmentation(AugmentationNames.WiredReflexes);
WiredReflexes.setRequirements(400, 400000);
WiredReflexes.setRequirements(500, 500000);
WiredReflexes.setInfo("Synthetic nerve-enhancements are injected into all major parts of the somatic nervous system, " +
"supercharging the body's ability to send signals through neurons. This results in increased reflex speed.<br><br>" +
"This augmentation increases the player's agility and dexterity by 10%.");
@ -305,7 +312,7 @@ initAugmentations = function() {
AddToAugmentations(WiredReflexes);
var GrapheneBoneLacings = new Augmentation(AugmentationNames.GrapheneBoneLacings);
GrapheneBoneLacings.setRequirements(450000, 750000000);
GrapheneBoneLacings.setRequirements(450000, 850000000);
GrapheneBoneLacings.setInfo("A graphene-based material is grafted and fused into the user's bones, significantly increasing " +
"their density and tensile strength.<br><br>" +
"This augmentation increases the player's strength and defense by 125%.");
@ -317,7 +324,7 @@ initAugmentations = function() {
AddToAugmentations(GrapheneBoneLacings);
var BionicSpine = new Augmentation(AugmentationNames.BionicSpine);
BionicSpine.setRequirements(18000, 22000000);
BionicSpine.setRequirements(18000, 25000000);
BionicSpine.setInfo("An artificial spine created from plasteel and carbon fibers that completely replaces the organic spine. " +
"Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " +
"stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " +
@ -332,7 +339,7 @@ initAugmentations = function() {
AddToAugmentations(BionicSpine);
var GrapheneBionicSpine = new Augmentation(AugmentationNames.GrapheneBionicSpine);
GrapheneBionicSpine.setRequirements(650000, 1000000000);
GrapheneBionicSpine.setRequirements(650000, 1200000000);
GrapheneBionicSpine.setInfo("An upgrade to the Bionic Spine augmentation. It fuses the implant with an advanced graphene " +
"material to make it much stronger and lighter.<br><br>" +
"This augmentation increases all of the player's combat stats by 100%.");
@ -344,7 +351,7 @@ initAugmentations = function() {
AddToAugmentations(GrapheneBionicSpine);
var BionicLegs = new Augmentation(AugmentationNames.BionicLegs);
BionicLegs.setRequirements(60000, 60000000);
BionicLegs.setRequirements(60000, 75000000);
BionicLegs.setInfo("Cybernetic legs created from plasteel and carbon fibers that completely replace the user's organic legs. <br><br>" +
"This augmentation increases the player's agility by 75%.");
BionicLegs.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International",
@ -356,7 +363,7 @@ initAugmentations = function() {
AddToAugmentations(BionicLegs);
var GrapheneBionicLegs = new Augmentation(AugmentationNames.GrapheneBionicLegs);
GrapheneBionicLegs.setRequirements(300000, 750000000);
GrapheneBionicLegs.setRequirements(300000, 900000000);
GrapheneBionicLegs.setInfo("An upgrade to the Bionic Legs augmentation. It fuses the implant with an advanced graphene " +
"material to make it much stronger and lighter.<br><br>" +
"This augmentation increases the player's agility by an additional 200%.");
@ -369,7 +376,7 @@ initAugmentations = function() {
//Labor stat augmentations
var SpeechProcessor = new Augmentation(AugmentationNames.SpeechProcessor); //Cochlear imlant?
SpeechProcessor.setRequirements(3000, 7500000);
SpeechProcessor.setRequirements(3000, 10000000);
SpeechProcessor.setInfo("A cochlear implant with an embedded computer that analyzes incoming speech. " +
"The embedded computer processes characteristics of incoming speech, such as tone " +
"and inflection, to pick up on subtle cues and aid in social interactions.<br><br>" +
@ -383,7 +390,7 @@ initAugmentations = function() {
AddToAugmentations(SpeechProcessor);
TITN41Injection = new Augmentation(AugmentationNames.TITN41Injection);
TITN41Injection.setRequirements(10000, 30000000);
TITN41Injection.setRequirements(10000, 38000000);
TITN41Injection.setInfo("TITN is a series of viruses that targets and alters the sequences of human DNA in genes that " +
"control personality. The TITN-41 strain alters these genes so that the subject becomes more " +
"outgoing and socialable. <br><br>" +
@ -396,7 +403,7 @@ initAugmentations = function() {
AddToAugmentations(TITN41Injection);
var EnhancedSocialInteractionImplant = new Augmentation(AugmentationNames.EnhancedSocialInteractionImplant);
EnhancedSocialInteractionImplant.setRequirements(150000, 200000000);
EnhancedSocialInteractionImplant.setRequirements(150000, 250000000);
EnhancedSocialInteractionImplant.setInfo("A cranial implant that greatly assists in the user's ability to analyze social situations " +
"and interactions. The system uses a wide variety of factors such as facial expression, body " +
"language, and the voice's tone/inflection to determine the best course of action during social" +
@ -416,7 +423,7 @@ initAugmentations = function() {
BitWire.setRequirements(1500, 2000000);
BitWire.setInfo("A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing " +
"capabilities. <br><br> This augmentation increases the player's hacking skill by 10%");
BitWire.addToFactions(["CyberSec", "BitRunners", "NiteSec"]);
BitWire.addToFactions(["CyberSec", "NiteSec"]);
if (augmentationExists(AugmentationNames.BitWire)) {
BitWire.owned = Augmentations[AugmentationNames.BitWire].owned;
delete Augmentations[AugmentationNames.BitWire];
@ -424,7 +431,7 @@ initAugmentations = function() {
AddToAugmentations(BitWire);
var ArtificialBioNeuralNetwork = new Augmentation(AugmentationNames.ArtificialBioNeuralNetwork);
ArtificialBioNeuralNetwork.setRequirements(110000, 500000000);
ArtificialBioNeuralNetwork.setRequirements(110000, 600000000);
ArtificialBioNeuralNetwork.setInfo("A network consisting of millions of nanoprocessors is embedded into the brain. " +
"The network is meant to mimick the way a biological brain solves a problem, which each " +
"nanoprocessor acting similar to the way a neuron would in a neural network. However, these " +
@ -442,7 +449,7 @@ initAugmentations = function() {
AddToAugmentations(ArtificialBioNeuralNetwork);
var ArtificialSynapticPotentiation = new Augmentation(AugmentationNames.ArtificialSynapticPotentiation);
ArtificialSynapticPotentiation.setRequirements(2500, 14000000);
ArtificialSynapticPotentiation.setRequirements(2500, 16000000);
ArtificialSynapticPotentiation.setInfo("The body is injected with a chemical that artificially induces synaptic potentiation, " +
"otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.<br><br>" +
"This augmentation: <br>" +
@ -457,7 +464,7 @@ initAugmentations = function() {
AddToAugmentations(ArtificialSynapticPotentiation);
var EnhancedMyelinSheathing = new Augmentation(AugmentationNames.EnhancedMyelinSheathing);
EnhancedMyelinSheathing.setRequirements(40000, 225000000);
EnhancedMyelinSheathing.setRequirements(40000, 275000000);
EnhancedMyelinSheathing.setInfo("Electrical signals are used to induce a new, artificial form of myelinogensis in the human body. " +
"This process results in the proliferation of new, synthetic myelin sheaths in the nervous " +
"system. These myelin sheaths can propogate neuro-signals much faster than their organic " +
@ -474,7 +481,7 @@ initAugmentations = function() {
AddToAugmentations(EnhancedMyelinSheathing);
var SynapticEnhancement = new Augmentation(AugmentationNames.SynapticEnhancement);
SynapticEnhancement.setRequirements(800, 1100000);
SynapticEnhancement.setRequirements(800, 1500000);
SynapticEnhancement.setInfo("A small cranial implant that continuously uses weak electric signals to stimulate the brain and " +
"induce stronger synaptic activity. This improves the user's cognitive abilities.<br><br>" +
"This augmentation increases the player's hacking speed by 3%.");
@ -486,7 +493,7 @@ initAugmentations = function() {
AddToAugmentations(SynapticEnhancement);
var NeuralRetentionEnhancement = new Augmentation(AugmentationNames.NeuralRetentionEnhancement);
NeuralRetentionEnhancement.setRequirements(8000, 40000000);
NeuralRetentionEnhancement.setRequirements(8000, 50000000);
NeuralRetentionEnhancement.setInfo("Chemical injections are used to permanently alter and strengthen the brain's neuronal " +
"circuits, strengthening its ability to retain information.<br><br>" +
"This augmentation increases the player's hacking experience gain rate by 40%.");
@ -498,7 +505,7 @@ initAugmentations = function() {
AddToAugmentations(NeuralRetentionEnhancement);
var DataJack = new Augmentation(AugmentationNames.DataJack);
DataJack.setRequirements(45000, 75000000);
DataJack.setRequirements(45000, 90000000);
DataJack.setInfo("A brain implant that provides an interface for direct, wireless communication between a computer's main " +
"memory and the mind. This implant allows the user to not only access a computer's memory, but also alter " +
"and delete it.<br><br>" +
@ -511,7 +518,7 @@ initAugmentations = function() {
AddToAugmentations(DataJack);
var ENM = new Augmentation(AugmentationNames.ENM);
ENM.setRequirements(6000, 40000000);
ENM.setRequirements(6000, 50000000);
ENM.setInfo("A thin device embedded inside the arm containing a wireless module capable of connecting " +
"to nearby networks. Once connected, the Netburner Module is capable of capturing and " +
"processing all of the traffic on that network. By itself, the Embedded Netburner Module does " +
@ -527,7 +534,7 @@ initAugmentations = function() {
AddToAugmentations(ENM);
var ENMCore = new Augmentation(AugmentationNames.ENMCore);
ENMCore.setRequirements(100000, 400000000);
ENMCore.setRequirements(100000, 500000000);
ENMCore.setInfo("The Core library is an implant that upgrades the firmware of the Embedded Netburner Module. " +
"This upgrade allows the Embedded Netburner Module to generate its own data on a network.<br><br>" +
"This augmentation:<br>" +
