mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-27 01:53:48 +01:00
various fixes and adjustments
This commit is contained in:
parent
7c5097ee83
commit
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@ -776,7 +776,7 @@ export const achievements: IMap<Achievement> = {
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// { ID: FactionNames.Bladeburners.toUpperCase(), Condition: () => Player.factions.includes(FactionNames.Bladeburners) },
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// { ID: "DEEPSCANV1.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV1.name) },
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// { ID: "DEEPSCANV2.EXE", Condition: () => Player.getHomeComputer().programs.includes(Programs.DeepscanV2.name) },
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// { ID: "INFILTRATORS", Condition: () => Player.factions.includes(FactionNames.Infiltators) },
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// { ID: "INFILTRATORS", Condition: () => Player.factions.includes(FactionNames.Infiltrators) },
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// {
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// ID: "SERVERPROFILER.EXE",
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// Condition: () => Player.getHomeComputer().programs.includes(Programs.ServerProfiler.name),
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@ -349,42 +349,44 @@ function generateStatsDescription(mults: IMap<number>, programs?: string[], star
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desc = (
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<>
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{desc}
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<br />+{f(mults.infiltration_base_rep_increase)} Infiltration {FactionNames.Infiltrators} Reputation base reward
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<br />+{f(mults.infiltration_base_rep_increase - 1)} Infiltration {FactionNames.Infiltrators} Reputation base
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reward
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</>
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);
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if (mults.infiltration_rep_mult)
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desc = (
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<>
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{desc}
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<br />+{f((mults.infiltration_rep_mult - 1) * 100)}% Infiltration {FactionNames.Infiltrators} Reputation reward
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<br />+{f(mults.infiltration_rep_mult - 1)} Infiltration {FactionNames.Infiltrators} Reputation reward
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</>
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);
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if (mults.infiltration_trade_mult)
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desc = (
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<>
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{desc}
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<br />+{f((mults.infiltration_trade_mult - 1) * 100)}% Infiltration Reputation for trading information
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<br />+{f(mults.infiltration_trade_mult - 1)} Infiltration Reputation for trading information
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</>
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);
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if (mults.infiltration_sell_mult)
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desc = (
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<>
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{desc}
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<br />+{f((mults.infiltration_sell_mult - 1) * 100)}% Infiltration cash reward for selling information
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<br />+{f(mults.infiltration_sell_mult - 1)} Infiltration cash reward for selling information
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</>
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);
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if (mults.infiltration_timer_mult)
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desc = (
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<>
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{desc}
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<br />+{f((mults.infiltration_timer_mult - 1) * 100)}% Infiltration time per minigame
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<br />+{f(mults.infiltration_timer_mult - 1)} Infiltration time per minigame
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</>
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);
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if (mults.infiltration_health_reduction_mult)
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desc = (
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<>
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{desc}
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<br />-{f((mults.infiltration_health_reduction_mult - 1) * 100)}% Infiltration health lost per failed minigame
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<br />
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{f(mults.infiltration_health_reduction_mult - 1)} Infiltration health lost per failed minigame
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</>
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);
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@ -163,13 +163,13 @@ export const infiltratorsOtherAugmentations = [
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export const infiltratorsMiniGameAugmentations = [
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new Augmentation({
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name: AugmentationNames.BagOfSand,
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name: AugmentationNames.PythiasBrainStem,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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"You watched a bittube video about sword fighting, " +
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"it suggested the best way to win a sword fight was to play dirty " +
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"so you filled a bag full of sand from outside your house.",
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"You found an old jar apparently containing the brain stem of one of the most famous " +
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"fortune tellers in the world, installing this augmentation will apparently connect the synapses reactivating " +
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"the magic this man once shared with the world ",
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stats: (
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<>This augmentation makes the Slash minigame easier by showing you via an indictor when the slash in coming.</>
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),
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@ -187,34 +187,32 @@ export const infiltratorsMiniGameAugmentations = [
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factions: [FactionNames.Infiltrators],
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}),
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new Augmentation({
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name: AugmentationNames.ReverseDictionary,
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name: AugmentationNames.RearViewMirrorShoulderAttachment,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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"An ancient dictionary with a thick layer of dust it looks like a different language, " +
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"as you examine it further you realise that its actually just a normal dictionary but the words are " +
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"written backwards if only you could take the book home, you think it would become like a second language.",
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info: "Never again will you need to turn your head to see whats behind you.",
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stats: <>This augmentation makes the Backwards minigame easier by making the words no longer backwards.</>,
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factions: [FactionNames.Infiltrators],
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}),
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new Augmentation({
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name: AugmentationNames.AmuletOfPersuasion,
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name: AugmentationNames.KyberCrystalInjection,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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"A fancy looking amulet that looks like something an Egyptian goddess would wear, " +
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"you hear faint whispers that are trying to convince you to do things you wouldn't normally do, " +
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"upon touching it the voices stop how strange.",
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"A weird looking shiny crystal which is crushed down and turned into a thick syrup, " +
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"most people think its all homeopathic but there are a few that believe when injected people will " +
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"believe what you say with one wave of the hand ",
