//Augmentations function Augmentation(name) { this.name = name; this.info = ""; this.owned = false; //Whether the player has it (you can only have each augmentation once) this.factionInstalledBy = ""; //Which faction the Player got this from //Price and reputation base requirements (can change based on faction multipliers) this.baseRepRequirement = 0; this.baseCost = 0; //Level - Only applicable for some augmentations // NeuroFlux Governor this.level = 0; } Augmentation.prototype.setInfo = function(inf) { this.info = inf; } Augmentation.prototype.setRequirements = function(rep, cost) { this.baseRepRequirement = rep; this.baseCost = cost; } //Takes in an array of faction names and adds this augmentation to all of those factions Augmentation.prototype.addToFactions = function(factionList) { for (var i = 0; i < factionList.length; ++i) { var faction = Factions[factionList[i]]; if (faction == null) { console.log("Error: Could not find faction with this name:" + factionList[i]); continue; } faction.augmentations.push(this.name); } } Augmentation.prototype.addToAllFactions = function() { for (var fac in Factions) { if (Factions.hasOwnProperty(fac)) { var facObj = Factions[fac]; if (facObj == null) { console.log("ERROR: Invalid faction object"); continue; } facObj.augmentations.push(this.name); } } } Augmentation.prototype.toJSON = function() { return Generic_toJSON("Augmentation", this); } Augmentation.fromJSON = function(value) { return Generic_fromJSON(Augmentation, value.data); } Reviver.constructors.Augmentation = Augmentation; Augmentations = {} AddToAugmentations = function(aug) { var name = aug.name; Augmentations[name] = aug; } AugmentationNames = { Targeting1: "Augmented Targeting I", Targeting2: "Augmented Targeting II", Targeting3: "Augmented Targeting III", SyntheticHeart: "Synthetic Heart", SynfibrilMuscle: "Synfibril Muscle", CombatRib1: "Combat Rib I", CombatRib2: "Combat Rib II", CombatRib3: "Combat Rib III", NanofiberWeave: "Nanofiber Weave", SubdermalArmor: "NEMEAN Subdermal Weave", WiredReflexes: "Wired Reflexes", GrapheneBoneLacings: "Graphene Bone Lacings", BionicSpine: "Bionic Spine", GrapheneBionicSpine: "Graphene Bionic Spine Upgrade", BionicLegs: "Bionic Legs", GrapheneBionicLegs: "Graphene Bionic Legs Upgrade", SpeechProcessor: "Speech Processor Implant", TITN41Injection: "TITN-41 Gene-Modification Injection", EnhancedSocialInteractionImplant: "Enhanced Social Interaction Implant", BitWire: "BitWire", ArtificialBioNeuralNetwork: "Artificial Bio-neural Network Implant", ArtificialSynapticPotentiation: "Artificial Synaptic Potentiation", EnhancedMyelinSheathing: "Enhanced Myelin Sheathing", SynapticEnhancement: "Synaptic Enhancement Implant", NeuralRetentionEnhancement: "Neural-Retention Enhancement", DataJack: "DataJack", ENM: "Embedded Netburner Module", ENMCore: "Embedded Netburner Module Core Implant", ENMCoreV2: "Embedded Netburner Module Core V2 Upgrade", ENMCoreV3: "Embedded Netburner Module Core V3 Upgrade", ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine", ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade", Neuralstimulator: "Neuralstimulator", NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant", SpeechEnhancement: "Speech Enhancement", FocusWire: "FocusWire", PCDNI: "PC Direct-Neural Interface", PCDNIOptimizer: "PC Direct-Neural Interface Optimization Submodule", PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector", ADRPheromone1: "ADR-V1 Pheromone Gene", HacknetNodeCPUUpload: "Hacknet Node CPU Architecture Neural-Upload", HacknetNodeCacheUpload: "Hacknet Node Cache Architecture Neural-Upload", HacknetNodeNICUpload: "HacknetNode NIC Architecture Neural-Upload", HacknetNodeKernelDNI: "Hacknet Node Kernel Direct-Neural Interface", HacknetNodeCoreDNI: "Hacknet Node Core Direct-Neural Interface", NeuroFluxGovernor: "NeuroFlux Governor", Neurotrainer1: "Neurotrainer I", Neurotrainer2: "Neurotrainer II", Neurotrainer3: "Neurotrainer III", Hypersight: "HyperSight Corneal Implant", LuminCloaking1: "LuminCloaking-V1 Skin Implant", LuminCloaking2: "LuminCloaking-V2 Skin Implant", HemoRecirculator: "HemoRecirculator", SmartSonar: "SmartSonar Implant", PowerRecirculator: "Power Recirculation Core" } initAugmentations = function() { //Combat stat augmentations var HemoRecirculator = new Augmentation(AugmentationNames.HemoRecirculator); HemoRecirculator.setInfo("A heart implant that greatly increases the body's ability to effectively use and pump " + "blood.

This augmentation increases all of the player's combat stats by 10%.") HemoRecirculator.setRequirements(6000, 10000000); HemoRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate"]); if (augmentationExists(AugmentationNames.HemoRecirculator)) { HemoRecirculator.owned = Augmentations[AugmentationNames.HemoRecirculator].owned; delete Augmentations[AugmentationNames.HemoRecirculator]; } AddToAugmentations(HemoRecirculator); var Targeting1 = new Augmentation(AugmentationNames.Targeting1); Targeting1.setRequirements(2500, 3000000); Targeting1.setInfo("This cranial implant is embedded within the player's inner ear structure and optic nerves. It regulates and enhances the user's " + "balance and hand-eye coordination. It is also capable of augmenting reality by projecting digital information " + "directly onto the retina. These enhancements allow the player to better lock-on and keep track of enemies.

" + "This augmentation increases the player's dexterity by 10%."); Targeting1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); if (augmentationExists(AugmentationNames.Targeting1)) { Targeting1.owned = Augmentations[AugmentationNames.Targeting1].owned; delete Augmentations[AugmentationNames.Targeting1]; } AddToAugmentations(Targeting1); var Targeting2 = new Augmentation(AugmentationNames.Targeting2); Targeting2.setRequirements(4000, 9000000); Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " + "and enhances the user's balance and hand-eye coordination.

This upgrade increases the player's dexterity " + "by an additional 20%."); Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); if (augmentationExists(AugmentationNames.Targeting2)) { Targeting2.owned = Augmentations[AugmentationNames.Targeting2].owned; delete Augmentations[AugmentationNames.Targeting2]; } AddToAugmentations(Targeting2); var Targeting3 = new Augmentation(AugmentationNames.Targeting3); Targeting3.setRequirements(12000, 20000000); Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " + "and enhances the user's balance and hand-eye coordination.

This upgrade increases the player's dexterity " + "by an additional 50%."); Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated", "KuaiGong International", "Blade Industries", "The Covenant"]); if (augmentationExists(AugmentationNames.Targeting3)) { Targeting3.owned = Augmentations[AugmentationNames.Targeting3].owned; delete Augmentations[AugmentationNames.Targeting3]; } AddToAugmentations(Targeting3); var SyntheticHeart = new Augmentation(AugmentationNames.SyntheticHeart); SyntheticHeart.setRequirements(300000, 500000000); SyntheticHeart.setInfo("This advanced artificial heart, created from plasteel and graphene, is capable of pumping more blood " + "at much higher efficiencies than a normal human heart.