@ -545,7 +552,7 @@ initAugmentations = function() {
AddToAugmentations(ENMCore);
var ENMCoreV2 = new Augmentation(AugmentationNames.ENMCoreV2);
ENMCoreV2.setRequirements(400000, 800000000);
ENMCoreV2.setRequirements(400000, 900000000);
ENMCoreV2.setInfo("The Core V2 library is an implant that upgrades the firmware of the Embedded Netburner Module. " +
"This upgraded firmware allows the Embedded Netburner Module to control the information on " +
"a network by re-routing traffic, spoofing IP addresses, or altering the data inside network " +
@ -565,7 +572,7 @@ initAugmentations = function() {
AddToAugmentations(ENMCoreV2);
var ENMCoreV3 = new Augmentation(AugmentationNames.ENMCoreV3);
ENMCoreV3.setRequirements(700000, 1200000000);
ENMCoreV3.setRequirements(700000, 1500000000);
ENMCoreV3.setInfo("The Core V3 library is an implant that upgrades the firmware of the Embedded Netburner Module. " +
"This upgraded firmware allows the Embedded Netburner Module to seamlessly inject code into " +
"any device on a network.<br><br>" +
@ -584,7 +591,7 @@ initAugmentations = function() {
AddToAugmentations(ENMCoreV3);
var ENMAnalyzeEngine = new Augmentation(AugmentationNames.ENMAnalyzeEngine);
ENMAnalyzeEngine.setRequirements(250000, 1000000000);
ENMAnalyzeEngine.setRequirements(250000, 1200000000);
ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " +
"that vastly outperforms the Netburner Module's native single-core processor.<br><br>" +
"This augmentation increases the player's hacking speed by 10%.");
@ -597,7 +604,7 @@ initAugmentations = function() {
AddToAugmentations(ENMAnalyzeEngine);
var ENMDMA = new Augmentation(AugmentationNames.ENMDMA);
ENMDMA.setRequirements(400000, 1100000000);
ENMDMA.setRequirements(400000, 1400000000);
ENMDMA.setInfo("This implant installs a Direct Memory Access (DMA) controller into the " +
"Embedded Netburner Module. This allows the Module to send and receive data " +
"directly to and from the main memory of devices on a network.<br><br>" +
@ -613,7 +620,7 @@ initAugmentations = function() {
AddToAugmentations(ENMDMA);
var Neuralstimulator = new Augmentation(AugmentationNames.Neuralstimulator);
Neuralstimulator.setRequirements(20000, 500000000);
Neuralstimulator.setRequirements(20000, 600000000);
Neuralstimulator.setInfo("A cranial implant that intelligently stimulates certain areas of the brain " +
"in order to improve cognitive functions<br><br>" +
"This augmentation:<br>" +
@ -629,9 +636,123 @@ initAugmentations = function() {
}
AddToAugmentations(Neuralstimulator);
var NeuralAccelerator = new Augmentation(AugmentationNames.NeuralAccelerator);
NeuralAccelerator.setRequirements(80000, 350000000);
NeuralAccelerator.setInfo("A microprocessor that accelerates the processing " +
"speed of biological neural networks. This is a cranial implant that is embedded inside the brain. <br><br>" +
"This augmentation: <br>" +
"Increases the player's hacking skill by 20%<br>" +
"Increases the player's hacking experience gain rate by 20%<br>" +
"Increases the amount of money the player gains from hacking by 20%");
NeuralAccelerator.addToFactions(["BitRunners"]);
if (augmentationExists(AugmentationNames.NeuralAccelerator)) {
NeuralAccelerator.owned = Augmentations[AugmentationNames.NeuralAccelerator].owned;
delete Augmentations[AugmentationNames.NeuralAccelerator];
}
AddToAugmentations(NeuralAccelerator);
var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1);
CranialSignalProcessorsG1.setRequirements(4000, 18000000);
CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " +
"are a set of specialized microprocessors that are attached to " +
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" +
"This augmentation: <br>" +
"Increases the player's hacking speed by 1%<br>" +
"Increases the player's hacking skill by 10%");
CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
delete Augmentations[AugmentationNames.CranialSignalProcessorsG1];
}
AddToAugmentations(CranialSignalProcessorsG1);
var CranialSignalProcessorsG2 = new Augmentation(AugmentationNames.CranialSignalProcessorsG2);
CranialSignalProcessorsG2.setRequirements(7500, 25000000);
CranialSignalProcessorsG2.setInfo("The second generation of Cranial Signal Processors. Cranial Signal Processors " +
"are a set of specialized microprocessors that are attached to " +
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" +
"This augmentation: <br>" +
"Increases the player's hacking speed by 2%<br>" +
"Increases the player's chance of successfully performing a hack by 5%<br>" +
"Increases the player's hacking skill by 10%");
CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
delete Augmentations[AugmentationNames.CranialSignalProcessorsG2];
}
AddToAugmentations(CranialSignalProcessorsG2);
var CranialSignalProcessorsG3 = new Augmentation(AugmentationNames.CranialSignalProcessorsG3);
CranialSignalProcessorsG3.setRequirements(20000, 110000000);
CranialSignalProcessorsG3.setInfo("The third generation of Cranial Signal Processors. Cranial Signal Processors " +
"are a set of specialized microprocessors that are attached to " +
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2%<br>" +
"Increases the amount of money the player gains from hacking by 20%<br>" +
"Increases the player's hacking skill by 10%");
CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
delete Augmentations[AugmentationNames.CranialSignalProcessorsG3];
}
AddToAugmentations(CranialSignalProcessorsG3);
var CranialSignalProcessorsG4 = new Augmentation(AugmentationNames.CranialSignalProcessorsG4);
CranialSignalProcessorsG4.setRequirements(50000, 220000000);
CranialSignalProcessorsG4.setInfo("The fourth generation of Cranial Signal Processors. Cranial Signal Processors " +
"are a set of specialized microprocessors that are attached to " +
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" +
"This augmentation: <br>" +
"Increases the player's hacking speed by 2%<br>" +
"Increases the amount of money the player gains from hacking by 25%<br>" +
"Increases the amount of money the player can inject into servers using grow() by 25%");
CranialSignalProcessorsG4.addToFactions(["The Black Hand"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) {
CranialSignalProcessorsG4.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG4].owned;
delete Augmentations[AugmentationNames.CranialSignalProcessorsG4];
}
AddToAugmentations(CranialSignalProcessorsG4);
var CranialSignalProcessorsG5 = new Augmentation(AugmentationNames.CranialSignalProcessorsG5);
CranialSignalProcessorsG5.setRequirements(100000, 450000000);
CranialSignalProcessorsG5.setInfo("The fifth generation of Cranial Signal Processors. Cranial Signal Processors " +
"are a set of specialized microprocessors that are attached to " +
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking skill by 60%<br>" +
"Increases the amount of money the player can inject into servers using grow() by 50%");
CranialSignalProcessorsG5.addToFactions(["BitRunners"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {
CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned;
delete Augmentations[AugmentationNames.CranialSignalProcessorsG5];
}
AddToAugmentations(CranialSignalProcessorsG5);
var NeuronalDensification = new Augmentation(AugmentationNames.NeuronalDensification);
NeuronalDensification.setRequirements(75000, 275000000);
NeuronalDensification.setInfo("The brain is surgically re-engineered to have increased neuronal density " +
"by decreasing the neuron gap junction. Then, the body is genetically modified " +
"to enhance the production and capabilities of its neural stem cells. <br><br>" +
"This augmentation: <br>" +
"Increases the player's hacking skill by 30%<br>" +
"Increases the player's hacking experience gain rate by 30%<br>"+
"Increases the player's hacking speed by 3%");
NeuronalDensification.addToFactions(["Clarke Incorporated"]);
if (augmentationExists(AugmentationNames.NeuronalDensification)) {
NeuronalDensification.owned = Augmentations[AugmentationNames.NeuronalDensification].owned;
delete Augmentations[AugmentationNames.NeuronalDensification];
}
AddToAugmentations(NeuronalDensification);
//Work Augmentations
var NuoptimalInjectorImplant = new Augmentation(AugmentationNames.NuoptimalInjectorImplant);
NuoptimalInjectorImplant.setRequirements(2000, 2500000);
NuoptimalInjectorImplant.setRequirements(2000, 3000000);
NuoptimalInjectorImplant.setInfo("This torso implant automatically injects nootropic supplements into " +
"the bloodstream to improve memory, increase focus, and provide other " +
"cognitive enhancements.<br><br>" +
@ -646,7 +767,7 @@ initAugmentations = function() {
AddToAugmentations(NuoptimalInjectorImplant);
var SpeechEnhancement = new Augmentation(AugmentationNames.SpeechEnhancement);
SpeechEnhancement.setRequirements(1000, 1750000);
SpeechEnhancement.setRequirements(1000, 2500000);
SpeechEnhancement.setInfo("An advanced neural implant that improves your speaking abilities, making " +
"you more convincing and likable in conversations and overall improving your " +
"social interactions.<br><br>" +
@ -662,7 +783,7 @@ initAugmentations = function() {
AddToAugmentations(SpeechEnhancement);
var FocusWire = new Augmentation(AugmentationNames.FocusWire); //Stops procrastination
FocusWire.setRequirements(30000, 150000000);
FocusWire.setRequirements(30000, 180000000);
FocusWire.setInfo("A cranial implant that stops procrastination by blocking specific neural pathways " +
"in the brain.<br><br>" +
"This augmentation: <br>" +
@ -677,7 +798,7 @@ initAugmentations = function() {
AddToAugmentations(FocusWire)
var PCDNI = new Augmentation(AugmentationNames.PCDNI);
PCDNI.setRequirements(150000, 650000000);
PCDNI.setRequirements(150000, 750000000);
PCDNI.setInfo("Installs a Direct-Neural Interface jack into your arm that is compatible with most " +