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stats: <>This augmentation makes the Bribe minigame easier by indicating the incorrect paths.</>,
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factions: [FactionNames.Infiltrators],
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}),
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new Augmentation({
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name: AugmentationNames.LameSharkRepository,
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name: AugmentationNames.DyslexiaModule,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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"You stumble across an old opensource repository for a weird defunct version of LameShark, " +
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"upon studying the source code it seems to just have a bunch of arrow key cheat codes. ",
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"A module initially developed to reverse the disability of dyslexia, But during human trials it was found " +
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"to actually cause dyslexia, despite the fact scientists decided to sell it anyway. Who would want " +
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"to install something like that... i guess it has the added benefit of qualifying for a disability card",
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stats: <>This augmentation makes the Cheat Code minigame easier by allowing the opposite character.</>,
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factions: [FactionNames.Infiltrators],
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}),
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@ -229,11 +227,11 @@ export const infiltratorsMiniGameAugmentations = [
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factions: [FactionNames.Infiltrators],
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}),
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new Augmentation({
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name: AugmentationNames.MineDetector,
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name: AugmentationNames.MineDetectionArmAttachment,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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"You stumble across an old mine detector at an army surplus store, " +
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"You stumble across an old mine detection arm attachment at an army surplus store, " +
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"on the side is inscribed 'X(' i wonder what happened to the original owner, " +
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"its a bit beaten up but looks like it should still do the job.",
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stats: (
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@ -245,12 +243,12 @@ export const infiltratorsMiniGameAugmentations = [
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factions: [FactionNames.Infiltrators],
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}),
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new Augmentation({
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name: AugmentationNames.WireCuttingManual,
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name: AugmentationNames.SecurityWireContacts,
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repCost: 1e2,
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moneyCost: 1e6,
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info:
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"You found an old wire cutting for dummies book in the local library, " +
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"how hard can it be to cut wires, right?",
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"This augment is a set of contacts for your eyes when installed allows for the user to see which" +
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"wires are conducting security related information",
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stats: <>This augmentation makes the Wire Cutting minigame easier by indicating the incorrect wires.</>,
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factions: [FactionNames.Infiltrators],
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}),
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@ -114,14 +114,14 @@ export enum AugmentationNames {
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StaneksGift3 = "Stanek's Gift - Serenity",
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// Infiltrators MiniGames
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BagOfSand = "A Bag of Sand",
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PythiasBrainStem = "Pythia's Brain Stem",
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IntellisenseModule = "Intellisense Module",
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ReverseDictionary = "Reverse Dictionary",
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AmuletOfPersuasion = "Amulet of Persuasian",
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LameSharkRepository = "Lame Shark Repository",
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DyslexiaModule = "Dyslexia Module",
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KyberCrystalInjection = "Kyber Crystal Injection",
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RearViewMirrorShoulderAttachment = "Rear View Mirror Shoulder Attachment",
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CyberDecoder = "Cyber Decoder",
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MineDetector = "Mine Detector",
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WireCuttingManual = "Wire Cutting Manual",
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MineDetectionArmAttachment = "Mine Detection Arm Attachment",
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SecurityWireContacts = "Security Wire Contacts",
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// Infiltrators general
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BionicFingers = "Bionic Fingers",
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CorporationManagementImplant = "Corporation Management Implant",
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@ -121,33 +121,33 @@ export function PlayerMultipliers(): React.ReactElement {
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<MultiplierTable
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rows={[
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[
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"Infiltrator Rep reward multiplier",
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"Infiltrator Rep reward",
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Player.infiltration_rep_mult,
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Player.infiltration_rep_mult * mults.infiltration_rep_mult,
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1,
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],
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[
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"Infiltration sell multiplier",
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"Infiltration sell",
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Player.infiltration_sell_mult,
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Player.infiltration_sell_mult * mults.infiltration_sell_mult,
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1,
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],
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[
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"Infiltration trade multiplier",
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"Infiltration trade",
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Player.infiltration_trade_mult,
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Player.infiltration_trade_mult * mults.infiltration_trade_mult,
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1,
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],
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[
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"Infiltration minigame timer multiplier",
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"Infiltration minigame timer",
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Player.infiltration_timer_mult,
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Player.infiltration_timer_mult * mults.infiltration_timer_mult,
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1,
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],
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[
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"Infiltration minigame health reduction multiplier",
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"Infiltration minigame health reduction",
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Player.infiltration_health_reduction_mult,
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Player.infiltration_health_reduction_mult * mults.infiltration_health_reduction_mult,
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-1 * (1 - Player.infiltration_health_reduction_mult * mults.infiltration_health_reduction_mult),
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1,
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],
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]}
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@ -85,8 +85,6 @@ export class FactionInfo {
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}
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}
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/**
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* A map of all factions and associated info to them.