This augmentation increases the player's agility " + "and strength by 100%"); SyntheticHeart.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead", "NWO", "The Covenant", "Daedalus", "Illuminati"]); if (augmentationExists(AugmentationNames.SyntheticHeart)) { SyntheticHeart.owned = Augmentations[AugmentationNames.SyntheticHeart].owned; delete Augmentations[AugmentationNames.SyntheticHeart]; } AddToAugmentations(SyntheticHeart); var SynfibrilMuscle = new Augmentation(AugmentationNames.SynfibrilMuscle); SynfibrilMuscle.setRequirements(225000, 300000000); SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " + "the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " + "Scientists have named these artificially enhanced units 'synfibrils'.

This augmentation increases the player's " + "strength and defense by 50%."); SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead", "NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]); if (augmentationExists(AugmentationNames.SynfibrilMuscle)) { SynfibrilMuscle.owned = Augmentations[AugmentationNames.SynfibrilMuscle].owned; delete Augmentations[AugmentationNames.SynfibrilMuscle]; } AddToAugmentations(SynfibrilMuscle) var CombatRib1 = new Augmentation(AugmentationNames.CombatRib1); CombatRib1.setRequirements(3500, 5000000); CombatRib1.setInfo("The human body's ribs are replaced with artificial ribs that automatically and continuously release cognitive " + "and performance-enhancing drugs into the bloodstream, improving the user's abilities in combat.

" + "This augmentation increases the player's strength and defense by 10%."); CombatRib1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); if (augmentationExists(AugmentationNames.CombatRib1)) { CombatRib1.owned = Augmentations[AugmentationNames.CombatRib1].owned; delete Augmentations[AugmentationNames.CombatRib1]; } AddToAugmentations(CombatRib1); var CombatRib2 = new Augmentation(AugmentationNames.CombatRib2); CombatRib2.setRequirements(8000, 12000000); CombatRib2.setInfo("This is an upgrade to the Combat Rib I augmentation, and is capable of releasing even more potent combat-enhancing " + "drugs into the bloodstream

. This upgrade increases the player's strength and defense by an additional 20%.") CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); if (augmentationExists(AugmentationNames.CombatRib2)) { CombatRib2.owned = Augmentations[AugmentationNames.CombatRib2].owned; delete Augmentations[AugmentationNames.CombatRib2]; } AddToAugmentations(CombatRib2); var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3); CombatRib3.setRequirements(12000, 18000000); CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " + "drugs into the bloodstream

. This upgrade increases the player's strength and defense by an additional 30%."); CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated", "KuaiGong International", "Blade Industries", "The Covenant"]); if (augmentationExists(AugmentationNames.CombatRib3)) { CombatRib3.owned = Augmentations[AugmentationNames.CombatRib3].owned; delete Augmentations[AugmentationNames.CombatRib3]; } AddToAugmentations(CombatRib3); var NanofiberWeave = new Augmentation(AugmentationNames.NanofiberWeave); NanofiberWeave.setRequirements(15000, 15000000); NanofiberWeave.setInfo("Synthetic nanofibers are woven into the skin's extracellular matrix using electrospinning. " + "This improves the skin's ability to regenerate itself and protect the body from external stresses and forces.

" + "This augmentation increases the player's strength and defense by 30%."); NanofiberWeave.addToFactions(["Tian Di Hui", "The Syndicate", "The Dark Army", "Speakers for the Dead", "Blade Industries", "Fulcrum Secret Technologies", "OmniTek Incorporated"]); if (augmentationExists(AugmentationNames.NanofiberWeave)) { NanofiberWeave.owned = Augmentations[AugmentationNames.NanofiberWeave].owned; delete Augmentations[AugmentationNames.NanofiberWeave]; } AddToAugmentations(NanofiberWeave); var SubdermalArmor = new Augmentation(AugmentationNames.SubdermalArmor); SubdermalArmor.setRequirements(600000, 750000000); SubdermalArmor.setInfo("The NEMEAN Subdermal Weave is a thin, light-weight, graphene plating that houses a dilatant fluid. " + "The material is implanted underneath the skin, and is the most advanced form of defensive enhancement " + "that has ever been created. The dilatant fluid, despite being thin and light, is extremely effective " + "at stopping piercing blows and reducing blunt trauma. The properties of graphene allow the plating to " + "mitigate damage from any fire-related or electrical traumas.

" + "This augmentation increases the player's defense by 150%."); SubdermalArmor.addToFactions(["The Syndicate", "Fulcrum Secret Technologies", "Illuminati", "Daedalus", "The Covenant"]); if (augmentationExists(AugmentationNames.SubdermalArmor)) { SubdermalArmor.owned = Augmentations[AugmentationNames.SubdermalArmor].owned; delete Augmentations[AugmentationNames.SubdermalArmor]; } AddToAugmentations(SubdermalArmor); var WiredReflexes = new Augmentation(AugmentationNames.WiredReflexes); WiredReflexes.setRequirements(600, 500000); WiredReflexes.setInfo("Synthetic nerve-enhancements are injected into all major parts of the somatic nervous system, " + "supercharging the body's ability to send signals through neurons. This results in increased reflex speed.

" + "This augmentation increases the player's agility and dexterity by 5%."); WiredReflexes.addToFactions(["Tian Di Hui", "Slum Snakes", "Sector-12", "Volhaven", "Aevum", "Ishima", "The Syndicate", "The Dark Army", "Speakers for the Dead"]); if (augmentationExists(AugmentationNames.WiredReflexes)) { WiredReflexes.owned = Augmentations[AugmentationNames.WiredReflexes].owned; delete Augmentations[AugmentationNames.WiredReflexes]; } AddToAugmentations(WiredReflexes); var GrapheneBoneLacings = new Augmentation(AugmentationNames.GrapheneBoneLacings); GrapheneBoneLacings.setRequirements(450000, 750000000); GrapheneBoneLacings.setInfo("A graphene-based material is grafted and fused into the user's bones, significantly increasing " + "their density and tensile strength.

" + "This augmentation increases the player's strength and defense by 100%."); GrapheneBoneLacings.addToFactions(["Fulcrum Secret Technologies", "The Covenant"]); if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) { GrapheneBoneLacings.owned = Augmentations[AugmentationNames.GrapheneBoneLacings].owned; delete Augmentations[AugmentationNames.GrapheneBoneLacings]; } AddToAugmentations(GrapheneBoneLacings); var BionicSpine = new Augmentation(AugmentationNames.BionicSpine); BionicSpine.setRequirements(30000, 25000000); BionicSpine.setInfo("An artificial spine created from plasteel and carbon fibers that completely replaces the organic spine. " + "Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " + "stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " + "greatly improved senses and reaction speeds.

" + "This augmentation increases all of the player's combat stats by 20%."); BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International", "OmniTek Incorporated", "Blade Industries"]); if (augmentationExists(AugmentationNames.BionicSpine)) { BionicSpine.owned = Augmentations[AugmentationNames.BionicSpine].owned; delete Augmentations[AugmentationNames.BionicSpine]; } AddToAugmentations(BionicSpine); var GrapheneBionicSpine = new Augmentation(AugmentationNames.GrapheneBionicSpine); GrapheneBionicSpine.setRequirements(650000, 1000000000); GrapheneBionicSpine.setInfo("An upgrade to the Bionic Spine augmentation. It fuses the implant with an advanced graphene " + "material to make it much stronger and lighter.