"computers. Connecting to a computer through this jack allows you to interface with " +
"it using the brain's electrochemical signals.<br><br>" +
@ -707,7 +828,7 @@ initAugmentations = function() {
AddToAugmentations(PCDNIOptimizer);
var PCDNINeuralNetwork = new Augmentation(AugmentationNames.PCDNINeuralNetwork);
PCDNINeuralNetwork.setRequirements(600000, 1100000000);
PCDNINeuralNetwork.setRequirements(600000, 1300000000);
PCDNINeuralNetwork.setInfo("This is an additional installation that upgrades the functionality of the " +
"PC Direct-Neural Interface augmentation. When connected to a computer, " +
"The NeuroNet Injector upgrade allows the user to use his/her own brain's " +
@ -724,7 +845,7 @@ initAugmentations = function() {
AddToAugmentations(PCDNINeuralNetwork);
var ADRPheromone1 = new Augmentation(AugmentationNames.ADRPheromone1);
ADRPheromone1.setRequirements(1250, 2000000);
ADRPheromone1.setRequirements(1250, 2600000);
ADRPheromone1.setInfo("The body is genetically re-engineered so that it produces the ADR-V1 pheromone, " +
"an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, " +
"triggers feelings of admiration and approval in other people. <br><br>" +
@ -740,12 +861,12 @@ initAugmentations = function() {
//HacknetNode Augmentations
var HacknetNodeCPUUpload = new Augmentation(AugmentationNames.HacknetNodeCPUUpload);
HacknetNodeCPUUpload.setRequirements(1500, 2000000);
HacknetNodeCPUUpload.setRequirements(1500, 2200000);
HacknetNodeCPUUpload.setInfo("Uploads the architecture and design details of a Hacknet Node's CPU into " +
"the brain. This allows the user to engineer custom hardware and software " +
"for the Hacknet Node that provides better performance.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of money produced by Hacknet Nodes by 20%<br>" +
"Increases the amount of money produced by Hacknet Nodes by 15%<br>" +
"Decreases the cost of purchasing a Hacknet Node Core by 15%");
HacknetNodeCPUUpload.addToFactions(["Netburners"]);
if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) {
@ -755,12 +876,12 @@ initAugmentations = function() {
AddToAugmentations(HacknetNodeCPUUpload);
var HacknetNodeCacheUpload = new Augmentation(AugmentationNames.HacknetNodeCacheUpload);
HacknetNodeCacheUpload.setRequirements(1000, 1000000);
HacknetNodeCacheUpload.setRequirements(1000, 1100000);
HacknetNodeCacheUpload.setInfo("Uploads the architecture and design details of a Hacknet Node's main-memory cache " +
"into the brain. This allows the user to engineer custom cache hardware for the " +
"Hacknet Node that offers better performance.<br><br>" +
"This augmentation:<br> " +
"Increases the amount of money produced by Hacknet Nodes by 15%<br>" +
"Increases the amount of money produced by Hacknet Nodes by 10%<br>" +
"Decreases the cost of leveling up a Hacknet Node by 15%");
HacknetNodeCacheUpload.addToFactions(["Netburners"]);
if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) {
@ -770,7 +891,7 @@ initAugmentations = function() {
AddToAugmentations(HacknetNodeCacheUpload);
var HacknetNodeNICUpload = new Augmentation(AugmentationNames.HacknetNodeNICUpload);
HacknetNodeNICUpload.setRequirements(750, 750000);
HacknetNodeNICUpload.setRequirements(750, 900000);
HacknetNodeNICUpload.setInfo("Uploads the architecture and design details of a Hacknet Node's Network Interface Card (NIC) " +
"into the brain. This allows the user to engineer a custom NIC for the Hacknet Node that " +
"offers better performance.<br><br>" +
@ -785,7 +906,7 @@ initAugmentations = function() {
AddToAugmentations(HacknetNodeNICUpload);
var HacknetNodeKernelDNI = new Augmentation(AugmentationNames.HacknetNodeKernelDNI);
HacknetNodeKernelDNI.setRequirements(3000, 6000000);
HacknetNodeKernelDNI.setRequirements(3000, 8000000);
HacknetNodeKernelDNI.setInfo("Installs a Direct-Neural Interface jack into the arm that is capable of connecting to a " +
"Hacknet Node. This lets the user access and manipulate the Node's kernel using the mind's " +
"electrochemical signals.<br><br>" +
@ -798,7 +919,7 @@ initAugmentations = function() {
AddToAugmentations(HacknetNodeKernelDNI);
var HacknetNodeCoreDNI = new Augmentation(AugmentationNames.HacknetNodeCoreDNI);
HacknetNodeCoreDNI.setRequirements(5000, 10000000);
HacknetNodeCoreDNI.setRequirements(5000, 12000000);
HacknetNodeCoreDNI.setInfo("Installs a Direct-Neural Interface jack into the arm that is capable of connecting " +
"to a Hacknet Node. This lets the user access and manipulate the Node's processing logic using " +
"the mind's electrochemical signals.<br><br>" +
@ -817,7 +938,7 @@ initAugmentations = function() {
NeuroFluxGovernor.owned = oldAug.owned;
NeuroFluxGovernor.level = oldAug.level;
mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, NeuroFluxGovernor.level);
NeuroFluxGovernor.setRequirements(300 * mult, 600000 * mult);
NeuroFluxGovernor.setRequirements(500 * mult, 750000 * mult);
delete Augmentations[AugmentationNames.NeuroFluxGovernor];
} else {
NeuroFluxGovernor.setRequirements(250, 500000);
@ -832,7 +953,7 @@ initAugmentations = function() {
AddToAugmentations(NeuroFluxGovernor);
var Neurotrainer1 = new Augmentation(AugmentationNames.Neurotrainer1);
Neurotrainer1.setRequirements(400, 600000);
Neurotrainer1.setRequirements(400, 800000);
Neurotrainer1.setInfo("A decentralized cranial implant that improves the brain's ability to learn. It is " +
"installed by releasing millions of nanobots into the human brain, each of which " +
"attaches to a different neural pathway to enhance the brain's ability to retain " +
@ -846,7 +967,7 @@ initAugmentations = function() {
AddToAugmentations(Neurotrainer1);
var Neurotrainer2 = new Augmentation(AugmentationNames.Neurotrainer2);
Neurotrainer2.setRequirements(4000, 7500000);
Neurotrainer2.setRequirements(4000, 8500000);
Neurotrainer2.setInfo("A decentralized cranial implant that improves the brain's ability to learn. This " +
"is a more powerful version of the Neurotrainer I augmentation, but it does not " +
"require Neurotrainer I to be installed as a prerequisite.<br><br>" +
@ -859,7 +980,7 @@ initAugmentations = function() {
AddToAugmentations(Neurotrainer2);
var Neurotrainer3 = new Augmentation(AugmentationNames.Neurotrainer3);
Neurotrainer3.setRequirements(10000, 22000000);
Neurotrainer3.setRequirements(10000, 25000000);
Neurotrainer3.setInfo("A decentralized cranial implant that improves the brain's ability to learn. This " +
"is a more powerful version of the Neurotrainer I and Neurotrainer II augmentation, " +
"but it does not require either of them to be installed as a prerequisite.<br><br>" +
@ -879,7 +1000,7 @@ initAugmentations = function() {
"Increases the player's dexterity by 50%<br>" +
"Increases the player's hacking speed by 3%<br>" +
"Increases the amount of money the player gains from hacking by 10%");
Hypersight.setRequirements(60000, 450000000);
Hypersight.setRequirements(60000, 550000000);
Hypersight.addToFactions(["Blade Industries", "KuaiGong International"]);
if (augmentationExists(AugmentationNames.Hypersight)) {
Hypersight.owned = Augmentations[AugmentationNames.Hypersight].owned;
@ -894,7 +1015,7 @@ initAugmentations = function() {
"This augmentation: <br>" +
"Increases the player's agility by 5% <br>" +
"Increases the amount of money the player gains from crimes by 10%");
LuminCloaking1.setRequirements(600, 750000);
LuminCloaking1.setRequirements(600, 1000000);
LuminCloaking1.addToFactions(["Slum Snakes", "Tetrads"]);
if (augmentationExists(AugmentationNames.LuminCloaking1)) {
LuminCloaking1.owned = Augmentations[AugmentationNames.LuminCloaking1].owned;
@ -911,7 +1032,7 @@ initAugmentations = function() {
"Increases the player's agility by 10% <br>" +
"Increases the player's defense by 10% <br>" +
"Increases the amount of money the player gains from crimes by 25%");
LuminCloaking2.setRequirements(2000, 4000000);
LuminCloaking2.setRequirements(2000, 5000000);
LuminCloaking2.addToFactions(["Slum Snakes", "Tetrads"]);
if (augmentationExists(AugmentationNames.LuminCloaking2)) {
LuminCloaking2.owned = Augmentations[AugmentationNames.LuminCloaking2].owned;
@ -926,7 +1047,7 @@ initAugmentations = function() {
"Increases the player's dexterity by 10%<br>" +
"Increases the player's dexterity experience gain rate by 15%<br>" +
"Increases the amount of money the player gains from crimes by 25%");
SmartSonar.setRequirements(9000, 10000000);
SmartSonar.setRequirements(9000, 12000000);
SmartSonar.addToFactions(["Slum Snakes"]);
if (augmentationExists(AugmentationNames.SmartSonar)) {
SmartSonar.owned = Augmentations[AugmentationNames.SmartSonar].owned;
@ -941,7 +1062,7 @@ initAugmentations = function() {
"This augmentation: <br>" +
"Increases all of the player's stats by 10%<br>" +
"Increases the player's experience gain rate for all stats by 10%");
PowerRecirculator.setRequirements(10000, 30000000);
PowerRecirculator.setRequirements(10000, 33000000);
PowerRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate", "NWO"]);
if (augmentationExists(AugmentationNames.PowerRecirculator)) {
PowerRecirculator.owned = Augmentations[AugmentationNames.PowerRecirculator].owned;
@ -963,7 +1084,7 @@ initAugmentations = function() {
"Increases the player's hacking speed by 10%<br>" +
"Increases the player's chance of successfully performing a hack by 30%<br>" +
"Increases the amount of money the player gains from hacking by 100%");
QLink.setRequirements(750000, 1000000000);
QLink.setRequirements(750000, 1200000000);
QLink.addToFactions(["Illuminati"]);
if (augmentationExists(AugmentationNames.QLink)) {
QLink.owned = Augmentations[AugmentationNames.QLink].owned;
@ -983,7 +1104,7 @@ initAugmentations = function() {
"This augmentation: <br>" +
"Increases all of the player's combat stats by 75%<br>" +
