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https://github.com/bitburner-official/bitburner-src.git
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Added Prestiging
This commit is contained in:
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commit
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@ -50,8 +50,6 @@ AddToAugmentations = function(aug) {
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//TODO Set descriptions for all
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//TODO Set descriptions for all
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//TODO Something that decreases RAM usage of scripts
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//TODO Something that decreases RAM usage of scripts
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//TODO SOmething that increases rate at which you gain faction respect
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// Similarly. something that helps you gain company reputation
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initAugmentations = function() {
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initAugmentations = function() {
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//Combat stat augmentations
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//Combat stat augmentations
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var Targeting1 = new Augmentation("Augmented Targeting I");
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var Targeting1 = new Augmentation("Augmented Targeting I");
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@ -171,7 +169,7 @@ initAugmentations = function() {
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ArtificialSynapticPotentiation.addToFactions("The Black Hand", "NiteSec");
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ArtificialSynapticPotentiation.addToFactions("The Black Hand", "NiteSec");
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AddToAugmentations(ArtificialSynapticPotentiation);
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AddToAugmentations(ArtificialSynapticPotentiation);
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var EnhancedMyelinSheathing = new Augmentation("Enhanced Myelin Sheating");
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var EnhancedMyelinSheathing = new Augmentation("Enhanced Myelin Sheathing");
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EnhancedMyelinSheathing.setRequirements(900000, 850000000);)
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EnhancedMyelinSheathing.setRequirements(900000, 850000000);)
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EnhancedMyelinSheating.addToFactions("Fulcrum Secret Technologies", "BitRunners", "The Black Hand");
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EnhancedMyelinSheating.addToFactions("Fulcrum Secret Technologies", "BitRunners", "The Black Hand");
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AddToAugmentations(EnhancedMyelinSheathing);
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AddToAugmentations(EnhancedMyelinSheathing);
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@ -187,7 +185,7 @@ initAugmentations = function() {
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AddToAugmentations(NeuralRetentionEnhancement);
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AddToAugmentations(NeuralRetentionEnhancement);
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var DataJack = new Augmentation("DataJack");
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var DataJack = new Augmentation("DataJack");
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DataJack.setRequirements(750000, 750000000);
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DataJack.setRequirements(750000, 75000000);
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DataJack.addToFactions("BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo");
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DataJack.addToFactions("BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo");
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AddToAugmentations(DataJack);
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AddToAugmentations(DataJack);
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@ -294,141 +292,202 @@ applyAugmentation = function(aug, faction) {
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switch(aug.name) {
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switch(aug.name) {
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//Combat stat augmentations
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//Combat stat augmentations
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case "Augmented Targeting I":
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case "Augmented Targeting I":
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//Dex 5%
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Player.dexterity_mult *= 1.1;
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break;
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break;
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case "Augmented Targeting II":
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case "Augmented Targeting II":
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//Dex 5%
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Player.dexterity_mult *= 1.2;
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break;
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break;
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case "Augmented Targeting III":
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case "Augmented Targeting III":
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//Dex 5%
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Player.dexterity_mult *= 1.5;
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break;
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break;
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case "Synthetic Heart":
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case "Synthetic Heart": //High level
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//Agi and Str - HIGH LEVEL
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Player.agility_mult *= 2.0;
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Player.strength_mult *= 2.0;
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break;
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break;
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case "Synfibril Muscle":
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case "Synfibril Muscle": //Medium-high level
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//Strength and Defense - MED HIGH LEVEL
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Player.strength_mult *= 1.5;
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Player.defense_mult *= 1.5;
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break;
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break;
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case "Combat Rib I":
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case "Combat Rib I":
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//Str and Defense 5%
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//Str and Defense 5%
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Player.strength_mult *= 1.1;
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Player.defense_mult *= 1.1;
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break;
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break;
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case "Combat Rib II":
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case "Combat Rib II":
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Player.strength_mult *= 1.2;
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Player.defense_mult *= 1.2;
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break;
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break;
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case "Combat Rib III":
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case "Combat Rib III":
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Player.strength_mult *= 1.3;
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Player.defense_mult *= 1.3;
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break;
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break;
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case "Nanofiber Weave":
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case "Nanofiber Weave": //Med level
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//str + Defense - MED LEVEL
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Player.strength_mult *= 1.3;
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Player.defense_mult *= 1.3;
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break;
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break;
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case "NEMEAN Subdermal Weave":
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case "NEMEAN Subdermal Weave": //High level
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//Defense - HIGH LEVEL
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Player.defense_mult *= 2.5;
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break;
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break;
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case "Wired Reflexes":
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case "Wired Reflexes": //Low level
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//Agility - Low level
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Player.agility_mult *= 1.05;
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break;
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break;
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case "Graphene Bone Lacings":
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case "Graphene Bone Lacings": //High level
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//Strength defense - HIGH level
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Player.strength_mult *= 2;
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Player.defense_mult *= 2;
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break;
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break;
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case "Bionic Spine":
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case "Bionic Spine": //Med level
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//Everything - Medium level
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Player.strength_mult *= 1.2;
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Player.defense_mult *= 1.2;
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Player.agility_mult *= 1.2;
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Player.dexterity_mult *= 1.2;
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break;
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break;
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case "Graphene Bionic Spine Upgrade":
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case "Graphene Bionic Spine Upgrade": //High level
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//Everything - high level
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Player.strength_mult *= 2;
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Player.defense_mult *= 2;
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Player.agility_mult *= 2;
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Player.dexterity_mult *= 2;
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break;
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break;
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case "Bionic Legs":
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case "Bionic Legs": //Med level
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//Agi - Med level