" + "This augmentation increases all of the player's combat stats by 100%."); GrapheneBionicSpine.addToFactions(["Fulcrum Secret Technologies", "ECorp"]); if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) { GrapheneBionicSpine.owned = Augmentations[AugmentationNames.GrapheneBionicSpine].owned; delete Augmentations[AugmentationNames.GrapheneBionicSpine]; } AddToAugmentations(GrapheneBionicSpine); var BionicLegs = new Augmentation(AugmentationNames.BionicLegs); BionicLegs.setRequirements(100000, 60000000); BionicLegs.setInfo("Cybernetic legs created from plasteel and carbon fibers that completely replace the user's organic legs.

" + "This augmentation increases the player's agility by 50%."); BionicLegs.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International", "OmniTek Incorporated", "Blade Industries"]); if (augmentationExists(AugmentationNames.BionicLegs)) { BionicLegs.owned = Augmentations[AugmentationNames.BionicLegs].owned; delete Augmentations[AugmentationNames.BionicLegs]; } AddToAugmentations(BionicLegs); var GrapheneBionicLegs = new Augmentation(AugmentationNames.GrapheneBionicLegs); GrapheneBionicLegs.setRequirements(400000, 800000000); GrapheneBionicLegs.setInfo("An upgrade to the Bionic Legs augmentation. It fuses the implant with an advanced graphene " + "material to make it much stronger and lighter.

" + "This augmentation increases the player's agility by an additional 150%."); GrapheneBionicLegs.addToFactions(["MegaCorp", "ECorp", "Fulcrum Secret Technologies"]); if (augmentationExists(AugmentationNames.GrapheneBionicLegs)) { GrapheneBionicLegs.owned = Augmentations[AugmentationNames.GrapheneBionicLegs].owned; delete Augmentations[AugmentationNames.GrapheneBionicLegs]; } AddToAugmentations(GrapheneBionicLegs); //Labor stat augmentations var SpeechProcessor = new Augmentation(AugmentationNames.SpeechProcessor); //Cochlear imlant? SpeechProcessor.setRequirements(3500, 25000000); SpeechProcessor.setInfo("A cochlear implant with an embedded computer that analyzes incoming speech. " + "The embedded computer processes characteristics of incoming speech, such as tone " + "and inflection, to pick up on subtle cues and aid in social interaction.

" + "This augmentation increases the player's charisma by 20%."); SpeechProcessor.addToFactions(["Tian Di Hui", "Chongqing", "Sector-12", "New Tokyo", "Aevum", "Ishima", "Volhaven", "Silhouette"]); if (augmentationExists(AugmentationNames.SpeechProcessor)) { SpeechProcessor.owned = Augmentations[AugmentationNames.SpeechProcessor].owned; delete Augmentations[AugmentationNames.SpeechProcessor]; } AddToAugmentations(SpeechProcessor); TITN41Injection = new Augmentation(AugmentationNames.TITN41Injection); TITN41Injection.setRequirements(10000, 30000000); TITN41Injection.setInfo("TITN is a series of viruses that targets and alters the sequences of human DNA in genes that " + "control personality. The TITN-41 strain alters these genes so that the subject becomes more " + "outgoing and socialable.

" + "This augmentation increases the player's charisma and charisma experience gain rate by 15%"); TITN41Injection.addToFactions(["Silhouette"]); if (augmentationExists(AugmentationNames.TITN41Injection)) { TITN41Injection.owned = Augmentations[AugmentationNames.TITN41Injection].owned; delete Augmentations[AugmentationNames.TITN41Injection]; } AddToAugmentations(TITN41Injection); var EnhancedSocialInteractionImplant = new Augmentation(AugmentationNames.EnhancedSocialInteractionImplant); EnhancedSocialInteractionImplant.setRequirements(200000, 300000000); EnhancedSocialInteractionImplant.setInfo("A cranial implant that greatly assists in the user's ability to analyze social situations " + "and interactions. The system uses a wide variety of factors such as facial expression, body " + "language, and the voice's tone/inflection to determine the best course of action during social" + "situations. The implant also uses deep learning software to continuously learn new behavior" + "patterns and how to best respond.

" + "This augmentation increases the player's charisma and charisma experience gain rate by 50%."); EnhancedSocialInteractionImplant.addToFactions(["Bachman & Associates", "NWO", "Clarke Incorporated", "OmniTek Incorporated", "Four Sigma"]); if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) { EnhancedSocialInteractionImplant.owned = Augmentations[AugmentationNames.EnhancedSocialInteractionImplant].owned; delete Augmentations[AugmentationNames.EnhancedSocialInteractionImplant]; } AddToAugmentations(EnhancedSocialInteractionImplant); //Hacking augmentations var BitWire = new Augmentation(AugmentationNames.BitWire); BitWire.setRequirements(1750, 2000000); BitWire.setInfo("A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing " + "capabilities.

This augmentation increases the player's hacking skill by 5%"); BitWire.addToFactions(["CyberSec", "BitRunners", "NiteSec"]); if (augmentationExists(AugmentationNames.BitWire)) { BitWire.owned = Augmentations[AugmentationNames.BitWire].owned; delete Augmentations[AugmentationNames.BitWire]; } AddToAugmentations(BitWire); var ArtificialBioNeuralNetwork = new Augmentation(AugmentationNames.ArtificialBioNeuralNetwork); ArtificialBioNeuralNetwork.setRequirements(120000, 600000000); ArtificialBioNeuralNetwork.setInfo("A network consisting of millions of nanoprocessors is embedded into the brain. " + "The network is meant to mimick the way a biological brain solves a problem, which each " + "nanoprocessor acting similar to the way a neuron would in a neural network. However, these " + "nanoprocessors are programmed to perform computations much faster than organic neurons, " + "allowing its user to solve much more complex problems at a much faster rate.

" + "This augmentation:
" + "Increases the player's hacking speed by 2%
" + "Increases the amount of money the player's gains from hacking by 10%
" + "Inreases the player's hacking skill by 10%"); ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]); if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) { ArtificialBioNeuralNetwork.owned = Augmentations[AugmentationNames.ArtificialBioNeuralNetwork].owned; delete Augmentations[AugmentationNames.ArtificialBioNeuralNetwork]; } AddToAugmentations(ArtificialBioNeuralNetwork); var ArtificialSynapticPotentiation = new Augmentation(AugmentationNames.ArtificialSynapticPotentiation); ArtificialSynapticPotentiation.setRequirements(2500, 15000000); ArtificialSynapticPotentiation.setInfo("The body is injected with a chemical that artificially induces synaptic potentiation, " + "otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.

" + "This augmentation increases the player's hacking speed and hacking chance by 2%."); ArtificialSynapticPotentiation.addToFactions(["The Black Hand", "NiteSec"]); if (augmentationExists(AugmentationNames.ArtificialSynapticPotentiation)) { ArtificialSynapticPotentiation.owned = Augmentations[AugmentationNames.ArtificialSynapticPotentiation].owned; delete Augmentations[AugmentationNames.ArtificialSynapticPotentiation]; } AddToAugmentations(ArtificialSynapticPotentiation); var EnhancedMyelinSheathing = new Augmentation(AugmentationNames.EnhancedMyelinSheathing); EnhancedMyelinSheathing.setRequirements(60000, 250000000); EnhancedMyelinSheathing.setInfo("Electrical signals are used to induce a new, artificial form of myelinogensis in the human body. " + "This process results in the proliferation of new, synthetic myelin sheaths in the nervous " + "system. These myelin sheaths can propogate neuro-signals much faster than their organic " + "counterparts, leading to greater processing speeds and better brain function.