"Increases the player's hacking skill by 25%");
SPTN97.setRequirements(500000, 850000000);
SPTN97.setRequirements(500000, 950000000);
SPTN97.addToFactions(["The Covenant"]);
if (augmentationExists(AugmentationNames.SPTN97)) {
SPTN97.owned = Augmentations[AugmentationNames.SPTN97].owned;
@ -996,7 +1117,7 @@ initAugmentations = function() {
HiveMind.setInfo("A brain implant developed by ECorp. They do not reveal what " +
"exactly the implant does, but they promise that it will greatly " +
"enhance your abilities.");
HiveMind.setRequirements(600000, 925000000);
HiveMind.setRequirements(600000, 1000000000);
HiveMind.addToFactions(["ECorp"]);
if (augmentationExists(AugmentationNames.HiveMind)) {
HiveMind.owned = Augmentations[AugmentationNames.HiveMind].owned;
@ -1013,7 +1134,7 @@ initAugmentations = function() {
"This augmentation:<br>" +
"Increases all of the player's combat stats by 40%<br>" +
"Increases all of the player's combat stat experience gain rate by 40%");
CordiARCReactor.setRequirements(450000, 900000000);
CordiARCReactor.setRequirements(450000, 975000000);
CordiARCReactor.addToFactions(["MegaCorp"]);
if (augmentationExists(AugmentationNames.CordiARCReactor)) {
CordiARCReactor.owned = Augmentations[AugmentationNames.CordiARCReactor].owned;
@ -1031,7 +1152,7 @@ initAugmentations = function() {
"Increases the player's charisma experience gain rate by 50%<br>" +
"Increases the amount of reputation the player gains for a company by 25%<br>" +
"Increases the amount of reputation the player gains for a faction by 25%");
SmartJaw.setRequirements(150000, 400000000);
SmartJaw.setRequirements(150000, 500000000);
SmartJaw.addToFactions(["Bachman & Associates"]);
if (augmentationExists(AugmentationNames.SmartJaw)) {
SmartJaw.owned = Augmentations[AugmentationNames.SmartJaw].owned;
@ -1046,7 +1167,7 @@ initAugmentations = function() {
"body's skin and bone cells, granting them the ability to repair " +
"and restructure themselves. <br><br>" +
"This augmentation increases the player's strength and defense by 75%");
Neotra.setRequirements(225000, 500000000);
Neotra.setRequirements(225000, 550000000);
Neotra.addToFactions(["Blade Industries"]);
if (augmentationExists(AugmentationNames.Neotra)) {
Neotra.owned = Augmentations[AugmentationNames.Neotra].owned;
@ -1062,7 +1183,7 @@ initAugmentations = function() {
"This augmentation: <br>" +
"Increases all of the player's stats by 25%<br>" +
"Increases the player's experience gain rate for all stats by 20%");
Xanipher.setRequirements(350000, 700000000);
Xanipher.setRequirements(350000, 800000000);
Xanipher.addToFactions(["NWO"]);
if (augmentationExists(AugmentationNames.Xanipher)) {
Xanipher.owned = Augmentations[AugmentationNames.Xanipher].owned;
@ -1076,7 +1197,7 @@ initAugmentations = function() {
"of negligible senescence, preventing the body from " +
"deteriorating with age. <br><br>" +
"This augmentation increases all of the player's stats by 20%");
nextSENS.setRequirements(175000, 300000000);
nextSENS.setRequirements(175000, 375000000);
nextSENS.addToFactions(["Clarke Incorporated"]);
if (augmentationExists(AugmentationNames.nextSENS)) {
nextSENS.owned = Augmentations[AugmentationNames.nextSENS].owned;
@ -1092,7 +1213,7 @@ initAugmentations = function() {
"This augmentation:<br>" +
"Increases the player's hacking skill by 30%<br>" +
"Increases the player's hacking experience gain rate by 30%");
OmniTekInfoLoad.setRequirements(250000, 400000000)
OmniTekInfoLoad.setRequirements(250000, 550000000)
OmniTekInfoLoad.addToFactions(["OmniTek Incorporated"]);
if (augmentationExists(AugmentationNames.OmniTekInfoLoad)) {
OmniTekInfoLoad.owned = Augmentations[AugmentationNames.OmniTekInfoLoad].owned;
@ -1110,7 +1231,7 @@ initAugmentations = function() {
"skin cells, allowing users to generate their own energy " +
"and nutrition using solar power. <br><br>" +
"This augmentation increases the player's strength, defense, and agility by 50%");
PhotosyntheticCells.setRequirements(225000, 425000000);
PhotosyntheticCells.setRequirements(225000, 525000000);
PhotosyntheticCells.addToFactions(["KuaiGong International"]);
if (augmentationExists(AugmentationNames.PhotosyntheticCells)) {
PhotosyntheticCells.owned = Augmentations[AugmentationNames.PhotosyntheticCells].owned;
@ -1129,7 +1250,7 @@ initAugmentations = function() {
"Increases the player's chance of successfully performing a hack by 10%<br>" +
"Increases the player's hacking speed by 5%<br>" +
"Lets the player start with the FTPCrack.exe and relaySMTP.exe programs after a reset");
Neurolink.setRequirements(350000, 750000000);
Neurolink.setRequirements(350000, 850000000);
Neurolink.addToFactions(["BitRunners"]);
if (augmentationExists(AugmentationNames.Neurolink)) {
Neurolink.owned = Augmentations[AugmentationNames.Neurolink].owned;
@ -1148,7 +1269,7 @@ initAugmentations = function() {
"Increases the player's hacking skill by 10%<br>" +
"Increases the player's hacking speed by 2%<br>" +
"Increases the amount of money the player gains from hacking by 10%");
TheBlackHand.setRequirements(40000, 90000000);
TheBlackHand.setRequirements(40000, 100000000);
TheBlackHand.addToFactions(["The Black Hand"]);
if (augmentationExists(AugmentationNames.TheBlackHand)) {
TheBlackHand.owned = Augmentations[AugmentationNames.TheBlackHand].owned;
@ -1164,7 +1285,7 @@ initAugmentations = function() {
"This augmentation: <br>" +
"Improves the player's hacking skill by 10%<br>" +
"Improves the player's hacking experience gain rate by 20%");
CRTX42AA.setRequirements(18000, 35000000);
CRTX42AA.setRequirements(18000, 45000000);
CRTX42AA.addToFactions(["NiteSec"]);
if (augmentationExists(AugmentationNames.CRTX42AA)) {
CRTX42AA.owned = Augmentations[AugmentationNames.CRTX42AA].owned;
@ -1178,7 +1299,7 @@ initAugmentations = function() {
"The result is that these neurons never die and continuously " +
"regenerate and strengthen themselves. <br><br>" +
"This augmentation increases the player's hacking experience gain rate by 75%");
Neuregen.setRequirements(15000, 60000000);
Neuregen.setRequirements(15000, 75000000);
Neuregen.addToFactions(["Chongqing"]);
if (augmentationExists(AugmentationNames.Neuregen)) {
Neuregen.owned = Augmentations[AugmentationNames.Neuregen].owned;
@ -1194,7 +1315,7 @@ initAugmentations = function() {
"This augmentation: <br>" +
"Lets the player start with $1,000,000 after a reset<br>" +
"Lets the player start with the BruteSSH.exe program after a reset");
CashRoot.setRequirements(4000, 20000000);
CashRoot.setRequirements(4000, 25000000);
CashRoot.addToFactions(["Sector-12"]);
if (augmentationExists(AugmentationNames.CashRoot)) {
CashRoot.owned = Augmentations[AugmentationNames.CashRoot].owned;
@ -1210,7 +1331,7 @@ initAugmentations = function() {
"energy in the form of heat.<br><br>" +
"This augmentation: <br>" +
"Increases the player's experience gain rate for all combat stats by 20%");
NutriGen.setRequirements(2500, 400000);
NutriGen.setRequirements(2500, 500000);
NutriGen.addToFactions(["New Tokyo"]);
if (augmentationExists(AugmentationNames.NutriGen)) {
NutriGen.owned = Augmentations[AugmentationNames.NutriGen].owned;
@ -1230,7 +1351,7 @@ initAugmentations = function() {
"Increases the player's crime success rate by 25%<br>" +
"Increases the amount of money the player gains from crimes by 10%<br>" +
"Increases the player's dexterity by 10%");
INFRARet.setRequirements(3000, 5000000);
INFRARet.setRequirements(3000, 6000000);
INFRARet.addToFactions(["Ishima"]);
if (augmentationExists(AugmentationNames.INFRARet)) {
INFRARet.owned = Augmentations[AugmentationNames.INFRARet].owned;
@ -1244,7 +1365,7 @@ initAugmentations = function() {
"millions of nanobots capable of projecting high-density muon beams, " +
"creating an energy barrier around the user. <br><br>" +
"This augmentation increases the player's defense by 50%");
DermaForce.setRequirements(6000, 8000000);
DermaForce.setRequirements(6000, 10000000);
DermaForce.addToFactions(["Volhaven"]);
if (augmentationExists(AugmentationNames.DermaForce)) {
DermaForce.owned = Augmentations[AugmentationNames.DermaForce].owned;
@ -1261,7 +1382,7 @@ initAugmentations = function() {
"Increases the player's strength and defense by 50%<br>" +
"Increases the player's crime success rate by 10%<br>" +
"Increases the amount of money the player gains from crimes by 20%");
GrapheneBrachiBlades.setRequirements(90000, 400000000);
GrapheneBrachiBlades.setRequirements(90000, 500000000);
GrapheneBrachiBlades.addToFactions(["Speakers for the Dead"]);
if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) {
GrapheneBrachiBlades.owned = Augmentations[AugmentationNames.GrapheneBrachiBlades].owned;
@ -1275,7 +1396,7 @@ initAugmentations = function() {
"prosthetic arms with an advanced graphene material " +
"to make them much stronger and lighter. <br><br>" +
"This augmentation increases the player's strength and dexterity by 100%");
GrapheneBionicArms.setRequirements(200000, 600000000);
GrapheneBionicArms.setRequirements(200000, 750000000);
GrapheneBionicArms.addToFactions(["The Dark Army"]);
if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {
GrapheneBionicArms.owned = Augmentations[AugmentationNames.GrapheneBionicArms].owned;
@ -1290,7 +1411,7 @@ initAugmentations = function() {
"Increases the player's strength and defense by 20%<br>" +
"Increases the player's crime success rate by 10%<br>" +
"Increases thea mount of money the player gains from crimes by 10%");
BrachiBlades.setRequirements(5000, 14000000);
BrachiBlades.setRequirements(5000, 18000000);
BrachiBlades.addToFactions(["The Syndicate"]);
if (augmentationExists(AugmentationNames.BrachiBlades)) {
BrachiBlades.owned = Augmentations[AugmentationNames.BrachiBlades].owned;
@ -1303,7 +1424,7 @@ initAugmentations = function() {