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*/
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@ -143,8 +141,9 @@ export const FactionInfos: IMap<FactionInfo> = {
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[FactionNames.ECorp]: new FactionInfo(
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(
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<>
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{FactionNames.ECorp}'s mission is simple: to connect the world of today with the technology of tomorrow. With our wide range of
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Internet-related software and commercial hardware, {FactionNames.ECorp} makes the world's information universally accessible.
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{FactionNames.ECorp}'s mission is simple: to connect the world of today with the technology of tomorrow. With
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our wide range of Internet-related software and commercial hardware, {FactionNames.ECorp} makes the world's
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information universally accessible.
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</>
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),
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[],
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@ -159,12 +158,13 @@ export const FactionInfos: IMap<FactionInfo> = {
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[FactionNames.MegaCorp]: new FactionInfo(
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(
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<>
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{FactionNames.MegaCorp} does what no other dares to do. We imagine. We create. We invent. We create what others have never even
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dreamed of. Our work fills the world's needs for food, water, power, and transportation on an unprecedented
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scale, in ways that no other company can.
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{FactionNames.MegaCorp} does what no other dares to do. We imagine. We create. We invent. We create what others
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have never even dreamed of. Our work fills the world's needs for food, water, power, and transportation on an
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unprecedented scale, in ways that no other company can.
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<br />
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<br />
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In our labs and factories and on the ground with customers, {FactionNames.MegaCorp} is ushering in a new era for the world.
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In our labs and factories and on the ground with customers, {FactionNames.MegaCorp} is ushering in a new era for
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the world.
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</>
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),
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[],
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@ -194,7 +194,16 @@ export const FactionInfos: IMap<FactionInfo> = {
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true,
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),
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[FactionNames.BladeIndustries]: new FactionInfo(<>Augmentation is Salvation.</>, [], true, true, true, true, false, true),
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[FactionNames.BladeIndustries]: new FactionInfo(
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<>Augmentation is Salvation.</>,
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[],
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true,
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true,
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true,
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true,
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false,
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true,
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),
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[FactionNames.NWO]: new FactionInfo(
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(
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@ -486,12 +495,39 @@ export const FactionInfos: IMap<FactionInfo> = {
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false,
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),
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[FactionNames.SlumSnakes]: new FactionInfo(<>{FactionNames.SlumSnakes} rule!</>, [], false, false, true, true, false, false),
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[FactionNames.SlumSnakes]: new FactionInfo(
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<>{FactionNames.SlumSnakes} rule!</>,
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[],
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false,
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false,
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true,
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true,
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false,
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false,
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),
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// Earlygame factions - factions the player will prestige with early on that don't belong in other categories.
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[FactionNames.Netburners]: new FactionInfo(<>{"~~//*>H4CK||3T 8URN3R5**>?>\\~~"}</>, [], true, true, false, false, false, false),
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[FactionNames.Netburners]: new FactionInfo(
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<>{"~~//*>H4CK||3T 8URN3R5**>?>\\~~"}</>,
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[],
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true,
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true,
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false,
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false,
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false,
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false,
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),
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[FactionNames.TianDiHui]: new FactionInfo(<>Obey Heaven and work righteously.</>, [], true, true, false, true, false, false),
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[FactionNames.TianDiHui]: new FactionInfo(
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<>Obey Heaven and work righteously.</>,
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[],
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true,
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true,
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false,
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true,
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false,
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false,
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),
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[FactionNames.CyberSec]: new FactionInfo(
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(
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@ -517,7 +553,8 @@ export const FactionInfos: IMap<FactionInfo> = {
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It's too bad they won't live. But then again, who does?