" + "This augmentation:
" + "Increases the player's hacking speed by 1%
" + "Increases the player's hacking skill by 5%
" + "Increases the player's hacking experience gain rate by 5%"); EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]); if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) { EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned; delete Augmentations[AugmentationNames.EnhancedMyelinSheathing]; } AddToAugmentations(EnhancedMyelinSheathing); var SynapticEnhancement = new Augmentation(AugmentationNames.SynapticEnhancement); SynapticEnhancement.setRequirements(900, 1200000); SynapticEnhancement.setInfo("A small cranial implant that continuously uses weak electric signals to stimulate the brain and " + "induce stronger synaptic activity. This improves the user's cognitive abilities.

" + "This augmentation increases the player's hacking speed by 1%."); SynapticEnhancement.addToFactions(["CyberSec"]); if (augmentationExists(AugmentationNames.SynapticEnhancement)) { SynapticEnhancement.owned = Augmentations[AugmentationNames.SynapticEnhancement].owned; delete Augmentations[AugmentationNames.SynapticEnhancement]; } AddToAugmentations(SynapticEnhancement); var NeuralRetentionEnhancement = new Augmentation(AugmentationNames.NeuralRetentionEnhancement); NeuralRetentionEnhancement.setRequirements(15000, 80000000); NeuralRetentionEnhancement.setInfo("Chemical injections are used to permanently alter and strengthen the brain's neuronal " + "circuits, strengthening its ability to retain information.

" + "This augmentation increases the player's hacking experience gain rate by 40%."); NeuralRetentionEnhancement.addToFactions(["CyberSec", "NiteSec"]); if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) { NeuralRetentionEnhancement.owned = Augmentations[AugmentationNames.NeuralRetentionEnhancement].owned; delete Augmentations[AugmentationNames.NeuralRetentionEnhancement]; } AddToAugmentations(NeuralRetentionEnhancement); var DataJack = new Augmentation(AugmentationNames.DataJack); DataJack.setRequirements(45000, 75000000); DataJack.setInfo("A brain implant that provides an interface for direct, wireless communication between a computer's main " + "memory and the mind. This implant allows the user to not only access a computer's memory, but also alter " + "and delete it.

" + "This augmentation increases the amount of money the player gains from hacking by 20%"); DataJack.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo"]); if (augmentationExists(AugmentationNames.DataJack)) { DataJack.owned = Augmentations[AugmentationNames.DataJack].owned; delete Augmentations[AugmentationNames.DataJack]; } AddToAugmentations(DataJack); var ENM = new Augmentation(AugmentationNames.ENM); ENM.setRequirements(6000, 40000000); ENM.setInfo("A thin device embedded inside the arm containing a wireless module capable of connecting " + "to nearby networks. Once connected, the Netburner Module is capable of capturing and " + "processing all of the traffic on that network. By itself, the Embedded Netburner Module does " + "not do much, but a variety of very powerful upgrades can be installed that allow you to fully " + "control the traffic on a network.

" + "This augmentation increases the player's hacking skill by 2%"); ENM.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Blade Industries"]); if (augmentationExists(AugmentationNames.ENM)) { ENM.owned = Augmentations[AugmentationNames.ENM].owned; delete Augmentations[AugmentationNames.ENM]; } AddToAugmentations(ENM); var ENMCore = new Augmentation(AugmentationNames.ENMCore); ENMCore.setRequirements(100000, 400000000); ENMCore.setInfo("The Core library is an implant that upgrades the firmware of the Embedded Netburner Module. " + "This upgrade allows the Embedded Netburner Module to generate its own data on a network.

" + "This augmentation:
" + "Increases the player's hacking speed by 2%
" + "Increases the amount of money the player gains from hacking by 10%
" + "Increases the player's chance of successfully performing a hack by 2%
" + "Increases the player's hacking experience gain rate by 10%
" + "Increases the player's hacking skill by 1%"); ENMCore.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Blade Industries"]); if (augmentationExists(AugmentationNames.ENMCore)) { ENMCore.owned = Augmentations[AugmentationNames.ENMCore].owned; delete Augmentations[AugmentationNames.ENMCore]; } AddToAugmentations(ENMCore); var ENMCoreV2 = new Augmentation(AugmentationNames.ENMCoreV2); ENMCoreV2.setRequirements(400000, 800000000); ENMCoreV2.setInfo("The Core V2 library is an implant that upgrades the firmware of the Embedded Netburner Module. " + "This upgraded firmware allows the Embedded Netburner Module to control the information on " + "a network by re-routing traffic, spoofing IP addresses, or altering the data inside network " + "packets.

" + "This augmentation:
" + "Increases the player's hacking speed by 5%
" + "Increases the amount of money the player gains from hacking by 50%
" + "Increases the player's chance of successfully performing a hack by 5%
" + "Increases the player's hacking experience gain rate by 50%
" + "Increases the player's hacking skill by 5%"); ENMCoreV2.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Blade Industries", "OmniTek Incorporated", "KuaiGong International"]); if (augmentationExists(AugmentationNames.ENMCoreV2)) { ENMCoreV2.owned = Augmentations[AugmentationNames.ENMCoreV2].owned; delete Augmentations[AugmentationNames.ENMCoreV2]; } AddToAugmentations(ENMCoreV2); var ENMCoreV3 = new Augmentation(AugmentationNames.ENMCoreV3); ENMCoreV3.setRequirements(700000, 1200000000); ENMCoreV3.setInfo("The Core V3 library is an implant that upgrades the firmware of the Embedded Netburner Module. " + "This upgraded firmware allows the Embedded Netburner Module to seamlessly inject code into " + "any device on a network.

" + "This augmentation:
" + "Increases the player's hacking speed by 5%
" + "Increases the amount of money the player gains from hacking by 50%
" + "Increases the player's chance of successfully performing a hack by 10%
" + "Increases the player's hacking experience gain rate by 100%
" + "Increases the player's hacking skill by 10%"); ENMCoreV3.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Daedalus", "The Covenant", "Illuminati"]); if (augmentationExists(AugmentationNames.ENMCoreV3)) { ENMCoreV3.owned = Augmentations[AugmentationNames.ENMCoreV3].owned; delete Augmentations[AugmentationNames.ENMCoreV3]; } AddToAugmentations(ENMCoreV3); var ENMAnalyzeEngine = new Augmentation(AugmentationNames.ENMAnalyzeEngine); ENMAnalyzeEngine.setRequirements(250000, 1000000000); ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " + "that vastly outperforms the Netburner Module's native single-core processor.

" + "This augmentation increases the player's hacking speed by 10%."); ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Daedalus", "The Covenant", "Illuminati"]); if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) { ENMAnalyzeEngine.owned = Augmentations[AugmentationNames.ENMAnalyzeEngine].owned; delete Augmentations[AugmentationNames.ENMAnalyzeEngine]; } AddToAugmentations(ENMAnalyzeEngine); var ENMDMA = new Augmentation(AugmentationNames.ENMDMA); ENMDMA.setRequirements(400000, 1100000000); ENMDMA.setInfo("This implant installs a Direct Memory Access (DMA) controller into the " + "Embedded Netburner Module. This allows the Module to send and receive data " + "directly to and from the main memory of devices on a network.