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Player.agility_mult *= 1.5;
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break;
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break;
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case "Graphene Bionic Legs Upgrade":
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case "Graphene Bionic Legs Upgrade": //High level
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//Agi - HIGH level
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player.agility_mult *= 3.0;
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break;
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break;
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//Labor stats augmentations
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//Labor stats augmentations
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case "Enhanced Social Interaction Implant":
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case "Enhanced Social Interaction Implant": //Med-high level
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//Charisma 10% - Med high level
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Player.charisma_mult *= 1.5;
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Player.charisma_exp_mult *= 1.5;
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break;
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break;
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case "Speech Processor Implant":
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case "Speech Processor Implant": //Med level
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//Charisma 5% - Med level
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Player.charisma_mult *= 1.2;
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break;
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break;
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//Hacking augmentations
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//Hacking augmentations
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case "Artificial Bio-neural Network Implant":
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case "Artificial Bio-neural Network Implant": //Med level
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//Hacking speed and money gained - MED Level
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Player.hacking_speed_mult *= .98;
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Player.hacking_money_mult *= 1.1;
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Player.hacking_mult *= 1.1;
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break;
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break;
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case "Artificial Synaptic Potentiation":
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case "Artificial Synaptic Potentiation": //Med level
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//Hacking speed - MED Level
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Player.hacking_speed_mult *= .99;
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Player.hacking_chance_mult *= 1.01;
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break;
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break;
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case "Enhanced Myelin Sheating":
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case "Enhanced Myelin Sheathing": //Med level
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//Hacking speed and exp gain - MED Level
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Player.hacking_speed_mult *= .99;
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Player.hacking_exp_mult *= 1.05;
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Player.hacking_mult *= 1.05;
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break;
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break;
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case "Synaptic Enhancement Implant":
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case "Synaptic Enhancement Implant": //Low Level
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//Hacking speed - LOw level
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Player.hacking_speed_mult *= .99;
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break;
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break;
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case "Neural-Retention Enhancement":
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case "Neural-Retention Enhancement": //Med level
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//Gain 10% more hacking exp - med level
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Player.hacking_exp_mult *= 1.4;
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break;
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break;
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case "DataJack":
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case "DataJack": //Med low level
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//5% more money from hacking - med low level
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Player.hacking_money_mult *= 1.2;
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break;
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break;
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case "Embedded Netburner Module":
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case "Embedded Netburner Module": //Medium level
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//Doesn't give anyhting itself but allows user to install
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Player.hacking_mult *= 1.01;
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//ENM upgrades in the future, which are very powerful
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//Med level
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break;
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break;
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case "Embedded Netburner Module Core Implant":
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case "Embedded Netburner Module Core Implant": //Medium level
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//Hacking speed, money gained, and exp gained - Med level
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Player.hacking_speed_mult *= .98;
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Player.hacking_money_mult *= 1.1;
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Player.hacking_chance_mult *= 1.02;
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Player.hacking_exp_mult *= 1.1;
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Player.hacking_mult *= 1.01;
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break;
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break;
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case "Embedded Netburner Module Core V2 Upgrade":
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case "Embedded Netburner Module Core V2 Upgrade": //Medium high level
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//Hacking speed, money gained, and exp gained - Med High Level
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Player.hacking_speed_mult *= .95;
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Player.hacking_money_mult *= 1.5;
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Player.hacking_chance_mult *= 1.05;
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Player.hacking_exp_mult *= 1.5;
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Player.hacking_mult *= 1.05;
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break;
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break;
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case "Embedded Netburner Module Core V3 Upgrade":
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case "Embedded Netburner Module Core V3 Upgrade": //High level
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//Hacking speed, money gained, and exp gained - High level
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Player.hacking_speed_mult *= .95;
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Player.hacking_money_mult *= 1.5;
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Player.hacking_chance_mult *= 1.1;
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Player.hacking_exp_mult *= 2.0;
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Player.hacking_mult *= 1.1;
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break;
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break;
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case "Embedded Netburner Module Analyze Engine":
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case "Embedded Netburner Module Analyze Engine": //High level
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//Hacking speed 20% - High level
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//Hacking speed 20% - High level
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Player.hacking_speed_mult *= 0.9;
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break;
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break;
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case "Embedded Netburner Module Direct Memory Access Upgrade":
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case "Embedded Netburner Module Direct Memory Access Upgrade": //High level
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//Money hacked 20% - High level
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//Money hacked 20% - High level
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Player.hacking_money_mult *= 1.5;
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Player.hacking_chance_mult *= 1.2;
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break;
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break;
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case "Neuralstimulator":
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case "Neuralstimulator": //Medium Level
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//Hacking speed, money gained, and exp gained - Med level
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Player.hacking_speed_mult *= .99;
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Player.hacking_chance_mult *= 1.1;
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Player.hacking_exp_mult *= 1.2;
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break;
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break;
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case "PC Direct-Neural Interface NeuroNet Injector":
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//Hacking speed increases
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break;
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//Work augmentations
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//Work augmentations
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case "Nuoptimal Nootropic Injector Implant":
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case "Nuoptimal Nootropic Injector Implant": //Low medium level
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//Increase in gains for software, IT, and Business jobs - Low Med Level
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Player.company_rep_mult *= 1.1;
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break;
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break;
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case "Speech Enhancement":
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case "Speech Enhancement": //Low level
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//Increase in business jobs and reputation gained - Low Level
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Player.company_rep_mult *= 1.05;
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Player.charisma_mult *= 1.05;
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break;
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break;