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<br />
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<br />
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Note that for this faction, reputation can only be gained through {FactionNames.Bladeburners} actions. Completing {FactionNames.Bladeburners}
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Note that for this faction, reputation can only be gained through {FactionNames.Bladeburners} actions.
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Completing {FactionNames.Bladeburners}
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contracts/operations will increase your reputation.
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</>
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),
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@ -572,88 +609,45 @@ export const FactionInfos: IMap<FactionInfo> = {
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true,
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true,
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),
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// prettier-ignore
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[FactionNames.Infiltrators]: new FactionInfo(<>
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{". ;<<;. '>><'...<<<' I+<l .>>>: .'<i<. I~~!' `l<!+jYJJCJJJJJLJJLc{ii<! .'><i' .;<<~ .l~>: `<>>. .:<i!.. <<~I ..><>`..;<>> ' !<<;. `>~<' ,<>l...!i>; . +<<' "}<br /><br />
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{"llI,^^'I!l^^^Iil:^^^;l!,^^:ll!,^^:!!:^^'!!l:'^'i>;{UUJCJUCCJJJJJUUJCJUCOY<IlI'^^;!l,^^,!!l,^`;!l:^^^:!!:^^'llI'`^,I!l``'Il!;^^'l!!,^^:!!I,^^llI,^^^;!l,^^,!lI^`^:l"}<br /><br />
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{"><<, .'>~i' .l><i..'>><' .^<<>' ':<<I...<<~' :fUJCLLQ0QCCCJJJJJCCJUUUJCCv><l. 'i>>,'..<>>^ .:<>l '.><>: '^!<~`..,<>>.''!>>: ..<i+^. ,><!...i><;.'`>>>^'.,>>_...I<"}<br /><br />
|
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{"..'I>iI..'i<>' .^>>i^..l>i;'. >><,'.`<<i.^>(YLCCLLQ0QQLCCJJJUCLJJJJCCCLZq?'.`i<>' ;<>!. 'Ii>'.''i>>`..:<<I..'i>i,'.'>>!' .:>~!. l<<;. ^li>...'i<l' 'l<>, .^>>i'."}<br /><br />
|
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{"`'^,ll;^`';II''^,ll;''^;ll;^^'i>l;l>}uYCCJJCLLLCCCJJJCCCJJJJJJC0LCUUCLwZqI``'lII:'':!l;^`';!!,'^'lll'^',II:'^^lI;:^`'!lI'`':;lI'^';li;`^'Ii!'^';l;I''`,I;'^^'!!;:'"}<br /><br />
|
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{">i+I ^,+ii.'.I>++'.^<ii,` `>!+nLUJLCJJCJXCLLLJJCCCCCCUJJJCJCCJCZZOQQOmmmm'~>i ''>>>, . <>i' .;!<> '.-<iI''^>i_''.I<iI' I+i^ '~i>'' ;i<I 'ii~I ^^<<i'..;><_ '!>"}<br /><br />
|
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{" .`;><l`.'!<>'.',>>!'` i>>:lXCJJCCCJJJJJJJJJJJJJJJJJJJJJJJCCCJLZmmmmw0q_<>.'`i_i`..;<<!' ';i>'.''i>>'. ,>>;..^i>>;`.'>il^..,><i'..!<>;'''i<~..`:i>i^..I>>,.''<>i,'"}<br /><br />