" + "This augmentation:
" + "Increases the amount of money the player gains from hacking by 50%
" + "Increases the player's chance of successfully performing a hack by 20%"); ENMDMA.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Daedalus", "The Covenant", "Illuminati"]); if (augmentationExists(AugmentationNames.ENMDMA)) { ENMDMA.owned = Augmentations[AugmentationNames.ENMDMA].owned; delete Augmentations[AugmentationNames.ENMDMA]; } AddToAugmentations(ENMDMA); var Neuralstimulator = new Augmentation(AugmentationNames.Neuralstimulator); Neuralstimulator.setRequirements(20000, 500000000); Neuralstimulator.setInfo("A cranial implant that intelligently stimulates certain areas of the brain " + "in order to improve cognitive functions

" + "This augmentation:
" + "Increases the player's hacking speed by 1%
" + "Increases the player's chance of successfully performing a hack by 10%
" + "Increases the player's hacking experience gain rate by 20%"); Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum", "Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated", "Four Sigma"]); if (augmentationExists(AugmentationNames.Neuralstimulator)) { Neuralstimulator.owned = Augmentations[AugmentationNames.Neuralstimulator].owned; delete Augmentations[AugmentationNames.Neuralstimulator]; } AddToAugmentations(Neuralstimulator); //Work Augmentations var NuoptimalInjectorImplant = new Augmentation(AugmentationNames.NuoptimalInjectorImplant); NuoptimalInjectorImplant.setRequirements(2000, 2500000); NuoptimalInjectorImplant.setInfo("This torso implant automatically injects nootropic supplements into " + "the bloodstream to improve memory, increase focus, and provide other " + "cognitive enhancements.

" + "This augmentation increases the amount of reputation the player gains " + "when working for a company by 15%."); NuoptimalInjectorImplant.addToFactions(["Tian Di Hui", "Volhaven", "New Tokyo", "Chongqing", "Ishima", "Clarke Incorporated", "Four Sigma", "Bachman & Associates"]); if (augmentationExists(AugmentationNames.NuoptimalInjectorImplant)) { NuoptimalInjectorImplant.owned = Augmentations[AugmentationNames.NuoptimalInjectorImplant].owned; delete Augmentations[AugmentationNames.NuoptimalInjectorImplant]; } AddToAugmentations(NuoptimalInjectorImplant); var SpeechEnhancement = new Augmentation(AugmentationNames.SpeechEnhancement); SpeechEnhancement.setRequirements(1000, 1750000); SpeechEnhancement.setInfo("An advanced neural implant that improves your speaking abilities, making " + "you more convincing and likable in conversations and overall improving your " + "social interactions.

" + "This augmentation:
" + "Increases the player's charisma by 5%
" + "Increases the amount of reputation the player gains when working for a company by 5%"); SpeechEnhancement.addToFactions(["Tian Di Hui", "Speakers for the Dead", "Four Sigma", "KuaiGong International", "Clarke Incorporated", "Four Sigma", "Bachman & Associates"]); if (augmentationExists(AugmentationNames.SpeechEnhancement)) { SpeechEnhancement.owned = Augmentations[AugmentationNames.SpeechEnhancement].owned; delete Augmentations[AugmentationNames.SpeechEnhancement]; } AddToAugmentations(SpeechEnhancement); var FocusWire = new Augmentation(AugmentationNames.FocusWire); //Stops procrastination FocusWire.setRequirements(30000, 150000000); FocusWire.setInfo("A cranial implant that stops procrastination by blocking specific neural pathways " + "in the brain.

" + "This augmentation:
" + "Increases all experience gains by 10%
" + "Increases the amount of money the player gains from working by 5%
" + "Increases the amount of reputation the player gains when working for a company by 5%"); FocusWire.addToFactions(["Bachman & Associates", "Clarke Incorporated", "Four Sigma", "KuaiGong International"]); if (augmentationExists(AugmentationNames.FocusWire)) { FocusWire.owned = Augmentations[AugmentationNames.FocusWire].owned; delete Augmentations[AugmentationNames.FocusWire]; } AddToAugmentations(FocusWire) var PCDNI = new Augmentation(AugmentationNames.PCDNI); PCDNI.setRequirements(150000, 650000000); PCDNI.setInfo("Installs a Direct-Neural Interface jack into your arm that is compatible with most " + "computers. Connecting to a computer through this jack allows you to interface with " + "it using the brain's electrochemical signals.

" + "This augmentation:
" + "Increases the amount of reputation the player gains when working for a company by 10%
" + "Increases the player's hacking skill by 10%"); PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]); if (augmentationExists(AugmentationNames.PCDNI)) { PCDNI.owned = Augmentations[AugmentationNames.PCDNI].owned; delete Augmentations[AugmentationNames.PCDNI]; } AddToAugmentations(PCDNI); var PCDNIOptimizer = new Augmentation(AugmentationNames.PCDNIOptimizer); PCDNIOptimizer.setRequirements(200000, 875000000); PCDNIOptimizer.setInfo("This is a submodule upgrade to the PC Direct-Neural Interface augmentation. It " + "improves the performance of the interface and gives the user more control options " + "to the connected computer.

" + "This augmentation:
" + "Increases the amount of reputation the player gains when working for a company by 20%
" + "Increases the player's hacking skill by 20%"); PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]); if (augmentationExists(AugmentationNames.PCDNIOptimizer)) { PCDNIOptimizer.owned = Augmentations[AugmentationNames.PCDNIOptimizer].owned; delete Augmentations[AugmentationNames.PCDNIOptimizer]; } AddToAugmentations(PCDNIOptimizer); var PCDNINeuralNetwork = new Augmentation(AugmentationNames.PCDNINeuralNetwork); PCDNINeuralNetwork.setRequirements(600000, 1100000000); PCDNINeuralNetwork.setInfo("This is an additional installation that upgrades the functionality of the " + "PC Direct-Neural Interface augmentation. When connected to a computer, " + "The NeuroNet Injector upgrade allows the user to use his/her own brain's " + "processing power to aid the computer in computational tasks.

" + "This augmentation:
" + "Increases the amount of reputation the player gains when working for a company by 10%
" + "Increases the player's hacking skill by 10%
" + "Increases the player's hacking speed by 2%"); PCDNINeuralNetwork.addToFactions(["Fulcrum Secret Technologies"]); if (augmentationExists(AugmentationNames.PCDNINeuralNetwork)) { PCDNINeuralNetwork.owned = Augmentations[AugmentationNames.PCDNINeuralNetwork].owned; delete Augmentations[AugmentationNames.PCDNINeuralNetwork]; } AddToAugmentations(PCDNINeuralNetwork); var ADRPheromone1 = new Augmentation(AugmentationNames.ADRPheromone1); ADRPheromone1.setRequirements(1500, 2000000); ADRPheromone1.setInfo("The body is genetically re-engineered so that it produces the ADR-V1 pheromone, " + "an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, " + "triggers feelings of admiration and approval in other people.

" + "This augmentation:
" + "Increases the amount of reputation the player gains when working for a company by 10%
" + "Increases the amount of reputation the player gains for a faction by 10%"); ADRPheromone1.addToFactions(["Tian Di Hui", "The Syndicate", "NWO", "MegaCorp", "Four Sigma"]); if (augmentationExists(AugmentationNames.ADRPheromone1)) { ADRPheromone1.owned = Augmentations[AugmentationNames.ADRPheromone1].owned; delete Augmentations[AugmentationNames.ADRPheromone1]; } AddToAugmentations(ADRPheromone1); //HacknetNode Augmentations var HacknetNodeCPUUpload = new Augmentation(AugmentationNames.HacknetNodeCPUUpload); HacknetNodeCPUUpload.setRequirements(1500, 2000000); HacknetNodeCPUUpload.setInfo("Uploads the architecture and design details of a Hacknet Node's CPU into " + "the brain. This allows the user to engineer custom hardware and software " + "for the Hacknet Node that provides better performance.

