/* Crimes.js */ function commitShopliftCrime() { Player.crimeType = CONSTANTS.CrimeShoplift; Player.startCrime(0, 0.75, 0.75, 0.75, 0.75, 0, 1000, 2000); //$500/s, .375 exp/s } function commitMugCrime() { Player.crimeType = CONSTANTS.CrimeMug; Player.startCrime(0, 1.5, 1.5, 1.5, 1.5, 0, 3000, 4000); //$750/s, .375 exp/s } function commitDealDrugsCrime() { Player.crimeType = CONSTANTS.CrimeDrugs; Player.startCrime(0, 4, 4, 4, 4, 4, 10000, 10000); //$1000/s, .4 exp/s } function commitTraffickArmsCrime() { Player.crimeType = CONSTANTS.CrimeTraffickArms; Player.startCrime(0, 10, 10, 10, 10, 15, 60000, 40000); //$1500/s, .25 combat exp/s, .375 cha exp/s } function commitHomicideCrime() { Player.crimeType = CONSTANTS.CrimeHomicide; Player.startCrime(0, 2, 2, 2, 2, 0, 1000, 3000); //$333.3/s, 0.66 combat exp/s } function commitGrandTheftAutoCrime() { Player.crimeType = CONSTANTS.CrimeGrandTheftAuto; Player.startCrime(0, 10, 10, 10, 40, 20, 150000, 80000); //$1875/2, .125 exp/s, .5 exp/s, .25 exp/s } function commitKidnapCrime() { Player.crimeType = CONSTANTS.CrimeKidnap; Player.startCrime(0, 30, 30, 30, 30, 30, 300000, 120000); //$2500/s. .25 exp/s } function commitAssassinationCrime() { Player.crimeType = CONSTANTS.CrimeAssassination; Player.startCrime(0, 75, 75, 75, 75, 0, 1000000, 300000); //$3333.33/s, .25 exp/s } function commitHeistCrime() { Player.crimeType = CONSTANTS.CrimeHeist; Player.startCrime(120, 120, 120, 120, 120, 120, 25000000, 600000); //$41,666.67/s, .2exp/s } function determineCrimeSuccess(crime, moneyGained) { var chance = 0; switch (crime) { case CONSTANTS.CrimeShoplift: chance = determineCrimeChanceShoplift(); break; case CONSTANTS.CrimeMug: chance = determineCrimeChanceMug(); break; case CONSTANTS.CrimeDrugs: chance = determineCrimeChanceDealDrugs(); break; case CONSTANTS.CrimeTraffickArms: chance = determineCrimeChanceTraffickArms(); break; case CONSTANTS.CrimeHomicide: chance = determineCrimeChanceHomicide(); break; case CONSTANTS.CrimeGrandTheftAuto: chance = determineCrimeChanceGrandTheftAuto(); break; case CONSTANTS.CrimeKidnap: chance = determineCrimeChanceKidnap(); break; case CONSTANTS.CrimeAssassination: chance = determineCrimeChanceAssassination(); break; case CONSTANTS.CrimeHeist: chance = determineCrimeChanceHeist(); break; default: dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer"); return; } if (Math.random() <= chance) { //Success Player.gainMoney(moneyGained); return true; } else { //Failure return false; } } function determineCrimeChanceShoplift() { var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)) * 10; return Math.min(chance, 1); } function determineCrimeChanceMug() { var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)) * 5; return Math.min(chance, 1); } function determineCrimeChanceDealDrugs() { var chance = ((2*Player.charisma / CONSTANTS.MaxSkillLevel + Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)); return Math.min(chance, 1); } function determineCrimeChanceTraffickArms() { var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel + Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)) / 2; return Math.min(chance, 1); } function determineCrimeChanceHomicide() { var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)); return Math.min(chance, 1); } function determineCrimeChanceGrandTheftAuto() { var chance = ((Player.hacking_skill / CONSTANTS.MaxSkillLevel + Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + 4 * Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel + 2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8; return Math.min(chance, 1); } function determineCrimeChanceKidnap() { var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel + Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)) / 6; return Math.min(chance, 1); } function determineCrimeChanceAssassination() { var chance = ((Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel)) / 8; return Math.min(chance, 1); } function determineCrimeChanceHeist() { var chance = ((Player.hacking_skill / CONSTANTS.MaxSkillLevel + Player.strength / CONSTANTS.MaxSkillLevel + Player.defense / CONSTANTS.MaxSkillLevel + Player.dexterity / CONSTANTS.MaxSkillLevel + Player.agility / CONSTANTS.MaxSkillLevel + Player.charisma / CONSTANTS.MaxSkillLevel)) / 18; return Math.min(chance, 1); }