|
||||
{" .';><l' 'i<<^ .^<<i^' I~icJUCJCJJCJJJJJJJJJJJJJJJJJJJJJJJCJJQOmwqwOph+>[11_li~>`. I<<i' .I><' '^i><^. :<<I. '>><:' .<ii^. :<<i. !<<;..^><~ .',><i`..l><: .`<<>'."}<br /><br />
|
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{">>~; ',+!i.'.I><~ ..!i>''rCUJJJJJJJJJJJCCJJJJJJJJJJJJCJJJJUQ0mpZZZk8%B8t}]-?]1]'<i>, . ~~>` ;i>>. +>>; .^>i+'. ;~<i.' l>i' .'+i~`. :>~!. .ii<l '`<>>''.,<<+ .l<"}<br /><br />
|
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{";:',:,:,;:,,,,;:,:,,,IIlJLUUCCCCJJJJJJJJJLLLLLQQQQQQQ00OZmwZZQwo%@@@B@W{?-tf||_{il;,:::;;::;::;;,,,,,;;',,,::,;,,:,;I,;;;,I:,::;;,,;;;;;::;:';;:,'::I,'',;:::::,:;"}<br /><br />
|
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{" ..;>i;.'^i>>,'.'><i' ^YUJJCJUUJJCC00ZmwwmmmmmmmmmmmmZmmmwmmZwW@@@@$@@o[_[n|1][?{. :>>i. .I><,. ^><i...:<<I...!<>:. .ii>'..I>>l l><; ^!<~^. '>iI' `l<<: .'i<>'."}<br /><br />
|
||||
{"><~;..^><!' .li<!'.'!<jZ0CUJCJCQOZZmmmmmmZZmmwmZmwmZZpwJJQwQ*BB%B@8B%Y??-?(xf}---<<,' <>>^.':>!l ' i<>I.'`l~+^..:<><.'.l!i, .~>~^. '>>l...!ii:.''i>i^' 'i>_'..l<"}<br /><br />
|
||||
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{"i<~: .'><!.. I>>i. ^i>>,. ^><<.'.I~<l'. >ii' `<<!` .l><l . !>~: ^i<>`-UW@$$$$$$$$$@@@@BB$$BBBB%W! i>i: .^i<>'' '<ii. .!>>: .+>-`. :i>!. .!<~; .`><>^..:><+ I~"}<br /><br />
|
||||
{"`^,;liI''^I>!,'`;!!I:'`I!l;''`I!<,`',!lI`'`:!iI'.^:II,^'^ll!''`:l>[upBBBBB@B$$$$$$$$@@@@B%$@@@$@$%L!:`',!<I`''I!l;,`^lI:'^`'liI^''I!l:``':l!'^,;l!l,'^I>>:'`:l!I:'"}<br /><br />
|
||||
{". ;<<; 'i>>^. .>~!' I><I'`^><il:'I>~<,,,!<++;Il+--<l!>?]-ii!__(&B%%@@$8B@$$$$$$$$@@@8Jfk@%B@@8Wj<. 'iiI. .!><; ..>>>`..:<<> ` li>; '><<. ,<<i. .lii,.. ~<<' "}<br /><br />
|
||||
{"::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::"}<br /><br />
|
||||
{".,=,.==.²=.'=,.=░.==.:=,,▄▓▓▓▓▓▓▓▓▓╬░.==.²!.,=,.=⌐.==.!=,.=,.==.²=.,=,.==.²=.!=,"}<br />
|
||||
{"'¡»⌐^»∩^:»^:=^`=∩':+]▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▒^»∩^»=^:»^²»⌐^»∩^:=^`»^`»∩^:»^¡»^`»⌐'»÷'\»'"}<br />
|
||||
{"░░_|░_'░⌐_░∩`|▒▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓░░`,░``░∩`»░_|░¬`░⌐_░░`'PHYZ|C@L`»░_!░⌐`░░_|"}<br />
|
||||
{".,=,.»\.²=,,[▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█▓▒╦╔░¡_²².,=,,=:.==_!²,,=,_==,W@Z,=,,=\.!=./²,"}<br />
|
||||
{"'`»^^»∩':»')▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓████▒▐▒Ü▒^»=^¡»^^»⌐'»∩':»^`»^'=^:=^H3R3^»∩^:»':=^"}<br />
|
||||
{"░∩`:░_'░⌐`░▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█████ÑÜP╩Ü╙░`_░∩`|░`:░_`░∩`|∩`:░_`░⌐_░░`|░`,░⌐`░∩`»"}<br />
|
||||
{".,=,,==_²=,▀▓▓▓▓▓▓▓▓▓▓▓▓▓▓██▌Ñ▓██ÑÜÜ▒Ü▒░_»=,,=,.==_»=,!=,,=,_==,»░,,=,,==_»=,!=,"}<br />
|
||||
{"'`=^^=∩^:»^:»└'µ╫█████████╬▓▓▓██Ññ▒NÜÜ▒╠^»=':=^^=∩^»=^:=^`=⌐^»»':»`¡»^`=∩^:=^\»'"}<br />
|
||||