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case "FocusWire":
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case "FocusWire": //Med level
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//Increase in all gains and reputation gained - Med Level
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Player.hacking_exp_mult *= 1.1;
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Player.strength_exp_mult *= 1.1;
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Player.defense_exp_mult *= 1.1;
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Player.dexterity_exp_mult *= 1.1;
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Player.agility_exp_mult *= 1.1;
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Player.charisma_exp_mult *= 1.1;
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Player.company_rep_mult *= 1.05;
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Player.work_money_mult *= 1.05;
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break;
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break;
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case "PC Direct-Neural Interface":
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case "PC Direct-Neural Interface": //Med level
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//Allows people to directly communicate interface with PCs..which helps with Software and IT jobs
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Player.company_rep_mult *= 1.1;
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//Med level
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Player.hacking_mult *= 1.1;
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break;
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break;
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case "PC Direct-Neural Interface Optimization Submodule":
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case "PC Direct-Neural Interface Optimization Submodule": //High level
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//Allows u to better optimize code/pc when connecting with PC DNI..helps with software/IT jobs
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//Allows u to better optimize code/pc when connecting with PC DNI..helps with software/IT jobs
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//High level
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Player.company_rep_mult *= 1.2;
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Player.hacking_mult *= 1.2;
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break;
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break;
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case "PC Direct-Neural Interface NeuroNet Injector":
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case "PC Direct-Neural Interface NeuroNet Injector": //High level
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//Allow you to use ur brain as aneural net on a computer lol...increases everything
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Player.company_rep_mult *= 1.1;
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//High Level
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Player.hacking_mult *= 1.1;
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Player.hacking_speed_mult *= .98;
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break;
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break;
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//Misc augmentations
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//Misc augmentations
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case "Neurotrainer I":
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case "Neurotrainer I": //Low Level
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//Increase all exp gains - Low level
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Player.hacking_exp_mult *= 1.05;
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Player.strength_exp_mult *= 1.05;
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Player.defense_exp_mult *= 1.05;
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Player.dexterity_exp_mult *= 1.05;
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Player.agility_exp_mult *= 1.05;
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this.charisma_exp_mult *= 1.05;
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break;
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break;
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case "Neurotrainer II":
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case "Neurotrainer II": //Medium level
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//Increase all exp gains - Med level
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Player.hacking_exp_mult *= 1.1;
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Player.strength_exp_mult *= 1.1;
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Player.defense_exp_mult *= 1.1;
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Player.dexterity_exp_mult *= 1.1;
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Player.agility_exp_mult *= 1.1;
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Player.charisma_exp_mult *= 1.1;
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break;
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break;
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case "Neurotrainer III":
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case "Neurotrainer III": //High Level
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//Increase all exp gains - High Level
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Player.hacking_exp_mult *= 1.2;
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Player.strength_exp_mult *= 1.2;
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Player.defense_exp_mult *= 1.2;
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Player.dexterity_exp_mult *= 1.2;
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Player.agility_exp_mult *= 1.2;
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Player.charisma_exp_mult *= 1.2;
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break;
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break;
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case "HyperSight Corneal Implant":
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case "HyperSight Corneal Implant": //Medium high level
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//Increases sight..which increases dex..hacking speed + money? - Med high level
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Player.dexterity_mult *= 1.5;
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Player.hacking_speed_mult *= .99;
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Player.hacking_money_mult *= 1.1;
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break;
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break;
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default:
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default:
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@ -438,4 +497,6 @@ applyAugmentation = function(aug, faction) {
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aug.owned = true;
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aug.owned = true;
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aug.factionInstalledBy = faction.name;
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aug.factionInstalledBy = faction.name;
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Player.augmentations.push(aug.name);
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++Player.numAugmentations;
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}
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}
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@ -522,7 +522,7 @@ function apply_op(op, a, b) {
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//The same as Player's calculateHackingChance() function but takes in the server as an argument
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//The same as Player's calculateHackingChance() function but takes in the server as an argument
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function scriptCalculateHackingChance(server) {
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function scriptCalculateHackingChance(server) {
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var difficultyMult = (100 - server.hackDifficulty) / 100;
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var difficultyMult = (100 - server.hackDifficulty) / 100;
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var skillMult = (Player.hacking_chance_multiplier * Player.hacking_skill);
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var skillMult = (Player.hacking_chance_mult * Player.hacking_skill);
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var skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
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var skillChance = (skillMult - server.requiredHackingSkill) / skillMult;
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return (skillChance * difficultyMult);
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return (skillChance * difficultyMult);
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}
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}
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@ -531,7 +531,7 @@ function scriptCalculateHackingChance(server) {
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function scriptCalculateHackingTime(server) {
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function scriptCalculateHackingTime(server) {
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var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
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var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
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var skillFactor = (difficultyMult + 500) / (Player.hacking_skill + 50);
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var skillFactor = (difficultyMult + 500) / (Player.hacking_skill + 50);
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var hackingTime = skillFactor * Player.hacking_speed_multiplier; //This is in seconds
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var hackingTime = skillFactor * Player.hacking_speed_mult; //This is in seconds
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return hackingTime;
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return hackingTime;
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}
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}
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@ -544,7 +544,7 @@ function scriptCalculateExpGain(server) {
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function scriptCalculatePercentMoneyHacked(server) {
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function scriptCalculatePercentMoneyHacked(server) {
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var difficultyMult = (100 - server.hackDifficulty) / 100;
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var difficultyMult = (100 - server.hackDifficulty) / 100;
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var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
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var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_multiplier;
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var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult;
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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return percentMoneyHacked;
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return percentMoneyHacked;
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}
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}
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@ -14,10 +14,10 @@ function PlayerObject() {
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//Intelligence, perhaps?