" + "This augmentation:
" + "Increases the amount of money produced by Hacknet Nodes by 15%
" + "Decreases the cost of purchasing a Hacknet Node Core by 10%"); HacknetNodeCPUUpload.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) { HacknetNodeCPUUpload.owned = Augmentations[AugmentationNames.HacknetNodeCPUUpload].owned; delete Augmentations[AugmentationNames.HacknetNodeCPUUpload]; } AddToAugmentations(HacknetNodeCPUUpload); var HacknetNodeCacheUpload = new Augmentation(AugmentationNames.HacknetNodeCacheUpload); HacknetNodeCacheUpload.setRequirements(1000, 1000000); HacknetNodeCacheUpload.setInfo("Uploads the architecture and design details of a Hacknet Node's main-memory cache " + "into the brain. This allows the user to engineer custom cache hardware for the " + "Hacknet Node that offers better performance.

" + "This augmentation:
" + "Increases the amount of money produced by Hacknet Nodes by 10%
" + "Decreases the cost of leveling up a Hacknet Node by 10%"); HacknetNodeCacheUpload.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) { HacknetNodeCacheUpload.owned = Augmentations[AugmentationNames.HacknetNodeCacheUpload].owned; delete Augmentations[AugmentationNames.HacknetNodeCacheUpload]; } AddToAugmentations(HacknetNodeCacheUpload); var HacknetNodeNICUpload = new Augmentation(AugmentationNames.HacknetNodeNICUpload); HacknetNodeNICUpload.setRequirements(750, 750000); HacknetNodeNICUpload.setInfo("Uploads the architecture and design details of a Hacknet Node's Network Interface Card (NIC) " + "into the brain. This allows the user to engineer a custom NIC for the Hacknet Node that " + "offers better performance.

" + "This augmentation:
" + "Increases the amount of money produced by Hacknet Nodes by 5%
" + "Decreases the cost of purchasing a Hacknet Node by 5%"); HacknetNodeNICUpload.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeNICUpload)) { HacknetNodeNICUpload.owned = Augmentations[AugmentationNames.HacknetNodeNICUpload].owned; delete Augmentations[AugmentationNames.HacknetNodeNICUpload]; } AddToAugmentations(HacknetNodeNICUpload); var HacknetNodeKernelDNI = new Augmentation(AugmentationNames.HacknetNodeKernelDNI); HacknetNodeKernelDNI.setRequirements(4000, 90000000); HacknetNodeKernelDNI.setInfo("Installs a Direct-Neural Interface jack into the arm that is capable of connecting to a " + "Hacknet Node. This lets the user access and manipulate the Node's kernel using the mind's " + "electrochemical signals.

" + "This augmentation increases the amount of money produced by Hacknet Nodes by 50%."); HacknetNodeKernelDNI.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeKernelDNI)) { HacknetNodeKernelDNI.owned = Augmentations[AugmentationNames.HacknetNodeKernelDNI].owned; delete Augmentations[AugmentationNames.HacknetNodeKernelDNI]; } AddToAugmentations(HacknetNodeKernelDNI); var HacknetNodeCoreDNI = new Augmentation(AugmentationNames.HacknetNodeCoreDNI); HacknetNodeCoreDNI.setRequirements(6000, 20000000); HacknetNodeCoreDNI.setInfo("Installs a Direct-Neural Interface jack into the arm that is capable of connecting " + "to a Hacknet Node. This lets the user access and manipulate the Node's processing logic using " + "the mind's electrochemical signals.

" + "This augmentation increases the amount of money produced by Hacknet Nodes by 75%."); HacknetNodeCoreDNI.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeCoreDNI)) { HacknetNodeCoreDNI.owned = Augmentations[AugmentationNames.HacknetNodeCoreDNI].owned; delete Augmentations[AugmentationNames.HacknetNodeCoreDNI]; } AddToAugmentations(HacknetNodeCoreDNI); //Misc/Hybrid augmentations var NeuroFluxGovernor = new Augmentation(AugmentationNames.NeuroFluxGovernor); if (augmentationExists(AugmentationNames.NeuroFluxGovernor)) { var oldAug = Augmentations[AugmentationNames.NeuroFluxGovernor]; NeuroFluxGovernor.owned = oldAug.owned; NeuroFluxGovernor.level = oldAug.level; mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, NeuroFluxGovernor.level); NeuroFluxGovernor.setRequirements(250 * mult, 500000 * mult); delete Augmentations[AugmentationNames.NeuroFluxGovernor]; } else { NeuroFluxGovernor.setRequirements(250, 500000); } NeuroFluxGovernor.setInfo("A device that is embedded in the back of the neck. The NeuroFlux Governor " + "monitors and regulates nervous impulses coming to and from the spinal column, " + "essentially 'governing' the body. By doing so, it improves the functionality of the " + "body's nervous system.

" + "This is a special augmentation because it can be leveled up infinitely. Each level of this augmentation " + "increases all of the player's stats and experience gains by 0.5%.") NeuroFluxGovernor.addToAllFactions(); AddToAugmentations(NeuroFluxGovernor); var Neurotrainer1 = new Augmentation(AugmentationNames.Neurotrainer1); Neurotrainer1.setRequirements(400, 600000); Neurotrainer1.setInfo("A decentralized cranial implant that improves the brain's ability to learn. It is " + "installed by releasing millions of nanobots into the human brain, each of which " + "attaches to a different neural pathway to enhance the brain's ability to retain " + "and retrieve information.

" + "This augmentation increases the player's experience gain rate for all stats by 5%"); Neurotrainer1.addToFactions(["CyberSec"]); if (augmentationExists(AugmentationNames.Neurotrainer1)) { Neurotrainer1.owned = Augmentations[AugmentationNames.Neurotrainer1].owned; delete Augmentations[AugmentationNames.Neurotrainer1]; } AddToAugmentations(Neurotrainer1); var Neurotrainer2 = new Augmentation(AugmentationNames.Neurotrainer2); Neurotrainer2.setRequirements(4000, 5000000); Neurotrainer2.setInfo("A decentralized cranial implant that improves the brain's ability to learn. This " + "is a more powerful version of the Neurotrainer I augmentation, but it does not " + "require Neurotrainer I to be installed as a prerequisite.

" + "This augmentation increases the player's experience gain rate for all stats by 10%"); Neurotrainer2.addToFactions(["BitRunners", "NiteSec"]); if (augmentationExists(AugmentationNames.Neurotrainer2)) { Neurotrainer2.owned = Augmentations[AugmentationNames.Neurotrainer2].owned; delete Augmentations[AugmentationNames.Neurotrainer2]; } AddToAugmentations(Neurotrainer2); var Neurotrainer3 = new Augmentation(AugmentationNames.Neurotrainer3); Neurotrainer3.setRequirements(10000, 21000000); Neurotrainer3.setInfo("A decentralized cranial implant that improves the brain's ability to learn. This " + "is a more powerful version of the Neurotrainer I and Neurotrainer II augmentation, " + "but it does not require either of them to be installed as a prerequisite.