{"░░`:░_,░⌐`=∩`|░_¡█╬▀███▓╬╬▀▓▓▀Ñ▒ÄÜ╟ñÜÜ╠D░¬_░░_|=_!░_`░⌐`=∩_:░_'░⌐_░░`!=`┌░__░∩_»"}<br />
|
||||
{".,=,.==.!=,,=,.=░╠████Ñ▒▒ÄÜñÜÜÖ╠╩Ü║Üû╠╙».»░.:=,.=⌐.==.!=,,=,.==.!=.,=,_==.»=.!=,"}<br />
|
||||
{"^`»^`»∩`:»'\»^^»⌐^╚╬▒Ü▒▒▒ÜÜ▒╚╩▒▒RÖÜ╠╠▒∩∩';╓';»^'»⌐`»»^:»^^»⌐^»∩':»^¡»''»∩`:»^\»^"}<br />
|
||||
{"░░ :░ '░⌐_░░_|░`!░`╙▒▒╠╠ÜÉ▒╚Ö╠╠╠╠╟╬╠╠╠╬╬▓▓█▓▓▓▓▓▌▄▒,,░⌐_|░_:░`,░⌐`░░ |░ '░_`░∩_|"}<br />
|
||||
{".,=,.=».!=,,=,.=░.==.└╙╙╜╚╩╩╙╙Ü7┘,░╚╬╠╬▓████▓▓▓▓▓█▓▓▓▓▓▓▓▓▓▓▒==,²».,»,,=░.!=.!=,"}<br />
|
||||
{"'^»⌐^»∩^:÷^\»^^»⌐'»»^:»^^»⌐^»∩^:»'`║██████████████▓████████▓▓m»'»»^¡»^^»∩^»»^\»^"}<br />
|
||||
{"░∩`!░_'░⌐`░░`|░,;░__░⌐`░░`|░-'░⌐`░µ▓█████████████▓▓▓▓▀▀╫▓███▓▌`░⌐_░░`|░`!░⌐`░∩`|"}<br />
|
||||
{"_,=,_²».:=:▒▒╠▒▒╠╠▒▒,:=,,=⌐_»░_:=,▓██████████████▓▓▓▓▒!=,███▓▓░_»=_,=,_=░_!░.'=,"}<br />
|
||||
{"▒╙R▓▓▄▄╣▓▓▓▓▓▓▓▓▓╬╬╠▒╠▄▄▄µ∩'»=]▄▄▓████Ñ»╙▀███████▓▓▓▓Ñ:»^╫█▓▓▓H`:='`=^`=∩`»=`\=^"}<br />
|
||||
{"Ü⌐»╙▓▓▓▓▓▓╬▌╠╬▒╬╬╬╠╠Ö╣▓▓▓▓▓▓▓▓██▓███▀U``░``╫███████▓▓Ñ⌐_=╫█▓▓▓Ñ░_`░░_|░_┌░``░░_»"}<br />
|
||||
{"|░::╟▓▓▀╚╙░/=,,╙░░╙░,⌡╩▀▓█████████▓╙,,==_²²╫███████▓▓░!=,╙╬╩▒▒▒╦╦░,,=,_=\.²=.!=,"}<br />
|
||||
{"^'ܵÅÑ»`:='\=^^»⌐^»=':÷^^=^┴╚╢▀▀▀╙`»^'=∩`:»║██████▓▓▌^:»'╔╠▒▒▒▒▒▒▒╠M≡╦`»⌐'»=^╒»`"}<br />
|
||||
{"░░_|░_'░⌐`░░_»░`!░¬`░▄▄▄▌▄▄▄▄▄▄╥,░░_:░`,░,╫███████▓▓Ü░⌐`=╠▒▒▒▒▒▒╠╠╩░`»╝╦:░_`░∩`»"}<br />
|
||||
{"_,»,_!\_!=,,=,_»░_²1████████████████▓▄▓▓▄▓█████▓▓▓▓Ñ»_!=,7╝╬╚╝╩╩░ù,,»,,╫▒,²»_!=,"}<br />
|
||||
{"'¡»^^»∩^:÷^\»^^»⌐^»=████████████████████████████▓▓Ñ»∩':»^^»╬^÷∩^:»^¡÷^║╣ÜR≈»^\÷^"}<br />
|
||||
{"░░`|░¬'░⌐`░░`|░`:░``╫███████▀▀██████████████████▓▀░¬`░⌐`|░`╠╣╣░▒░_▒╥║╬╣▒╙Ü^=░░`|"}<br />
|
||||
{"_,=,_»░_²=,,=,_=░_==|██████░==_╙╩▀██████████████Ñ⌐_!=_:=,_░╟%╩╬╟╣╣╣╬Ñ╣Φ╬»_²=┐╟╣╓"}<br />
|
||||
{"`¡»^^»∩^»»^\»^^»⌐^»»[█████▓^»∩'»:^)▓██████████▀┴=⌐`»='»»^`»╠^»╠╬╠n╬╬▒^[╠∩^»»^:=^"}<br />
|
||||
{"░∩`:░_'░⌐`░∩_»░_:░¬_▐██████▒``░⌐`▄█████████▓Ñ`»░`!░_`░⌐_|∩|╬░``╠⌐_░╠_»░╚Ü░_`░⌐`|"}<br />
|
||||
{",,=,,==_²=.,=,,=░,==╫██████▒==,²▓███████▓╨░,,=,_=⌐,=»,!=,,=╠░»=╬==.╠Ü,_=╢,!=,!=,"}<br />
|
||||
{"^¡÷^^»∩^:='\»^^»⌐^»»███████^»»^╫██████▄┐':»':=^^»⌐`»»^\=^░╬Ü'»┐╬░»''╢^^»∩Φ░»^\»^"}<br />
|
||||
{"░=`!░`¡░⌐`░░`|░`:░,███████▓░_`▓███████▌'░¬`░░`|░ ¡░``░⌐`|╝╨|░``╬H_░û╬▒░`:╟╬^░∩_»"}<br />
|
||||
{",_=,,»»_!»,,░╓▄▄▓▓█████████,=»,╙▀███████▌▄».,=,_=⌐_»»_²=,,=,,²=╚ÑÜ,,╚Ñ_=»_!=.!»_"}<br />
|
||||
{"^^»^^»∩^:Φ███████████████▌╜^»»':»^¡╬▓██████▄░»^^»⌐'»»':»^^»''»»^»»^¡»^^»⌐':»'\»^"}<br />
|
||||
{"░∩`:░`'░⌐╨████████████████:░``░⌐`░░`|░▀██████▓▄░`:░_`░░`»░`:░``░⌐`░░`|░`,░⌐`░░`|"}<br />
|
||||
{"_,=,,==_!=,,=,_»=_==_²ù││ù,_==_!=,,=,,=░████████▄░_»»_!=,_=░_==_»»_,=,,=░_»=,'»,"}<br />
|
||||
{"^¡»^^»∩^:=^\=^^»⌐^»»^:»^^=^^»∩^:=^`='^;▄▓████████▌^»»^:=^`»⌐^»»^»»^¡»^^»∩^:=^\»^"}<br />
|
||||
{"░∩`!=_'░⌐`░∩`|░`!░``░⌐`|░`|░`'░⌐`░µ▄▓███████████▄¡░_`░⌐`|░`!░_`░⌐`░∩`|░_¡░⌐`░░`|"}<br />
|
||||
{"################################################################################"}<br /><br />