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//Intelligence, perhaps?
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//Hacking multipliers
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//Hacking multipliers
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this.hacking_chance_multiplier = 2; //Increase through ascensions/augmentations
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this.hacking_chance_mult = 2; //Increase through ascensions/augmentations
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//this.hacking_speed_multiplier = 5; //Decrease through ascensions/augmentations
|
//this.hacking_speed_mult = 5; //Decrease through ascensions/augmentations
|
||||||
this.hacking_speed_multiplier = 1; //Make it faster for debugging
|
this.hacking_speed_mult = 1; //Make it faster for debugging
|
||||||
this.hacking_money_multiplier = .001; //Increase through ascensions/augmentations. Can't go above 1
|
this.hacking_money_mult = .001; //Increase through ascensions/augmentations. Can't go above 1
|
||||||
|
|
||||||
//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
|
//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
|
||||||
//Accumulative stats and skills
|
//Accumulative stats and skills
|
||||||
@ -42,6 +42,13 @@ function PlayerObject() {
|
|||||||
this.agility_exp = 0;
|
this.agility_exp = 0;
|
||||||
this.charisma_exp = 0;
|
this.charisma_exp = 0;
|
||||||
|
|
||||||
|
this.hacking_mult = 1;
|
||||||
|
this.strength_mult = 1;
|
||||||
|
this.defense_mult = 1;
|
||||||
|
this.dexterity_mult = 1;
|
||||||
|
this.agility_mult = 1;
|
||||||
|
this.charisma_mult = 1;
|
||||||
|
|
||||||
this.hacking_exp_mult = 1;
|
this.hacking_exp_mult = 1;
|
||||||
this.strength_exp_mult = 1;
|
this.strength_exp_mult = 1;
|
||||||
this.defense_exp_mult = 1;
|
this.defense_exp_mult = 1;
|
||||||
@ -151,12 +158,12 @@ PlayerObject.prototype.calculateSkill = function(exp) {
|
|||||||
|
|
||||||
PlayerObject.prototype.updateSkillLevels = function() {
|
PlayerObject.prototype.updateSkillLevels = function() {
|
||||||
//TODO Account for total and lifetime stats for achievements and stuff
|
//TODO Account for total and lifetime stats for achievements and stuff
|
||||||
this.hacking_skill = this.calculateSkill(this.hacking_exp);
|
this.hacking_skill = Math.floor(this.calculateSkill(this.hacking_exp) * this.hacking_mult);
|
||||||
this.strength = this.calculateSkill(this.strength_exp);
|
this.strength = Math.floor(this.calculateSkill(this.strength_exp) * this.strength_mult);
|
||||||
this.defense = this.calculateSkill(this.defense_exp);
|
this.defense = Math.floor(this.calculateSkill(this.defense_exp) * this.defense_mult);
|
||||||
this.dexterity = this.calculateSkill(this.dexterity_exp);
|
this.dexterity = Math.floor(this.calculateSkill(this.dexterity_exp) * this.dexterity_mult);
|
||||||
this.agility = this.calculateSkill(this.agility_exp);
|
this.agility = Math.floor(this.calculateSkill(this.agility_exp) * this.agility_mult);
|
||||||
this.charisma = this.calculateSkill(this.charisma_exp);
|
this.charisma = Math.floor(this.calculateSkill(this.charisma_exp) * this.charisma_mult);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Calculates the chance of hacking a server
|
//Calculates the chance of hacking a server
|
||||||
@ -166,7 +173,7 @@ PlayerObject.prototype.updateSkillLevels = function() {
|
|||||||
// (hacking_chance_multiplier * hacking_skill) 100
|
// (hacking_chance_multiplier * hacking_skill) 100
|
||||||
PlayerObject.prototype.calculateHackingChance = function() {
|
PlayerObject.prototype.calculateHackingChance = function() {
|
||||||
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
|
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
|
||||||
var skillMult = (this.hacking_chance_multiplier * this.hacking_skill);
|
var skillMult = (this.hacking_chance_mult * this.hacking_skill);
|
||||||
var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
|
var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
|
||||||
return (skillChance * difficultyMult);
|
return (skillChance * difficultyMult);
|
||||||
}
|
}
|
||||||
@ -179,7 +186,7 @@ PlayerObject.prototype.calculateHackingChance = function() {
|
|||||||
PlayerObject.prototype.calculateHackingTime = function() {
|
PlayerObject.prototype.calculateHackingTime = function() {
|
||||||
var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
|
var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
|
||||||
var skillFactor = (difficultyMult + 500) / (this.hacking_skill + 100);
|
var skillFactor = (difficultyMult + 500) / (this.hacking_skill + 100);