" + "This augmentation increases the player's experience gain rate for all stats by 20%"); Neurotrainer3.addToFactions(["NWO", "Four Sigma"]); if (augmentationExists(AugmentationNames.Neurotrainer3)) { Neurotrainer3.owned = Augmentations[AugmentationNames.Neurotrainer3].owned; delete Augmentations[AugmentationNames.Neurotrainer3]; } AddToAugmentations(Neurotrainer3); var Hypersight = new Augmentation(AugmentationNames.Hypersight); Hypersight.setInfo("A bionic eye implant that grants sight capabilities far beyond those of a natural human. " + "Embedded circuitry within the implant provides the ability to detect heat and movement " + "through solid objects such as wells, thus providing 'x-ray vision'-like capabilities.

" + "This augmentation:
" + "Increases the player's dexterity by 50%
" + "Increases the player's hacking speed by 1%
" + "Increases the amount of money the player gains from hacking by 10%"); Hypersight.setRequirements(60000, 450000000); Hypersight.addToFactions(["Blade Industries", "KuaiGong International"]); if (augmentationExists(AugmentationNames.Hypersight)) { Hypersight.owned = Augmentations[AugmentationNames.Hypersight].owned; delete Augmentations[AugmentationNames.Hypersight]; } AddToAugmentations(Hypersight); var LuminCloaking1 = new Augmentation(AugmentationNames.LuminCloaking1); LuminCloaking1.setInfo("A skin implant that reinforces the skin with highly-advanced synthetic cells. These " + "cells, when powered, have a negative refractive index. As a result, they bend light " + "around the skin, making the user much harder to see from the naked eye.

" + "This augmentation:
" + "Increases the player's agility by 5%
" + "Increases the amount of money the player gains from crimes by 5%"); LuminCloaking1.setRequirements(600, 750000); LuminCloaking1.addToFactions(["Slum Snakes", "Tetrads"]); if (augmentationExists(AugmentationNames.LuminCloaking1)) { LuminCloaking1.owned = Augmentations[AugmentationNames.LuminCloaking1].owned; delete Augmentations[AugmentationNames.LuminCloaking1]; } AddToAugmentations(LuminCloaking1); var LuminCloaking2 = new Augmentation(AugmentationNames.LuminCloaking2); LuminCloaking2.setInfo("This is a more advanced version of the LuminCloaking-V2 augmentation. This skin implant " + "reinforces the skin with highly-advanced synthetic cells. These " + "cells, when powered, are capable of not only bending light but also of bending heat, " + "making the user more resilient as well as stealthy.

" + "This augmentation:
" + "Increases the player's agility by 5%
" + "Increases the player's defense by 5%
" + "Increases the amount of money the player gains from crimes by 15%"); LuminCloaking2.setRequirements(2000, 4000000); LuminCloaking2.addToFactions(["Slum Snakes", "Tetrads"]); if (augmentationExists(AugmentationNames.LuminCloaking2)) { LuminCloaking2.owned = Augmentations[AugmentationNames.LuminCloaking2].owned; delete Augmentations[AugmentationNames.LuminCloaking2]; } AddToAugmentations(LuminCloaking2); var SmartSonar = new Augmentation(AugmentationNames.SmartSonar); SmartSonar.setInfo("A cochlear implant that helps the player detect and locate enemies " + "using sound propagation.

" + "This augmentation:
" + "Increases the player's dexterity by 10%
" + "Increases the player's dexterity experience gain rate by 10%
" + "Increases the amount of money the player gains from crimes by 20%"); SmartSonar.setRequirements(10000, 12000000); SmartSonar.addToFactions(["Slum Snakes"]); if (augmentationExists(AugmentationNames.SmartSonar)) { SmartSonar.owned = Augmentations[AugmentationNames.SmartSonar].owned; delete Augmentations[AugmentationNames.SmartSonar]; } AddToAugmentations(SmartSonar); var PowerRecirculator = new Augmentation(AugmentationNames.PowerRecirculator); PowerRecirculator.setInfo("The body's nerves are attached with polypyrrole nanocircuits that " + "are capable of of capture wasted energy (in the form of heat) " + "and converting it back into usable power.