|
||||
Experts in getting in and out in plain sight<br /><br />
|
||||
Some some speculate that the oceans movies are documentaries based on this group<br /><br />
|
||||
Some members are even rumored to be able to pick locks like the fonz, one hit and it will swing open ayeeeee<br /><br />
|
||||
|
@ -36,7 +36,7 @@ export function BackwardGame(props: IMinigameProps): React.ReactElement {
|
||||
const timer = difficulty.timer;
|
||||
const [answer] = useState(makeAnswer(difficulty));
|
||||
const [guess, setGuess] = useState("");
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.ReverseDictionary, true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.RearViewMirrorShoulderAttachment, true);
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
|
@ -47,7 +47,7 @@ export function BribeGame(props: IMinigameProps): React.ReactElement {
|
||||
let upColor = defaultColor;
|
||||
let downColor = defaultColor;
|
||||
let choiceColor = defaultColor;
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.AmuletOfPersuasion, true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.KyberCrystalInjection, true);
|
||||
|
||||
if (hasAugment) {
|
||||
const upIndex = index + 1 >= choices.length ? 0 : index + 1;
|
||||
|
@ -42,7 +42,7 @@ export function CheatCodeGame(props: IMinigameProps): React.ReactElement {
|
||||
const timer = difficulty.timer;
|
||||
const [code] = useState(generateCode(difficulty));
|
||||
const [index, setIndex] = useState(0);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.LameSharkRepository, true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.DyslexiaModule, true);
|
||||
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
|
@ -38,7 +38,7 @@ export function MinesweeperGame(props: IMinigameProps): React.ReactElement {
|
||||
const [answer, setAnswer] = useState(generateEmptyField(difficulty));
|
||||
const [pos, setPos] = useState([0, 0]);
|
||||
const [memoryPhase, setMemoryPhase] = useState(true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.MineDetector, true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.MineDetectionArmAttachment, true);
|
||||
function press(this: Document, event: KeyboardEvent): void {
|
||||
event.preventDefault();
|
||||
if (memoryPhase) return;
|
||||
|
@ -40,7 +40,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
|
||||
props.onSuccess();
|
||||
}
|
||||
}
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.BagOfSand, true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.PythiasBrainStem, true);
|
||||
const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window);
|
||||
const phaseOneTime = 250;
|
||||
const timeUntilAttacking = phaseZeroTime + phaseOneTime;
|
||||
|
@ -64,7 +64,7 @@ export function WireCuttingGame(props: IMinigameProps): React.ReactElement {
|
||||