|
||||||
return skillFactor * this.hacking_speed_multiplier;
|
return skillFactor * this.hacking_speed_mult;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
|
//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
|
||||||
@ -190,7 +197,7 @@ PlayerObject.prototype.calculateHackingTime = function() {
|
|||||||
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
|
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
|
||||||
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
|
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
|
||||||
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
|
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
|
||||||
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_multiplier;
|
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult;
|
||||||
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
|
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
|
||||||
return percentMoneyHacked;
|
return percentMoneyHacked;
|
||||||
}
|
}
|
||||||
@ -384,20 +391,20 @@ PlayerObject.prototype.finishFactionWork = function(cancelled, faction) {
|
|||||||
var faction = Factions[this.currentWorkFactionName];
|
var faction = Factions[this.currentWorkFactionName];
|
||||||
faction.playerReputation += (this.workRepGained);
|
faction.playerReputation += (this.workRepGained);
|
||||||
|
|
||||||
this.gainMoney(this.workMoneyGained / cancMult);
|
this.gainMoney(this.workMoneyGained);
|
||||||
|
|
||||||
this.updateSkillLevels();
|
this.updateSkillLevels();
|
||||||
|
|
||||||
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
||||||
"You earned a total of: <br>" +
|
"You earned a total of: <br>" +
|
||||||
"$" + (this.workMoneyGained / cancMult).toFixed(2) + "<br>" +
|
"$" + (this.workMoneyGained).toFixed(2) + "<br>" +
|
||||||
(this.workRepGained / cancMult).toFixed(3) + " reputation for the company <br>" +
|
(this.workRepGained).toFixed(3) + " reputation for the company <br>" +
|
||||||
(this.workHackExpGained / cancMult).toFixed(3) + " hacking exp <br>" +
|
(this.workHackExpGained).toFixed(3) + " hacking exp <br>" +
|
||||||
(this.workStrExpGained / cancMult).toFixed(3) + " strength exp <br>" +
|
(this.workStrExpGained).toFixed(3) + " strength exp <br>" +
|
||||||
(this.workDefExpGained / cancMult).toFixed(3) + " defense exp <br>" +
|
(this.workDefExpGained).toFixed(3) + " defense exp <br>" +
|
||||||
(this.workDexExpGained / cancMult).toFixed(3) + " dexterity exp <br>" +
|
(this.workDexExpGained).toFixed(3) + " dexterity exp <br>" +
|
||||||
(this.workAgiExpGained / cancMult).toFixed(3) + " agility exp <br>" +
|
(this.workAgiExpGained).toFixed(3) + " agility exp <br>" +
|
||||||
(this.workChaExpGained / cancMult).toFixed(3) + " charisma exp<br>";
|
(this.workChaExpGained).toFixed(3) + " charisma exp<br>";
|
||||||
dialogBoxCreate(txt);
|
dialogBoxCreate(txt);
|
||||||
|
|
||||||
var mainMenu = document.getElementById("mainmenu-container");
|
var mainMenu = document.getElementById("mainmenu-container");
|
||||||
|
110
src/Prestige.js
Normal file
110
src/Prestige.js
Normal file
@ -0,0 +1,110 @@
|
|||||||
|
/* Prestige functions */
|
||||||
|
|
||||||
|
//Prestige by purchasing augmentation
|
||||||
|
function prestigeAugmentation() {
|
||||||
|
Player.total_hacking += Player.hacking_skill;
|
||||||
|
Player.lifetime_hacking += Player.hacking_skill;
|
||||||
|
Player.total_strength += Player.strength;
|
||||||
|
Player.lifetime_strength += Player.strength;
|
||||||
|
Player.total_defense += Player.defense;
|
||||||
|
Player.lifetime_defense += Player.defense;
|
||||||
|
Player.total_dexterity += Player.dexterity;
|
||||||
|
Player.lifetime_dexterity += Player.dexterity;
|
||||||
|
Player.total_agility += Player.agility;
|
||||||
|
Player.lifetime_agility += Player.agility;
|
||||||
|
Player.total_charisma += Player.charisma;
|
||||||
|
Player.lifetime_charisma += Player.charisma;
|
||||||
|
|
||||||
|
Player.hacking_skill = 1;
|
||||||
|
|
||||||
|
Player.strength = 1;
|
||||||
|
Player.defense = 1;
|
||||||
|
Player.dexterity = 1;
|
||||||
|
Player.agility = 1;
|
||||||
|
|
||||||
|
Player.charisma = 1;
|
||||||
|
|
||||||
|
Player.hacking_exp = 0;
|
||||||
|
Player.strength_exp = 0;
|
||||||
|
Player.defense_exp = 0;
|
||||||
|
Player.dexterity_exp = 0;
|
||||||
|
Player.agility_exp = 0;
|
||||||
|
Player.charisma_exp = 0;
|
||||||
|
|
||||||
|
Player.money = 0;
|
||||||
|
|
||||||
|
Player.homeComputer = "";
|
||||||
|
|
||||||
|
Player.city = Locations.Sector12;
|
||||||
|
Player.location = "";
|
||||||
|
|
||||||
|
Player.companyName = "";
|