BionicArms.setInfo("Cybernetic arms created from plasteel and carbon fibers that completely replace " +
"the user's organic arms. <br><br>" +
"This augmentation increases the user's strength and dexterity by 50%");
BionicArms.setRequirements(25000, 45000000);
BionicArms.setRequirements(25000, 55000000);
BionicArms.addToFactions(["Tetrads"]);
if (augmentationExists(AugmentationNames.BionicArms)) {
BionicArms.owned = Augmentations[AugmentationNames.BionicArms].owned;
@ -1319,7 +1440,7 @@ initAugmentations = function() {
"Increases the amount of money the player earns at a company by 10%<br>" +
"Increases the amount of reputation the player gains when working for a " +
"company or faction by 20%");
SNA.setRequirements(2500, 5000000);
SNA.setRequirements(2500, 6000000);
SNA.addToFactions(["Tian Di Hui"]);
if (augmentationExists(AugmentationNames.SNA)) {
SNA.owned = Augmentations[AugmentationNames.SNA].owned;
@ -1477,6 +1598,39 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_chance_mult *= 1.1;
Player.hacking_exp_mult *= 1.25;
break;
case AugmentationNames.NeuralAccelerator:
Player.hacking_mult *= 1.2;
Player.hacking_exp_mult *= 1.2;
Player.hacking_money_mult *= 1.2;
break;
case AugmentationNames.CranialSignalProcessorsG1:
Player.hacking_speed_mult *= 0.99;
Player.hacking_mult *= 1.1;
break;
case AugmentationNames.CranialSignalProcessorsG2:
Player.hacking_speed_mult *= 0.98;
Player.hacking_chance_mult *= 1.05;
Player.hacking_mult *= 1.1;
break;
case AugmentationNames.CranialSignalProcessorsG3:
Player.hacking_speed_mult *= 0.98;
Player.hacking_money_mult *= 1.2;
Player.hacking_mult *= 1.1;
break;
case AugmentationNames.CranialSignalProcessorsG4:
Player.hacking_speed_mult *= 0.98;
Player.hacking_money_mult *= 1.25;
Player.hacking_grow_mult *= 1.25;
break;
case AugmentationNames.CranialSignalProcessorsG5:
Player.hacking_mult *= 1.6;
Player.hacking_grow_mult *= 1.5;
break;
case AugmentationNames.NeuronalDensification:
Player.hacking_mult *= 1.3;
Player.hacking_exp_mult *= 1.3;
Player.hacking_speed_mult *= 0.97;
break;
//Work augmentations
case AugmentationNames.NuoptimalInjectorImplant: //Low medium level
@ -1516,11 +1670,11 @@ applyAugmentation = function(aug, reapply=false) {
//Hacknet Node Augmentations
case AugmentationNames.HacknetNodeCPUUpload:
Player.hacknet_node_money_mult *= 1.2;
Player.hacknet_node_money_mult *= 1.15;
Player.hacknet_node_purchase_cost_mult *= 0.85;
break;
case AugmentationNames.HacknetNodeCacheUpload:
Player.hacknet_node_money_mult *= 1.15;
Player.hacknet_node_money_mult *= 1.10;
Player.hacknet_node_level_cost_mult *= 0.85;
break;
case AugmentationNames.HacknetNodeNICUpload:
@ -1539,7 +1693,7 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_chance_mult *= 1.01;
Player.hacking_speed_mult *= 0.99;
Player.hacking_money_mult *= 1.01;
//Player.hacking_grow_mult *= 1.01;
Player.hacking_grow_mult *= 1.01;
Player.hacking_mult *= 1.01;
Player.strength_mult *= 1.01;

@ -1,5 +1,5 @@
CONSTANTS = {
Version: "0.17.7",
Version: "0.18",
//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@ -18,11 +18,11 @@ CONSTANTS = {
BaseCostForHacknetNodeCore: 500000,
/* Hacknet Node constants */
HacknetNodeMoneyGainPerLevel: 1.65,
HacknetNodePurchaseNextMult: 1.38, //Multiplier when purchasing an additional hacknet node
HacknetNodeMoneyGainPerLevel: 1.5,
HacknetNodePurchaseNextMult: 1.39, //Multiplier when purchasing an additional hacknet node
HacknetNodeUpgradeLevelMult: 1.04, //Multiplier for cost when upgrading level
HacknetNodeUpgradeRamMult: 1.24, //Multiplier for cost when upgrading RAM
HacknetNodeUpgradeCoreMult: 1.48, //Multiplier for cost when buying another core
HacknetNodeUpgradeRamMult: 1.26, //Multiplier for cost when upgrading RAM
HacknetNodeUpgradeCoreMult: 1.49, //Multiplier for cost when buying another core
HacknetNodeMaxLevel: 200,
HacknetNodeMaxRam: 64,
@ -42,6 +42,7 @@ CONSTANTS = {
ScriptIfRamCost: 0.1,
ScriptHackRamCost: 0.25,
ScriptGrowRamCost: 0.25,
ScriptWeakenRamCost: 0.25,
ScriptNukeRamCost: 0.05,
ScriptBrutesshRamCost: 0.05,
ScriptFtpcrackRamCost: 0.05,
@ -49,11 +50,13 @@ CONSTANTS = {
ScriptHttpwormRamCost: 0.05,
ScriptSqlinjectRamCost: 0.05,
ScriptRunRamCost: 0.8,
ScriptExecRamCost: 1.1,
ScriptScpRamCost: 0.5,
ScriptHasRootAccessRamCost: 0.05,
ScriptGetHostnameRamCost: 0.1,
ScriptGetHackingLevelRamCost: 0.1,
ScriptGetServerMoneyRamCost: 0.1,
ScriptGetServerSecurityRamCost: 0.2,
ScriptOperatorRamCost: 0.01,
ScriptPurchaseHacknetRamCost: 1.5,
ScriptHacknetNodesRamCost: 1.0, //Base cost for accessing hacknet nodes array
@ -61,8 +64,13 @@ CONSTANTS = {
ScriptHNUpgRamRamCost: 0.6,
ScriptHNUpgCoreRamCost: 0.8,
//Server growth rate
ServerGrowthRate: 1.001,
//Server constants
ServerGrowthRate: 1.002, //Growth rate
ServerFortifyAmount: 0.001, //Amount by which server's security increases when its hacked
ServerWeakenAmount: 0.1, //Amount by which server's security decreases when weakened
//Augmentation Constants
AugmentationCostMultiplier: 3, //Used for balancing costs without having to readjust every Augmentation cost
//Maximum number of log entries for a script
MaxLogCapacity: 40,
@ -178,7 +186,7 @@ CONSTANTS = {
TutorialHackingText: "In the year 2077, currency has become digital and decentralized. People and corporations " +
"store their money on servers. By hacking these servers, you can steal their money and gain " +
"experience. <br><br>" +
"<strong>Gaining root access</strong> <br>" +
"<h1>Gaining root access</h1> <br>" +
"The key to hacking a server is to gain root access to that server. This can be done using " +
"the NUKE virus (NUKE.exe). You start the game with a copy of the NUKE virus on your home " +
"computer. The NUKE virus attacks the target server's open ports using buffer overflow " +
@ -191,10 +199,10 @@ CONSTANTS = {
"a seller. <br><br>" +
"In order to determine how many ports need to be opened to successfully NUKE a server, connect to " +
"that server and run the 'analyze' command. This will also show you which ports have already been " +
"opened. <br>" +
"opened. <br><br>" +
"Once you have enough ports opened and have ran the NUKE virus to gain root access, the server " +
"can then be hacked by simply calling the 'hack' command through terminal, or by using a script.<br><br>" +
"<strong>Hacking mechanics</strong><br>" +
"<h1>Hacking mechanics</h1><br>" +
"When you execute the hack command, either manually through the terminal or automatically through " +
"a script, you attempt to hack the server. This action takes time. The more advanced a server's " +
"security is, the more time it will take. Your hacking skill level also affects the hacking time, " +
@ -207,7 +215,18 @@ CONSTANTS = {
"percentage is determined by the server's security and your hacking skill level. The amount of money " +
"on a server is not limitless. So, if you constantly hack a server and deplete its money, then you will " +
"encounter diminishing returns in your hacking (since you are only hacking a certain percentage). A server " +
"will regain money at a slow rate over time. ",
"will regain money at a slow rate over time. <br><br>" +
"<h1>Server Security</h1><br>" +
"Each server has a security level, which is denoted by a number between 1 and 100. A higher number means " +
"the server has stronger security. As mentioned above, a server's security level is an important factor " +
"to consider when hacking. You can check a server's security level using the 'analyze' command, although this " +
"only gives an estimate (with 5% uncertainty). You can also check a server's security in a script, using the " +
"<i>getServerSecurityLevel(server)</i> function in Netscript. See the Netscript documentation for more details. " +
"This function will give you an exact value for a server's security. <br><br>" +
"Whenever a server is hacked manually or through a script, its security level increases by a small amount. This will " +
"make it harder for you to hack the server, and decrease the amount of money you can steal. You can lower a " +
"server's security level in a script using the <i>weaken(server)</i> function in Netscript. See the Netscript " +
"documentation for more details",
TutorialScriptsText: "Scripts can be used to automate the hacking process. Scripts must be written in the Netscript language. " +
"Documentation about the Netscript language can be found in the 'Netscript Programming Language' " +
@ -267,12 +286,15 @@ CONSTANTS = {
"<i>hack(hostname/ip)</i><br>Core function that is used to try and hack servers to steal money and gain hacking experience. The argument passed in must be a string with " +
"either the IP or hostname of the server you want to hack. A script can hack a server from anywhere. It does not need to be running on the same server to hack that server. " +
"For example, you can create a script that hacks the 'foodnstuff' server and run it on your home computer. <br>" +
"Examples: hack('foodnstuff'); or hack('148.192.0.12');<br><br>" +
"Examples: hack('foodnstuff'); or hack('148.192.0.12');<br><br>" +
"<i>sleep(n)</i><br>Suspends the script for n milliseconds. <br>Example: sleep(5000);<br><br>" +
"<i>grow(hostname/ip)</i><br>Use your hacking skills to increase the amount of money available on a server. The argument passed in " +
"must be a string with either the IP or hostname of the target server. The grow() command requires root access to the target server, but " +
"there is no required hacking level to run the command. The grow() command takes a flat 2 minutes to execute " +
"and grants 1 hacking exp when it completes. <br> Example: grow('foodnstuff');<br><br>" +
"there is no required hacking level to run the command. " +
"Grants 1 hacking exp when it completes. <br> Example: grow('foodnstuff');<br><br>" +
"<i>weaken(hostname/ip)</i><br>Use your hacking skills to attack a server's security, lowering the server's security level. The argument passed " +