const [wires] = useState(generateWires(difficulty));
|
||||
const [cutWires, setCutWires] = useState(new Array(wires.length).fill(false));
|
||||
const [questions] = useState(generateQuestion(wires, difficulty));
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.WireCuttingManual, true);
|
||||
const hasAugment = Player.hasAugmentation(AugmentationNames.SecurityWireContacts, true);
|
||||
|
||||
function checkWire(wireNum: number): boolean {
|
||||
return questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1));
|
||||
|
@ -480,7 +480,7 @@ export class PlayerObject implements IPlayer {
|
||||
this.lastUpdate = 0;
|
||||
this.lastSave = 0;
|
||||
this.totalPlaytime = 0;
|
||||
this.hasCompletedAnInfiltration = true;
|
||||
this.hasCompletedAnInfiltration = false;
|
||||
|
||||
this.playtimeSinceLastAug = 0;
|
||||
this.playtimeSinceLastBitnode = 0;
|
||||
|
@ -163,6 +163,7 @@ export function prestigeAugmentation(this: PlayerObject): void {
|
||||
this.workChaExpGained = 0;
|
||||
this.workRepGained = 0;
|
||||
this.workMoneyGained = 0;
|
||||
this.hasCompletedAnInfiltration = false;
|
||||
|
||||
this.timeWorked = 0;
|
||||
|
||||
|
@ -21,6 +21,7 @@ import { Modal } from "./React/Modal";
|
||||
import TableBody from "@mui/material/TableBody";
|
||||
import { Table, TableCell } from "./React/Table";
|
||||
import TableRow from "@mui/material/TableRow";
|
||||
import { FactionNames } from "../Faction/data/FactionNames";
|
||||
|
||||
function LastEmployer(): React.ReactElement {
|
||||
const player = use.Player();
|
||||
@ -144,16 +145,16 @@ function BladeburnerMults(): React.ReactElement {
|
||||
|
||||
function InfiltrationMults(): React.ReactElement {
|
||||
const player = use.Player();
|
||||
if (!player.factions.includes(FactionNames.Infiltrators)) return <></>;
|
||||
return (
|
||||
<>
|
||||
<MultiplierTable
|
||||
rows={[
|
||||
["Infiltrator Base Rep increase", player.infiltration_rep_mult],
|
||||
["Infiltrator Rep reward multiplier", player.infiltration_rep_mult],
|
||||
["Infiltration sell multiplier", player.infiltration_sell_mult],
|
||||
["Infiltration trade multiplier", player.infiltration_trade_mult],
|
||||
["Infiltration minigame timer multiplier", player.infiltration_timer_mult],
|
||||
["Infiltration minigame health reduction multiplier", player.infiltration_health_reduction_mult],
|
||||
["Infiltrator Rep reward", player.infiltration_rep_mult],
|
||||
["Infiltration sell", player.infiltration_sell_mult],
|
||||
["Infiltration trade", player.infiltration_trade_mult],
|
||||
["Infiltration minigame timer", player.infiltration_timer_mult],
|
||||
["Infiltration minigame health reduction", -1 * (1 - player.infiltration_health_reduction_mult)],
|
||||
]}
|
||||
/>
|
||||
<br />
|
||||
|
Loading…
Reference in New Issue
Block a user