||||||
|
Player.companyPosition = "";
|
||||||
|
|
||||||
|
Player.currentServer = "";
|
||||||
|
Player.discoveredServers = [];
|
||||||
|
Player.purchasedServers = [];
|
||||||
|
|
||||||
|
Player.factions = [];
|
||||||
|
|
||||||
|
Player.startAction = false;
|
||||||
|
Player.actionTime = 0;
|
||||||
|
|
||||||
|
Player.isWorking = false;
|
||||||
|
Player.currentWorkFactionName = "";
|
||||||
|
Player.currentWorkFactionDescription = "";
|
||||||
|
|
||||||
|
Player.workHackExpGainRate = 0;
|
||||||
|
Player.workStrExpGainRate = 0;
|
||||||
|
Player.workDefExpGainRate = 0;
|
||||||
|
Player.workDexExpGainRate = 0;
|
||||||
|
Player.workAgiExpGainRate = 0;
|
||||||
|
Player.workChaExpGainRate = 0;
|
||||||
|
Player.workRepGainRate = 0;
|
||||||
|
Player.workMoneyGainRate = 0;
|
||||||
|
|
||||||
|
Player.workHackExpGained = 0;
|
||||||
|
Player.workStrExpGained = 0;
|
||||||
|
Player.workDefExpGained = 0;
|
||||||
|
Player.workDexExpGained = 0;
|
||||||
|
Player.workAgiExpGained = 0;
|
||||||
|
Player.workChaExpGained = 0;
|
||||||
|
Player.workRepGained = 0;
|
||||||
|
Player.workMoneyGained = 0;
|
||||||
|
|
||||||
|
Player.timeWorked = 0;
|
||||||
|
|
||||||
|
Player.lastUpdate = new Date().getTime();
|
||||||
|
|
||||||
|
//Delete all servers
|
||||||
|
for (var member in AllServers) {
|
||||||
|
delete AllServers[member];
|
||||||
|
}
|
||||||
|
AllServers = {};
|
||||||
|
|
||||||
|
//Delete Special Server IPs
|
||||||
|
for (var member in SpecialServerIps) {
|
||||||
|
delete SpecialServerIps[member];
|
||||||
|
}
|
||||||
|
SpecialServersIps = null;
|
||||||
|
|
||||||
|
//Delete Companies
|
||||||
|
for (var member in Companies) {
|
||||||
|
delete Companies[member];
|
||||||
|
}
|
||||||
|
Companies = {};
|
||||||
|
|
||||||
|
//Delete Factions
|
||||||
|
for (var member in Factions) {
|
||||||
|
delete Factions[member];
|
||||||
|
}
|
||||||
|
Factions = {};
|
||||||
|
|
||||||
|
//Inititialization
|
||||||
|
SpecialServerIps = new SpecialServerIpsMap();
|
||||||
|
Player.init();
|
||||||
|
initForeignServers();
|
||||||
|
initCompanies();
|
||||||
|
initFactions();
|
||||||
|
CompanyPositions.init();
|
||||||
|
}
|
@ -77,12 +77,14 @@ var Engine = {
|
|||||||
var CompaniesSave = JSON.stringify(Companies);
|
var CompaniesSave = JSON.stringify(Companies);
|
||||||
var FactionsSave = JSON.stringify(Factions);
|
var FactionsSave = JSON.stringify(Factions);
|
||||||
var SpecialServerIpsSave = JSON.stringify(SpecialServerIps);
|
var SpecialServerIpsSave = JSON.stringify(SpecialServerIps);
|
||||||
|
var AugmentationsSave = JSON.stringify(Augmentations);
|
||||||
|
|
||||||
window.localStorage.setItem("netburnerPlayerSave", PlayerSave);
|
window.localStorage.setItem("netburnerPlayerSave", PlayerSave);
|
||||||
window.localStorage.setItem("netburnerAllServersSave", AllServersSave);
|
window.localStorage.setItem("netburnerAllServersSave", AllServersSave);
|
||||||
window.localStorage.setItem("netburnerCompaniesSave", CompaniesSave);
|
window.localStorage.setItem("netburnerCompaniesSave", CompaniesSave);
|
||||||
window.localStorage.setItem("netburnerFactionsSave", FactionsSave);
|
window.localStorage.setItem("netburnerFactionsSave", FactionsSave);
|
||||||
window.localStorage.setItem("netburnerSpecialServerIpsSave", SpecialServerIpsSave);
|
window.localStorage.setItem("netburnerSpecialServerIpsSave", SpecialServerIpsSave);
|
||||||
|
window.localStorage.setItem("netburnerAugmentationsSave", AugmentationsSave);
|
||||||
|
|
||||||
console.log("Game saved to local storage");
|
console.log("Game saved to local storage");
|
||||||
},
|
},
|
||||||
@ -105,18 +107,23 @@ var Engine = {
|
|||||||
} else if (!window.localStorage.getItem("netburnerSpecialServerIpsSave")) {
|
} else if (!window.localStorage.getItem("netburnerSpecialServerIpsSave")) {
|
||||||
console.log("No Special Server Ips save to load");
|
console.log("No Special Server Ips save to load");
|
||||||
return false;
|
return false;
|
||||||
|
} else if (!window.localStorage.getItem("netburnerAugmentationsSave")) {
|
||||||
|
console.log("No Augmentations save to load");
|
||||||
|
return false;
|
||||||
} else {
|
} else {
|
||||||
var PlayerSave = window.localStorage.getItem("netburnerPlayerSave");
|
var PlayerSave = window.localStorage.getItem("netburnerPlayerSave");
|
||||||
var AllServersSave = window.localStorage.getItem("netburnerAllServersSave");
|
var AllServersSave = window.localStorage.getItem("netburnerAllServersSave");
|
||||||
var CompaniesSave = window.localStorage.getItem("netburnerCompaniesSave");
|