"in must be a string with either the IP or hostname of the target server. This command requires root access to the target server, but " +
"there is no required hacking level to run the command. Grants 5 hacking exp when it completes. <br> Example: weaken('foodnstuff');<br><br>" +
"<i>print(x)</i> <br> Prints a value or a variable to the scripts logs (which can be viewed with the 'tail [script]' terminal command )<br><br>" +
"<i>nuke(hostname/ip)</i><br>Run NUKE.exe on the target server. NUKE.exe must exist on your home computer. Does NOT work while offline <br> Example: nuke('foodnstuff'); <br><br>" +
"<i>brutessh(hostname/ip)</i><br>Run BruteSSH.exe on the target server. BruteSSH.exe must exist on your home computer. Does NOT work while offline <br> Example: brutessh('foodnstuff');<br><br>" +
@ -284,16 +306,22 @@ CONSTANTS = {
"be used to run scripts located on the same server. Returns true if the script is successfully started, and false otherwise. Requires a significant amount " +
"of RAM to run this command. Does NOT work while offline <br>Example: run('hack-foodnstuff.script'); <br> The example above will try and launch the 'hack-foodnstuff.script' script on " +
"the current server, if it exists. <br><br>" +
"<i>exec(script, hostname/ip)</i><br>Run a script as a separate process on another server. The first argument is the name of the script as a string. The " +
"second argument is a string with the hostname or IP of the 'target server' on which to run the script. The specified script must exist on the target server. Returns " +
"true if the script is successfully started, and false otherwise. Does NOT work while offline<br> " +
"Example: exec('generic-hack.script', 'foodnstuff'); <br> The example above will try to launch the script 'generic-hack.script' on the 'foodnstuff' server.<br><br>" +
"<i>scp(script, hostname/ip)</i><br>Copies a script to another server. The first argument is a string with the filename of the script " +
"to be copied. The second argument is a string with the hostname or IP of the destination server. Returns true if the script is successfully " +
"copied over and false otherwise. <br> Example: scp('hack-template.script', 'foodnstuff');<br><br>" +
"<i>hasRootAccess(hostname/ip)</i><br> Returns a boolean (true or false) indicating whether or not the Player has root access to a server. " +
"The argument passed in must be a string with either the hostname or IP of the target server. Does NOT work while offline.<br> " +
"Example:<br>if (hasRootAccess('foodnstuff') == false) {<br>&nbsp;&nbsp;&nbsp;&nbsp;nuke('foodnstuff');<br>}<br><br>" +
"<i>getHostname()<i><br>Returns a string with the hostname of the server that the script is running on<br><br>" +
"<i>getHackingLevel() </i><br> Returns the Player's current hacking level. Does NOT work while offline <br><br> " +
"<i>getHostname()</i><br>Returns a string with the hostname of the server that the script is running on<br><br>" +
"<i>getHackingLevel()</i><br> Returns the Player's current hacking level. Does NOT work while offline <br><br> " +
"<i>getServerMoneyAvailable(hostname/ip)</i><br> Returns the amount of money available on a server. The argument passed in must be a string with either the " +
"hostname or IP of the target server. Does NOT work while offline <br> Example: getServerMoneyAvailable('foodnstuff');<br><br>" +
"<i>getServerSecurityLevel(hostname/ip)</i><br>Returns the security level of a server. The argument passed in must be a string with either the " +
"hostname or IP of the target server. A server's security is denoted by a number between 1 and 100. Does NOT work while offline.<br><br>" +
"<i>purchaseHacknetNode()</i><br> Purchases a new Hacknet Node. Returns a number with the index of the Hacknet Node. This index is equivalent to the number " +
"at the end of the Hacknet Node's name (e.g The Hacknet Node named 'hacknet-node-4' will have an index of 4). If the player cannot afford to purchase " +
"a new Hacknet Node then the function will return false. Does NOT work offline<br><br>" +
@ -397,7 +425,7 @@ CONSTANTS = {
"other actions such as using your terminal or visiting other locations (However, note that any scripts you have " +
"running on servers will continue to run as you work!). It is possible to cancel your work shift before the " +
"8 hours is up. However, if you have a full-time job, then cancelling a shift early will result in you gaining " +
"only half of all of the money, experience, and reputation " +
"only half of the reputation " +
"that you had earned up to that point. There are also part-time/consultant jobs available where you will not " +
" be penalized if you cancel a work shift early. However, these positions pay less than full-time positions.<br><br>" +
"As you continue to work at a company, you will gain more and more reputation at that company. When your stats " +

@ -585,7 +585,7 @@ displayFactionContent = function(factionName) {
return;
}
Player.loseMoney(numMoneyDonate);
var repGain = numMoneyDonate / 1000 * Player.faction_rep_mult;
var repGain = numMoneyDonate / 1000000 * Player.faction_rep_mult;
faction.playerReputation += repGain;
dialogBoxCreate("You just donated $" + formatNumber(numMoneyDonate, 2) + " to " +
faction.name + " to gain " + formatNumber(repGain, 3) + " reputation");

@ -49,8 +49,8 @@ HacknetNode.prototype.updateMoneyGainRate = function() {
var gainPerLevel = CONSTANTS.HacknetNodeMoneyGainPerLevel;
this.moneyGainRatePerSecond = (this.level * gainPerLevel) *
Math.pow(1.039, this.ram-1) *
((this.numCores + 3) / 4.1) * Player.hacknet_node_money_mult;
Math.pow(1.03, this.ram-1) *
((this.numCores + 5) / 6) * Player.hacknet_node_money_mult;
if (isNaN(this.moneyGainRatePerSecond)) {
this.moneyGainRatePerSecond = 0;
dialogBoxCreate("Error in calculating Hacknet Node production. Please report to game developer");
@ -77,9 +77,8 @@ HacknetNode.prototype.purchaseLevelUpgrade = function(levels=1) {
if (cost > Player.money) {return false;}
Player.loseMoney(cost);
if (this.level + levels >= CONSTANTS.HacknetNodeMaxLevel) {
this.level = CONSTANTS.HacknetNodeMaxLevel;
this.updateMoneyGainRate();
return true;
var diff = Math.max(0, CONSTANTS.HacknetNodeMaxLevel - this.level);
return this.purchaseLevelUpgrade(diff);
}
this.level += levels;
this.updateMoneyGainRate();
@ -373,7 +372,8 @@ updateHacknetNodeDomElement = function(nodeObj) {
//Max
multiplier = getMaxNumberLevelUpgrades(nodeObj);
} else {
multiplier = hacknetNodePurchaseMultiplier;
var levelsToMax = CONSTANTS.HacknetNodeMaxLevel - nodeObj.level;
multiplier = Math.min(levelsToMax, hacknetNodePurchaseMultiplier);
}
var upgradeLevelCost = nodeObj.calculateLevelUpgradeCost(multiplier);

@ -288,6 +288,7 @@ function evaluate(exp, workerScript) {
workerScript.scriptRef.onlineExpGained += expGainedOnSuccess;
console.log("Script successfully hacked " + server.hostname + " for $" + formatNumber(moneyGained, 2) + " and " + formatNumber(expGainedOnSuccess, 4) + " exp");
workerScript.scriptRef.log("Script SUCCESSFULLY hacked " + server.hostname + " for $" + formatNumber(moneyGained, 2) + " and " + formatNumber(expGainedOnSuccess, 4) + " exp");
server.fortify(CONSTANTS.ServerFortifyAmount);
resolve("Hack success");
} else {
if (env.stopFlag) {reject(workerScript); return;}
@ -403,6 +404,52 @@ function evaluate(exp, workerScript) {
}, function(e) {
reject(e);
});
} else if (exp.func.value == "weaken") {
if (env.stopFlag) {reject(workerScript); return;}
if (exp.args.length != 1) {
reject("|" + workerScript.serverIp + "|" + workerScript.name + "|weaken() call has incorrect number of arguments. Takes 1 argument");
return;
}
var ipPromise = evaluate(exp.args[0], workerScript);
ipPromise.then(function(ip) {
if (env.stopFlag) {reject(workerScript); return;}
var server = getServer(ip);
if (server == null) {
reject("|" + workerScript.serverIp + "|" + workerScript.name + "|Invalid IP or hostname passed into weaken() command");
workerScript.scriptRef.log("Cannot weaken(). Invalid IP or hostname passed in: " + ip);
return;
}
//No root access or skill level too low
if (server.hasAdminRights == false) {
workerScript.scriptRef.log("Cannot weaken this server (" + server.hostname + ") because user does not have root access");
reject("|" + workerScript.serverIp + "|" + workerScript.name + "|Script crashed because it did not have root access to " + server.hostname);
return;
}
var weakenTime = scriptCalculateWeakenTime(server);
console.log("Executing weaken() on server " + server.hostname + " in " + formatNumber(weakenTime/1000, 3) + " seconds")
workerScript.scriptRef.log("Executing weaken() on server " + server.hostname + " in " + formatNumber(weakenTime/1000, 3) + " seconds");
var p = new Promise(function(resolve, reject) {
if (env.stopFlag) {reject(workerScript); return;}
setTimeout(function() {
server.weaken(CONSTANTS.ServerWeakenAmount);
resolve(CONSTANTS.ServerWeakenAmount);
}, weakenTime);
});
p.then(function(amt) {
workerScript.scriptRef.log("Using weaken(), " + server.hostname + "'s security level was decreased by " + amt + ". Gained 5 hacking exp");
Player.gainHackingExp(5);
workerScript.scriptRef.onlineExpGained += 5;
resolve("hackExecuted");
}, function(e) {
reject(e);
});
}, function(e) {
reject(e);
});
} else if (exp.func.value == "nuke") {
if (exp.args.length != 1) {
reject("|" + workerScript.serverIp + "|" + workerScript.name + "|nuke() call has incorrect number of arguments. Takes 1 argument");
@ -710,6 +757,35 @@ function evaluate(exp, workerScript) {
}, function(e) {
reject(e);
});
} else if (exp.func.value == "exec") {
if (exp.args.length != 2) {
reject(makeRuntimeRejectMsg(workerScript, "exec() call has incorrect number of arguments. Takes 2 arguments"));
return;
}