" + "This augmentation:
" + "Increases all of the player's stats by 5%
" + "Increases the player's experience gain rate for all stats by 10%"); PowerRecirculator.setRequirements(20000, 50000000); PowerRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate", "NWO"]); if (augmentationExists(AugmentationNames.PowerRecirculator)) { PowerRecirculator.owned = Augmentations[AugmentationNames.PowerRecirculator].owned; delete Augmentations[AugmentationNames.PowerRecirculator]; } AddToAugmentations(PowerRecirculator); } applyAugmentation = function(aug, faction) { if (aug.name != AugmentationNames.NeuroFluxGovernor && aug.owned) { throw new Error("This Augmentation is already owned/applied...somethings wrong"); return; } switch(aug.name) { //Combat stat augmentations case AugmentationNames.Targeting1: Player.dexterity_mult *= 1.1; break; case AugmentationNames.Targeting2: Player.dexterity_mult *= 1.2; break; case AugmentationNames.Targeting3: Player.dexterity_mult *= 1.5; break; case AugmentationNames.SyntheticHeart: //High level Player.agility_mult *= 2.0; Player.strength_mult *= 2.0; break; case AugmentationNames.SynfibrilMuscle: //Medium-high level Player.strength_mult *= 1.5; Player.defense_mult *= 1.5; break; case AugmentationNames.CombatRib1: //Str and Defense 5% Player.strength_mult *= 1.1; Player.defense_mult *= 1.1; break; case AugmentationNames.CombatRib2: Player.strength_mult *= 1.2; Player.defense_mult *= 1.2; break; case AugmentationNames.CombatRib3: Player.strength_mult *= 1.3; Player.defense_mult *= 1.3; break; case AugmentationNames.NanofiberWeave: //Med level Player.strength_mult *= 1.3; Player.defense_mult *= 1.3; break; case AugmentationNames.SubdermalArmor: //High level Player.defense_mult *= 2.5; break; case AugmentationNames.WiredReflexes: //Low level Player.agility_mult *= 1.05; Player.dexterity_mult *= 1.05; break; case AugmentationNames.GrapheneBoneLacings: //High level Player.strength_mult *= 2; Player.defense_mult *= 2; break; case AugmentationNames.BionicSpine: //Med level Player.strength_mult *= 1.2; Player.defense_mult *= 1.2; Player.agility_mult *= 1.2; Player.dexterity_mult *= 1.2; break; case AugmentationNames.GrapheneBionicSpine: //High level Player.strength_mult *= 2; Player.defense_mult *= 2; Player.agility_mult *= 2; Player.dexterity_mult *= 2; break; case AugmentationNames.BionicLegs: //Med level Player.agility_mult *= 1.5; break; case AugmentationNames.GrapheneBionicLegs: //High level player.agility_mult *= 3.0; break; //Labor stats augmentations case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level Player.charisma_mult *= 1.5; Player.charisma_exp_mult *= 1.5; break; case AugmentationNames.TITN41Injection: Player.charisma_mult *= 1.15; Player.charisma_exp_mult *= 1.15; break; case AugmentationNames.SpeechProcessor: //Med level Player.charisma_mult *= 1.2; break; //Hacking augmentations case AugmentationNames.BitWire: Player.hacking_mult *= 1.05; break; case AugmentationNames.ArtificialBioNeuralNetwork: //Med level Player.hacking_speed_mult *= .98; Player.hacking_money_mult *= 1.1; Player.hacking_mult *= 1.1; break; case AugmentationNames.ArtificialSynapticPotentiation: //Med level Player.hacking_speed_mult *= .98; Player.hacking_chance_mult *= 1.02; break; case AugmentationNames.EnhancedMyelinSheathing: //Med level Player.hacking_speed_mult *= .99; Player.hacking_exp_mult *= 1.05; Player.hacking_mult *= 1.05; break; case AugmentationNames.SynapticEnhancement: //Low Level Player.hacking_speed_mult *= .99; break; case AugmentationNames.NeuralRetentionEnhancement: //Med level Player.hacking_exp_mult *= 1.4; break; case AugmentationNames.DataJack: //Med low level Player.hacking_money_mult *= 1.2; break; case AugmentationNames.ENM: //Medium level Player.hacking_mult *= 1.01; break; case AugmentationNames.ENMCore: //Medium level Player.hacking_speed_mult *= .98; Player.hacking_money_mult *= 1.1; Player.hacking_chance_mult *= 1.02; Player.hacking_exp_mult *= 1.1; Player.hacking_mult *= 1.01; break; case AugmentationNames.ENMCoreV2: //Medium high level Player.hacking_speed_mult *= .95; Player.hacking_money_mult *= 1.5; Player.hacking_chance_mult *= 1.05; Player.hacking_exp_mult *= 1.5; Player.hacking_mult *= 1.05; break; case AugmentationNames.ENMCoreV3: //High level Player.hacking_speed_mult *= .95; Player.hacking_money_mult *= 1.5; Player.hacking_chance_mult *= 1.1; Player.hacking_exp_mult *= 2.0; Player.hacking_mult *= 1.1; break; case AugmentationNames.ENMAnalyzeEngine: //High level Player.hacking_speed_mult *= 0.9; break; case AugmentationNames.ENMDMA: //High level Player.hacking_money_mult *= 1.5; Player.hacking_chance_mult *= 1.2; break; case AugmentationNames.Neuralstimulator: //Medium Level Player.hacking_speed_mult *= .99; Player.hacking_chance_mult *= 1.1; Player.hacking_exp_mult *= 1.2; break; //Work augmentations case AugmentationNames.NuoptimalInjectorImplant: //Low medium level Player.company_rep_mult *= 1.15; break; case AugmentationNames.SpeechEnhancement: //Low level Player.company_rep_mult *= 1.05; Player.charisma_mult *= 1.05; break; case AugmentationNames.FocusWire: //Med level Player.hacking_exp_mult *= 1.1; Player.strength_exp_mult *= 1.1; Player.defense_exp_mult *= 1.1; Player.dexterity_exp_mult *= 1.1; Player.agility_exp_mult *= 1.1; Player.charisma_exp_mult *= 1.1; Player.company_rep_mult *= 1.05; Player.work_money_mult *= 1.05; break; case AugmentationNames.PCDNI: //Med level Player.company_rep_mult *= 1.1; Player.hacking_mult *= 1.1; break; case AugmentationNames.PCDNIOptimizer: //High level //Allows u to better optimize code/pc when connecting with PC DNI..helps with software/IT jobs Player.company_rep_mult *= 1.2; Player.hacking_mult *= 1.2; break; case AugmentationNames.PCDNINeuralNetwork: //High level Player.company_rep_mult *= 1.1; Player.hacking_mult *= 1.1; Player.hacking_speed_mult *= .98; break; case AugmentationNames.ADRPheromone1: Player.company_rep_mult *= 1.1; Player.faction_rep_mult *= 1.1; break; //Hacknet Node Augmentations case AugmentationNames.HacknetNodeCPUUpload: Player.hacknet_node_money_mult *= 1.15; Player.hacknet_node_purchase_cost_mult *= 0.90; break; case AugmentationNames.HacknetNodeCacheUpload: Player.hacknet_node_money_mult *= 1.10; Player.hacknet_node_level_cost_mult *= 0.90; break; case AugmentationNames.HacknetNodeNICUpload: Player.hacknet_node_money_mult *= 1.05; Player.hacknet_node_purchase_cost_mult *= 0.95; break; case AugmentationNames.HacknetNodeKernelDNI: Player.hacknet_node_money_mult *= 1.50; break; case AugmentationNames.HacknetNodeCoreDNI: Player.hacknet_node_money_mult *= 1.75; break; //Misc augmentations case AugmentationNames.NeuroFluxGovernor: Player.hacking_mult *= 1.005; Player.strength_mult *= 1.005; Player.defense_mult *= 1.005; Player.dexterity_mult *= 1.005; Player.agility_mult *= 1.005; Player.charisma_mult *= 1.005; Player.hacking_exp_mult *= 1.005; Player.strength_exp_mult *= 1.005; Player.defense_exp_mult *= 1.005; Player.dexterity_exp_mult *= 1.005; Player.agility_exp_mult *= 1.005; Player.charisma_exp_mult *= 1.005; ++aug.level; break; case AugmentationNames.Neurotrainer1: //Low Level Player.hacking_exp_mult *= 1.05; Player.strength_exp_mult *= 1.05; Player.defense_exp_mult *= 1.05; Player.dexterity_exp_mult *= 1.05; Player.agility_exp_mult *= 1.05; Player.charisma_exp_mult *= 1.05; break; case AugmentationNames.Neurotrainer2: //Medium level Player.hacking_exp_mult *= 1.1; Player.strength_exp_mult *= 1.1; Player.defense_exp_mult *= 1.1; Player.dexterity_exp_mult *= 1.1; Player.agility_exp_mult *= 1.1; Player.charisma_exp_mult *= 1.1; break; case AugmentationNames.Neurotrainer3: //High Level Player.hacking_exp_mult *= 1.2; Player.strength_exp_mult *= 1.2; Player.defense_exp_mult *= 1.2; Player.dexterity_exp_mult *= 1.2; Player.agility_exp_mult *= 1.2; Player.charisma_exp_mult *= 1.2; break; case AugmentationNames.Hypersight: //Medium high level Player.dexterity_mult *= 1.5; Player.hacking_speed_mult *= .99; Player.hacking_money_mult *= 1.1; break; case AugmentationNames.LuminCloaking1: Player.agility_mult *= 1.05; Player.crime_money_mult *= 1.05; break; case AugmentationNames.LuminCloaking2: Player.agility_mult *= 1.05; Player.defense_mult *= 1.05; Player.crime_money_mult *= 1.15; break; case AugmentationNames.HemoRecirculator: Player.strength_mult *= 1.1; Player.defense_mult *= 1.1; Player.agility_mult *= 1.1; Player.dexterity_mult *= 1.1; break; case AugmentationNames.SmartSonar: Player.dexterity_mult *= 1.1; Player.dexterity_exp_mult *= 1.1; Player.crime_money_mult *= 1.2; break; case AugmentationNames.PowerRecirculator: Player.hacking_mult *= 1.05; Player.strength_mult *= 1.05; Player.defense_mult *= 1.05; Player.dexterity_mult *= 1.05; Player.agility_mult *= 1.05; Player.charisma_mult *= 1.05; Player.hacking_exp_mult *= 1.1; Player.strength_exp_mult *= 1.1; Player.defense_exp_mult *= 1.1; Player.dexterity_exp_mult *= 1.1; Player.agility_exp_mult *= 1.1; Player.charisma_exp_mult *= 1.1; break; default: throw new Error("ERROR: No such augmentation!"); return; } aug.owned = true; aug.factionInstalledBy = faction.name; Player.augmentations.push(aug.name); ++Player.numAugmentations; } function augmentationExists(name) { return Augmentations.hasOwnProperty(name); }