//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);
}