var scriptNamePromise = evaluate(exp.args[0], workerScript);
scriptNamePromise.then(function(scriptname) {
if (env.stopFlag) {reject(workerScript); return;}
var ipPromise = evaluate(exp.args[1], workerScript);
ipPromise.then(function(ip) {
if (env.stopFlag) {reject(workerScript); return;}
var server = getServer(ip);
if (server == null) {
reject(makeRuntimeRejectMsg(workerScript, "Invalid hostname/ip passed into exec() command: " + ip));
return;
}
var runScriptPromise = runScriptFromScript(server, scriptname, workerScript);
runScriptPromise.then(function(res) {
resolve(res);
}, function(e) {
reject(e);
});
}, function(e) {
reject(e);
});
}, function(e) {
reject(e);
});
} else if (exp.func.value == "scp") {
if (exp.args.length != 2) {
reject(makeRuntimeRejectMsg(workerScript, "scp() call has incorrect number of arguments. Takes 2 arguments"));
@ -717,8 +793,10 @@ function evaluate(exp, workerScript) {
}
var scriptNamePromise = evaluate(exp.args[0], workerScript);
scriptNamePromise.then(function(scriptname) {
if (env.stopFlag) {reject(workerScript); return;}
var ipPromise = evaluate(exp.args[1], workerScript);
ipPromise.then(function(ip) {
if (env.stopFlag) {reject(workerScript); return;}
var destServer = getServer(ip);
if (destServer == null) {
reject(makeRuntimeRejectMsg(workerScript, "Invalid hostname/ip passed into scp() command: " + ip));
@ -802,21 +880,41 @@ function evaluate(exp, workerScript) {
workerScript.scriptRef.log("Cannot getServerMoneyAvailable(). Invalid IP or hostname passed in: " + ip);
return;
}
workerScript.scriptRef.log("getServerMoneyAvailable() returned " + formatNumber(server.moneyAvailable, 2));
workerScript.scriptRef.log("getServerMoneyAvailable() returned " + formatNumber(server.moneyAvailable, 2) + " for " + server.hostname);
resolve(server.moneyAvailable);
}, CONSTANTS.CodeInstructionRunTime);
}, function(e) {
reject(e);
});
} else if (exp.func.value == "getServerSecurityLevel") {
if (exp.args.length != 1) {
reject(makeRuntimeRejectMsg(workerScript, "getServerSecurityLevel() call has incorrect number of arguments. Takes 1 arguments"));
return;
}
var ipPromise = evaluate(exp.args[0], workerScript);
ipPromise.then(function(ip) {
setTimeout(function() {
var server = getServer(ip);
if (server == null) {
reject(makeRuntimeRejectMsg(workerScript, "Invalid IP or hostname passed into getServerSecurityLevel() command"));
workerScript.scriptRef.log("Cannot getServerSecurityLevel(). Invalid IP or hostname passed in: " + ip);
return;
}
workerScript.scriptRef.log("getServerSecurityLevel() returned " + formatNumber(server.hackDifficulty, 3) + " for " + server.hostname);
resolve(server.hackDifficulty);
}, CONSTANTS.CodeInstructionRunTime);
}, function(e) {
reject(e);
});
} else if (exp.func.value == "purchaseHacknetNode") {
if (exp.args.length != 0) {
reject("|"+workerScript.serverIp+"|"+workerScript.name+"|purchaseHacknetNode() call has incorrect number of arguments. Takes 0 arguments");
reject(makeRuntimeRejectMsg(workerScript, "purchaseHacknetNode() call has incorrect number of arguments. Takes 0 arguments"));
return;
}
setTimeout(function() {
var cost = getCostOfNextHacknetNode();
if (isNaN(cost)) {
reject("|"+workerScript.serverIp+"|"+workerScript.name+"|Could not calculate cost in purchaseHacknetNode(). This is a bug please report to game dev");
reject(makeRuntimeRejectMsg(workerScript, "Could not calculate cost in purchaseHacknetNode(). This is a bug please report to game dev"));
return;
}
if (cost > Player.money) {
@ -1203,16 +1301,16 @@ function runScriptFromScript(server, scriptname, workerScript) {
var ramAvailable = server.maxRam - server.ramUsed;
if (server.hasAdminRights == false) {
workerScript.scriptRef.log("Cannot run script " + scriptname + " because you do not have root access!");
workerScript.scriptRef.log("Cannot run script " + scriptname + " on " + server.hostname + " because you do not have root access!");
resolve(false);
return;
} else if (ramUsage > ramAvailable){
workerScript.scriptRef.log("Cannot run script " + scriptname + " because there is not enough available RAM!");
workerScript.scriptRef.log("Cannot run script " + scriptname + " on " + server.hostname + " because there is not enough available RAM!");
resolve(false);
return;
} else {
//Able to run script
workerScript.scriptRef.log("Running script: " + scriptname + ". May take a few seconds to start up...");
workerScript.scriptRef.log("Running script: " + scriptname + " on " + server.hostname + ". May take a few seconds to start up...");
var script = server.scripts[i];
server.runningScripts.push(script.filename); //Push onto runningScripts
addWorkerScript(script, server);
@ -1266,16 +1364,24 @@ function scriptCalculateExpGain(server) {
function scriptCalculatePercentMoneyHacked(server) {
var difficultyMult = (100 - server.hackDifficulty) / 100;
var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 425;
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 150;
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
return percentMoneyHacked;
}
//Amount of time to execute grow()
//Amount of time to execute grow() in milliseconds
function scriptCalculateGrowTime(server) {
var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50);
var growTime = skillFactor * Player.hacking_speed_mult * 16; //This is in seconds
return growTime * 1000;
}
//Amount of time to execute weaken() in milliseconds
function scriptCalculateWeakenTime(server) {
var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50);
var weakenTime = skillFactor * Player.hacking_speed_mult * 50; //This is in seconds
return weakenTime * 1000;
}

@ -57,6 +57,7 @@ function runScriptsLoop() {
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
@ -78,6 +79,7 @@ function runScriptsLoop() {
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
@ -87,7 +89,28 @@ function runScriptsLoop() {
}
w.running = false;
w.env.stopFlag = true;
}
} else if (isScriptErrorMessage(w)) {
var errorTextArray = errorText.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
dialogBoxCreate("Script runtime error: ", "Server Ip: " + serverIp, "Script name: " + scriptName, errorMsg);
//Find the corresponding workerscript and set its flags to kill it
for (var i = 0; i < workerScripts.length; ++i) {
if (workerScripts[i].serverIp == serverIp && workerScripts[i].name == scriptName) {
workerScripts[i].running = false;
workerScripts[i].env.stopFlag = true;
return;
}
}
}
});
}
}

@ -243,7 +243,7 @@ PlayerObject.prototype.calculateHackingTime = function() {
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 425;
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 150;
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
@ -367,47 +367,44 @@ PlayerObject.prototype.resetWorkStatus = function() {
document.getElementById("work-in-progress-text").innerHTML = "";
}
PlayerObject.prototype.gainWorkExp = function(divMult = 1) {
this.gainHackingExp(this.workHackExpGained / divMult);
this.gainStrengthExp(this.workStrExpGained / divMult);
this.gainDefenseExp(this.workDefExpGained / divMult);
this.gainDexterityExp(this.workDexExpGained / divMult);
this.gainAgilityExp(this.workAgiExpGained / divMult);
this.gainCharismaExp(this.workChaExpGained / divMult);
PlayerObject.prototype.gainWorkExp = function() {
this.gainHackingExp(this.workHackExpGained);
this.gainStrengthExp(this.workStrExpGained);
this.gainDefenseExp(this.workDefExpGained);
this.gainDexterityExp(this.workDexExpGained);
this.gainAgilityExp(this.workAgiExpGained);
this.gainCharismaExp(this.workChaExpGained);
}
/* Working for Company */
PlayerObject.prototype.finishWork = function(cancelled) {
//Since the work was cancelled early, player only gains half of what they've earned so far
var cancMult = 1;
if (cancelled) {cancMult = 2;}
if (Engine.Debug) {
console.log("Player finishWork() called with " + this.workMoneyGained / cancMult + " $ gained");
if (cancelled) {
this.workRepGained /= 2;
}
this.gainWorkExp(cancMult);
this.gainWorkExp();
var company = Companies[this.companyName];
company.playerReputation += (this.workRepGained / cancMult);
company.playerReputation += (this.workRepGained);
this.gainMoney(this.workMoneyGained / cancMult);
this.gainMoney(this.workMoneyGained);
this.updateSkillLevels();
var txt = "You earned a total of: <br>" +
"$" + formatNumber(this.workMoneyGained / cancMult, 2) + "<br>" +
formatNumber(this.workRepGained / cancMult, 4) + " reputation for the company <br>" +
formatNumber(this.workHackExpGained / cancMult, 4) + " hacking exp <br>" +
formatNumber(this.workStrExpGained / cancMult, 4) + " strength exp <br>" +
formatNumber(this.workDefExpGained / cancMult, 4) + " defense exp <br>" +
formatNumber(this.workDexExpGained / cancMult, 4) + " dexterity exp <br>" +
formatNumber(this.workAgiExpGained / cancMult, 4) + " agility exp <br>" +
formatNumber(this.workChaExpGained / cancMult, 4) + " charisma exp<br>";
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
formatNumber(this.workRepGained, 4) + " reputation for the company <br>" +
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
if (cancelled) {
txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
"Since you cancelled your work early, you only gained half of the experience, money, and reputation you earned. <br><br>" + txt;
"Since you cancelled your work early, you only gained half of the reputation you earned. <br><br>" + txt;
} else {
txt = "You worked a full shift of 8 hours! <br><br> " +
"You earned a total of: <br>" + txt;
@ -492,8 +489,8 @@ PlayerObject.prototype.work = function(numCycles) {
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
"but you will only gain half of the experience, money, and reputation you've earned so far."
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
"but you will only gain half of the reputation you've earned so far."