var CompaniesSave = window.localStorage.getItem("netburnerCompaniesSave");
|
||||||
var FactionsSave = window.localStorage.getItem("netburnerFactionsSave");
|
var FactionsSave = window.localStorage.getItem("netburnerFactionsSave");
|
||||||
var SpecialServerIpsSave = window.localStorage.getItem("netburnerSpecialServerIpsSave");
|
var SpecialServerIpsSave = window.localStorage.getItem("netburnerSpecialServerIpsSave");
|
||||||
|
var AugmentationsSave = window.localStorage.getItem("netburnerAugmentationsSave");
|
||||||
|
|
||||||
Player = JSON.parse(PlayerSave, Reviver);
|
Player = JSON.parse(PlayerSave, Reviver);
|
||||||
AllServers = JSON.parse(AllServersSave, Reviver);
|
AllServers = JSON.parse(AllServersSave, Reviver);
|
||||||
Companies = JSON.parse(CompaniesSave, Reviver);
|
Companies = JSON.parse(CompaniesSave, Reviver);
|
||||||
Factions = JSON.parse(FactionsSave, Reviver);
|
Factions = JSON.parse(FactionsSave, Reviver);
|
||||||
SpecialServerIps = JSON.parse(SpecialServerIpsSave, Reviver);
|
SpecialServerIps = JSON.parse(SpecialServerIpsSave, Reviver);
|
||||||
|
Augmentations = JSON.parse(AugmentationsSave, Reviver);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
@ -144,6 +151,10 @@ var Engine = {
|
|||||||
if (window.localStorage.getItem("netburnerSpecialServerIpsSave")) {
|
if (window.localStorage.getItem("netburnerSpecialServerIpsSave")) {
|
||||||
window.localStorage.removeItem("netburnerSpecialServerIpsSave");
|
window.localStorage.removeItem("netburnerSpecialServerIpsSave");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (window.localStorage.getItem("netburnerAugmentationsSave")) {
|
||||||
|
window.localStorage.removeItem("netburnerAugmentationsSave");
|
||||||
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
/* Load content when a main menu button is clicked */
|
/* Load content when a main menu button is clicked */
|
||||||
@ -274,20 +285,20 @@ var Engine = {
|
|||||||
Engine.Display.characterInfo.innerHTML = 'Current City: ' + Player.city + '<br><br>' +
|
Engine.Display.characterInfo.innerHTML = 'Current City: ' + Player.city + '<br><br>' +
|
||||||
'Employer: ' + Player.companyName + '<br><br>' +
|
'Employer: ' + Player.companyName + '<br><br>' +
|
||||||
'Job Title: ' + companyPosition + '<br><br><br><br>' +
|
'Job Title: ' + companyPosition + '<br><br><br><br>' +
|
||||||
'Money: $' + Player.money.toFixed(2) + '<br><br>' +
|
'Money: $' + (Player.money.toFixed(2)).toLocaleString() + '<br><br>' +
|
||||||
'Hacking Level: ' + Player.hacking_skill + '<br><br>' +
|
'Hacking Level: ' + (Player.hacking_skill).toLocaleString() + '<br><br>' +
|
||||||
'Strength: ' + Player.strength + '<br><br>' +
|
'Strength: ' + (Player.strength.toLocaleString() + '<br><br>' +
|
||||||
'Defense: ' + Player.defense + '<br><br>' +
|
'Defense: ' + (Player.defense).toLocaleString() + '<br><br>' +
|
||||||
'Dexterity: ' + Player.dexterity + '<br><br>' +
|
'Dexterity: ' + (Player.dexterity).toLocaleString() + '<br><br>' +
|
||||||
'Agility: ' + Player.agility + '<br><br>' +
|
'Agility: ' + (Player.agility).toLocaleString() + '<br><br>' +
|
||||||
'Charisma: ' + Player.charisma + '<br><br>' +
|
'Charisma: ' + (Player.charisma).toLocaleString() + '<br><br>' +
|
||||||
'Servers owned: ' + Player.purchasedServers.length + '<br><br>' +
|
'Servers owned: ' + Player.purchasedServers.length + '<br><br>' +
|
||||||
'Hacking experience: ' + Player.hacking_exp.toFixed(4) + '<br><br>' +
|
'Hacking experience: ' + (Player.hacking_exp.toFixed(4)).toLocaleString() + '<br><br>' +
|
||||||
'Strength experience: ' + Player.strength_exp.toFixed(4) + '<br><br>' +
|
'Strength experience: ' + (Player.strength_exp.toFixed(4)).toLocaleString() + '<br><br>' +
|
||||||
'Defense experience: ' + Player.defense_exp.toFixed(4) + '<br><br>' +
|
'Defense experience: ' + (Player.defense_exp.toFixed(4)).toLocaleString() + '<br><br>' +
|
||||||
'Dexterity experience: ' + Player.dexterity_exp.toFixed(4) + '<br><br>' +
|
'Dexterity experience: ' + (Player.dexterity_exp.toFixed(4)).toLocaleString() + '<br><br>' +
|
||||||
'Agility experience: ' + Player.agility_exp.toFixed(4) + '<br><br>' +
|
'Agility experience: ' + (Player.agility_exp.toFixed(4)).toLocaleString() + '<br><br>' +
|
||||||
'Charisma experience: ' + Player.charisma_exp.toFixed(4) + '<br><br>';
|
'Charisma experience: ' + (Player.charisma_exp.toFixed(4)).toLocaleString() + '<br><br>';
|
||||||
},
|
},
|
||||||
|
|
||||||
/* Display locations in the world*/
|
/* Display locations in the world*/
|
||||||
@ -709,7 +720,7 @@ var Engine = {
|
|||||||
initCompanies();
|
initCompanies();
|
||||||
initFactions();
|
initFactions();
|
||||||
CompanyPositions.init();
|
CompanyPositions.init();
|
||||||
|
initAugmentations();
|
||||||
}
|
}
|
||||||
|
|
||||||
//Message at the top of terminal
|
//Message at the top of terminal
|
||||||
|
@ -40,7 +40,75 @@ purchaseAugmentationBoxCreate = function(aug, fac) {
|
|||||||
confirmButton.parentNode.replaceChild(newConfirmButton, confirmButton);
|
confirmButton.parentNode.replaceChild(newConfirmButton, confirmButton);
|
||||||
|
|
||||||
newConfirmButton.addEventListener("click", function() {
|
newConfirmButton.addEventListener("click", function() {
|
||||||
if (Player.money >= (aug.baseCost * fac.augmentationPriceMult)) {
|
|
||||||
|
//TODO Requirements for specific augmentations (e.g Embedded Netburner Module b4 its upgrades)
|
||||||
|
if (aug.name == "Augmented Targeting II") {
|
||||||
|
var targeting1 = Augmentations["Augmented Targeting I"];
|
||||||
|
if (targeting1 == null) {
|
||||||
|
console.log("ERROR: Could not find Augmented Targeting I");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (targeting1.owned == false) {
|
||||||
|
dialogBoxCreate("You must first install Augmented Targeting I before you can upgrade it to Augmented Targeting II");
|
||||||
|
}
|
||||||
|
} else if (aug.name == "Augmented Targeting III") {
|
||||||
|
var targeting2 = Augmentations["Augmented Targeting II"];
|
||||||
|
if (targeting2 == null) {
|
||||||
|
console.log("ERROR: Could not find Augmented Targeting II");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (targeting2.owned == false) {
|
||||||
|
dialogBoxCreate("You must first install Augmented Targeting II before you can upgrade it to Augmented Targeting III");
|
||||||
|
}
|
||||||
|
} else if (aug.name == "Combat Rib II") {
|
||||||
|
var combatRib1 = Augmentations["Combat Rib I"];
|
||||||
|
if (combatRib1 == null) {
|
||||||
|
console.log("ERROR: Could not find Combat Rib I");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (combatRib1.owned == false) {
|
||||||
|
dialogBoxCreate("You must first install Combat Rib I before you can upgrade it to Combat Rib II");
|
||||||
|
}
|
||||||
|
} else if (aug.name == "Combat Rib III") {
|
||||||
|
var combatRib2 = Augmentations["Combat Rib II"];
|
||||||
|
if (combatRib2 == null) {
|
||||||
|
console.log("ERROR: Could not find Combat Rib II");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (combatRib2.owned == false) {
|
||||||
|
dialogBoxCreate("You must first install Combat Rib II before you can upgrade it to Combat Rib III");
|
||||||
|
}
|
||||||
|
} else if (aug.name == "Embedded Netburner Module Core V2 Upgrade") {
|
||||||
|
var coreImplant = Augmentations["Embedded Netburner Module Core Implant"];
|
||||||
|
if (coreImplant == null) {
|
||||||
|
console.log("ERROR: Could not find ENM Core Implant");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (coreImplant.owned == false) {
|
||||||
|
dialogBoxCreate("You must first install Embedded Netburner Module Core Implant before you can upgrade it to V2");
|
||||||
|
}
|
||||||
|
} else if (aug.name == "Embedded Netburner Module Core V3 Upgrade") {
|
||||||
|
var v2Upgrade = Augmentations["Embedded Netburner Module Core V2 Upgrade"];
|
||||||
|
if (v2Upgrade == null) {
|
||||||
|
console.log("ERROR: Could not find ENM Core V2 upgrade");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (v2Upgrade.owned == false) {
|
||||||
|
dialogBoxCreate("you must first install Embedded Netburner Module Core V2 Upgrade before you can upgrade it to V3");
|
||||||
|
}
|
||||||
|
} else if (aug.name == "Embedded Netburner Module Core Implant" ||
|
||||||
|
aug.name == "Embedded Netburner Module Analyze Engine" ||
|
||||||
|
aug.name == "Embedded Netburner Module Direct Memory Access Upgrade") {
|
||||||
|
var enm = Augmentations["Embedded Netburner Module"];
|
||||||
|
if (enm == null) {
|
||||||
|
console.log("ERROR: Could not find ENM");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (enm.owned == false) {
|
||||||
|
dialogBoxCreate("You must first install the Embedded Netburner Module before installing any upgrades to it");
|
||||||
|
}
|
||||||
|
|
||||||
|
} else if (Player.money >= (aug.baseCost * fac.augmentationPriceMult)) {
|
||||||
applyAugmentation(aug, fac);
|
applyAugmentation(aug, fac);
|
||||||
//TODO Make this text better
|
//TODO Make this text better
|
||||||
dialogBoxCreate("You slowly drift to sleep as " + fac.name + "'s scientists put you under <br>" +
|
dialogBoxCreate("You slowly drift to sleep as " + fac.name + "'s scientists put you under <br>" +
|
||||||
|
Loading…
Reference in New Issue
Block a user