}

@ -175,6 +175,7 @@ Script.prototype.updateRamUsage = function() {
var ifCount = numOccurrences(codeCopy, "if(");
var hackCount = numOccurrences(codeCopy, "hack(");
var growCount = numOccurrences(codeCopy, "grow(");
var weakenCount = numOccurrences(codeCopy, "weaken(");
var nukeCount = numOccurrences(codeCopy, "nuke(");
var brutesshCount = numOccurrences(codeCopy, "brutessh(");
var ftpcrackCount = numOccurrences(codeCopy, "ftpcrack(");
@ -182,11 +183,13 @@ Script.prototype.updateRamUsage = function() {
var httpwormCount = numOccurrences(codeCopy, "httpworm(");
var sqlinjectCount = numOccurrences(codeCopy, "sqlinject(");
var runCount = numOccurrences(codeCopy, "run(");
var execCount = numOccurrences(codeCopy, "exec(");
var scpCount = numOccurrences(codeCopy, "scp(");
var hasRootAccessCount = numOccurrences(codeCopy, "hasRootAccess(");
var getHostnameCount = numOccurrences(codeCopy, "getHostname(");
var getHackingLevelCount = numOccurrences(codeCopy, "getHackingLevel(");
var getServerMoneyAvailableCount = numOccurrences(codeCopy, "getServerMoneyAvailable(");
var getServerSecurityCount = numOccurrences(codeCopy, "getServerSecurityLevel(");
var numOperators = numNetscriptOperators(codeCopy);
var purchaseHacknetCount = numOccurrences(codeCopy, "purchaseHacknetNode(");
var hacknetnodesArrayCount = numOccurrences(codeCopy, "hacknetnodes[");
@ -200,6 +203,7 @@ Script.prototype.updateRamUsage = function() {
(ifCount * CONSTANTS.ScriptIfRamCost) +
(hackCount * CONSTANTS.ScriptHackRamCost) +
(growCount * CONSTANTS.ScriptGrowRamCost) +
(weakenCount * CONSTANTS.ScriptWeakenRamCost) +
(nukeCount * CONSTANTS.ScriptNukeRamCost) +
(brutesshCount * CONSTANTS.ScriptBrutesshRamCost) +
(ftpcrackCount * CONSTANTS.ScriptFtpcrackRamCost) +
@ -207,11 +211,13 @@ Script.prototype.updateRamUsage = function() {
(httpwormCount * CONSTANTS.ScriptHttpwormRamCost) +
(sqlinjectCount * CONSTANTS.ScriptSqlinjectRamCost) +
(runCount * CONSTANTS.ScriptRunRamCost) +
(execCount * CONSTANTS.ScriptExecRamCost) +
(scpCount * CONSTANTS.ScriptScpRamCost) +
(hasRootAccessCount * CONSTANTS.ScriptHasRootAccessRamCost) +
(getHostnameCount * CONSTANTS.ScriptGetHostnameRamCost) +
(getHackingLevelCount * CONSTANTS.ScriptGetHackingLevelRamCost) +
(getServerMoneyAvailableCount * CONSTANTS.ScriptGetServerMoneyRamCost) +
(getServerSecurityCount * CONSTANTS.ScriptGetServerSecurityRamCost) +
(numOperators * CONSTANTS.ScriptOperatorRamCost) +
(purchaseHacknetCount * CONSTANTS.ScriptPurchaseHacknetRamCost) +
(hacknetnodesArrayCount * CONSTANTS.ScriptHacknetNodesRamCost) +

@ -108,6 +108,17 @@ Server.prototype.getScript = function(scriptName) {
return null;
}
//Strengthens a server's security level (difficulty) by the specified amount
Server.prototype.fortify = function(amt) {
this.hackDifficulty += amt;
if (this.hackDifficulty > 99) {this.hackDifficulty = 99;}
}
Server.prototype.weaken = function(amt) {
this.hackDifficulty -= amt;
if (this.hackDifficulty < 1) {this.hackDifficulty = 1;}
}
//Functions for loading and saving a Server
Server.prototype.toJSON = function() {
return Generic_toJSON("Server", this);
@ -420,7 +431,7 @@ initForeignServers = function() {
AddToAllServers(JoesGunsServer);
var Zer0NightclubServer = new Server();
Zer0NightclubServer.init(createRandomIp(), "zer0", "ZER0 Nightclub", true, false, false, false, 2);
Zer0NightclubServer.init(createRandomIp(), "zer0", "ZER0 Nightclub", true, false, false, false, 4);
Zer0NightclubServer.setHackingParameters(75, 7500000, 25, 40);
Zer0NightclubServer.setPortProperties(1);
AddToAllServers(Zer0NightclubServer);
@ -432,7 +443,7 @@ initForeignServers = function() {
AddToAllServers(NectarNightclubServer);
var NeoNightclubServer = new Server();
NeoNightclubServer.init(createRandomIp(), "neo-net", "Neo Nightclub Network", true, false, false, false, 2);
NeoNightclubServer.init(createRandomIp(), "neo-net", "Neo Nightclub Network", true, false, false, false, 4);
NeoNightclubServer.setHackingParameters(50, 4500000, 25, 25);
NeoNightclubServer.setPortProperties(1);
AddToAllServers(NeoNightclubServer);
@ -462,7 +473,7 @@ initForeignServers = function() {
AddToAllServers(PhantasyServer);
var MaxHardwareServer = new Server();
MaxHardwareServer.init(createRandomIp(), "max-hardware", "Max Hardware Store", true, false, false, false, 2);
MaxHardwareServer.init(createRandomIp(), "max-hardware", "Max Hardware Store", true, false, false, false, 4);
MaxHardwareServer.setHackingParameters(80, 11000000, 15, 25);
MaxHardwareServer.setPortProperties(1);
AddToAllServers(MaxHardwareServer);
@ -481,7 +492,7 @@ initForeignServers = function() {
AddToAllServers(CrushFitnessGymServer);
var IronGymServer = new Server();
IronGymServer.init(createRandomIp(), "iron-gym", "Iron Gym Network", true, false, false, false, 2);
IronGymServer.init(createRandomIp(), "iron-gym", "Iron Gym Network", true, false, false, false, 4);
IronGymServer.setHackingParameters(100, 20000000, 30, 20);
IronGymServer.setPortProperties(1);
AddToAllServers(IronGymServer);
@ -651,7 +662,7 @@ processServerGrowth = function(numCycles) {
var numServerGrowthCyclesAdjusted = numServerGrowthCycles * serverGrowthPercentage;
//Apply serverGrowth for the calculated number of growth cycles
var serverGrowth = Math.pow(CONSTANTS.ServerGrowthRate, numServerGrowthCyclesAdjusted) * Player.hacking_grow_mult;
var serverGrowth = Math.pow(CONSTANTS.ServerGrowthRate, numServerGrowthCyclesAdjusted * Player.hacking_grow_mult) ;
if (serverGrowth < 1) {
console.log("WARN: serverGrowth calculated to be less than 1");
serverGrowth = 1;
@ -674,7 +685,7 @@ processSingleServerGrowth = function(server, numCycles) {
var numServerGrowthCyclesAdjusted = numServerGrowthCycles * serverGrowthPercentage;
//Apply serverGrowth for the calculated number of growth cycles
var serverGrowth = Math.pow(CONSTANTS.ServerGrowthRate, numServerGrowthCyclesAdjusted) * Player.hacking_grow_mult;
var serverGrowth = Math.pow(CONSTANTS.ServerGrowthRate, numServerGrowthCyclesAdjusted * Player.hacking_grow_mult) ;
if (serverGrowth < 1) {
console.log("WARN: serverGrowth calculated to be less than 1");
serverGrowth = 1;

@ -291,6 +291,8 @@ var Terminal = {
Player.gainMoney(moneyGained);
Player.gainHackingExp(expGainedOnSuccess)
Player.getCurrentServer().fortify(CONSTANTS.ServerFortifyAmount);
post("Hack successful! Gained $" + formatNumber(moneyGained, 2) + " and " + formatNumber(expGainedOnSuccess, 4) + " hacking EXP");
} else { //Failure
@ -317,8 +319,7 @@ var Terminal = {
else {rootAccess = "NO";}
post("Root Access: " + rootAccess);
post("Required hacking skill: " + Player.getCurrentServer().requiredHackingSkill);
//TODO Make these actual estimates by adding a random offset to result?
//TODO Change the text to sound better
post("Estimated server security level(1-100): " + formatNumber(addOffset(Player.getCurrentServer().hackDifficulty, 5), 3));
post("Estimated chance to hack: " + formatNumber(addOffset(Player.calculateHackingChance() * 100, 5), 2) + "%");
post("Estimated time to hack: " + formatNumber(addOffset(Player.calculateHackingTime(), 5), 3) + " seconds");
post("Estimated total money available on server: $" + formatNumber(addOffset(Player.getCurrentServer().moneyAvailable, 5), 2));

@ -262,7 +262,8 @@ var Engine = {
'<b>Multipliers</b><br><br>' +
'Hacking Chance multiplier: ' + formatNumber(Player.hacking_chance_mult * 100, 2) + '%<br>' +
'Hacking Speed multiplier: ' + formatNumber(Player.hacking_speed_mult * 100, 2) + '%<br>' +
'Hacking money multiplier: ' + formatNumber(Player.hacking_money_mult * 100, 2) + '%<br><br>' +
'Hacking Money multiplier: ' + formatNumber(Player.hacking_money_mult * 100, 2) + '%<br>' +
'Hacking Growth multiplier: ' + formatNumber(Player.hacking_grow_mult * 100, 2) + '%<br><br>' +
'Hacking Level multiplier: ' + formatNumber(Player.hacking_mult * 100, 2) + '%<br>' +
'Hacking Experience multiplier: ' + formatNumber(Player.hacking_exp_mult * 100, 2) + '%<br><br>' +
'Strength Level multiplier: ' + formatNumber(Player.strength_mult * 100, 2) + '%<br>' +
@ -363,9 +364,12 @@ var Engine = {
//Update the ActiveScriptsItems array
updateActiveScriptsItems: function() {
var total = 0;
for (var i = 0; i < workerScripts.length; ++i) {
Engine.updateActiveScriptsItemContent(i, workerScripts[i]);
total += Engine.updateActiveScriptsItemContent(i, workerScripts[i]);
}
document.getElementById("active-scripts-total-prod").innerHTML =
"Total online production rate: $" + formatNumber(total, 2) + " / second";
},
//Updates the content of the given item in the Active Scripts list
@ -382,8 +386,8 @@ var Engine = {
item.removeChild(item.firstChild);
}
//Add the updated text back
Engine.createActiveScriptsText(workerscript, item);
//Add the updated text back. Returns the total online production rate
return Engine.createActiveScriptsText(workerscript, item);
},
createActiveScriptsText: function(workerscript, item) {
@ -421,6 +425,9 @@ var Engine = {
offlineMpsText + "<br>" + offlineEpsText + "<br>";
item.appendChild(itemText);
//Return total online production rate
return onlineMps;
},
displayFactionsInfo: function() {
@ -1088,11 +1095,18 @@ var Engine = {
document.getElementById("world-menu-link").removeAttribute("class");
document.getElementById("tutorial-menu-link").removeAttribute("class");
//DEBUG
//DEBUG Delete active Scripts on home
document.getElementById("debug-delete-scripts-link").addEventListener("click", function() {
console.log("Deleting running scripts on home computer");
Player.getHomeComputer().runningScripts = [];
dialogBoxCreate("Forcefully deleted scripts. Please refresh page");
dialogBoxCreate("Forcefully deleted all running scripts on home computer. Please save and refresh page");
return false;
});
//DEBUG Soft Reset
document.getElementById("debug-soft-reset").addEventListener("click", function() {
dialogBoxCreate("Soft Reset!");
prestigeAugmentation();
return false;
});
},