import {BitNodeMultipliers} from "./BitNodeMultipliers"; import {CONSTANTS} from "./Constants"; import {Engine} from "./engine"; import {Factions, factionExists} from "./Faction"; import {hasBladeburnerSF} from "./NetscriptFunctions"; import {addWorkerScript} from "./NetscriptWorker"; import {Player} from "./Player"; import {prestigeAugmentation} from "./Prestige"; import {saveObject} from "./SaveObject"; import {Script, RunningScript} from "./Script"; import {Server} from "./Server"; import {OwnedAugmentationsOrderSetting} from "./SettingEnums"; import {Settings} from "./Settings"; import {SourceFiles} from "./SourceFile"; import {dialogBoxCreate} from "../utils/DialogBox"; import {createAccordionElement} from "../utils/uiHelpers/createAccordionElement"; import {Reviver, Generic_toJSON, Generic_fromJSON} from "../utils/JSONReviver"; import {clearObject} from "../utils/helpers/clearObject"; import {createElement} from "../utils/uiHelpers/createElement"; import {isString} from "../utils/helpers/isString"; import {removeChildrenFromElement} from "../utils/uiHelpers/removeChildrenFromElement"; //Augmentations function Augmentation(params) { if (params.name == null || params.info == null || params.moneyCost == null || params.repCost == null) { dialogBoxCreate("ERROR Creating Augmentations. This is a bug please contact game dev"); return; } this.name = params.name; this.info = params.info; this.owned = false; this.prereqs = params.prereqs ? params.prereqs : []; //Price and reputation base requirements (can change based on faction multipliers) this.baseRepRequirement = params.repCost * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost; this.baseCost = params.moneyCost * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost; //Level - Only applicable for some augmentations // NeuroFlux Governor this.level = 0; } //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) { throw new Error("In Augmentation.addToFactions(), 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; let Augmentations = {} function AddToAugmentations(aug) { var name = aug.name; Augmentations[name] = aug; } let 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", NeuralAccelerator: "Neural Accelerator", CranialSignalProcessorsG1: "Cranial Signal Processors - Gen I", CranialSignalProcessorsG2: "Cranial Signal Processors - Gen II", CranialSignalProcessorsG3: "Cranial Signal Processors - Gen III", CranialSignalProcessorsG4: "Cranial Signal Processors - Gen IV", CranialSignalProcessorsG5: "Cranial Signal Processors - Gen V", NeuronalDensification: "Neuronal Densification", 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", ADRPheromone2: "ADR-V2 Pheromone Gene", HacknetNodeCPUUpload: "Hacknet Node CPU Architecture Neural-Upload", HacknetNodeCacheUpload: "Hacknet Node Cache Architecture Neural-Upload", HacknetNodeNICUpload: "Hacknet Node 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", QLink: "QLink", TheRedPill: "The Red Pill", SPTN97: "SPTN-97 Gene Modification", HiveMind: "ECorp HVMind Implant", CordiARCReactor: "CordiARC Fusion Reactor", SmartJaw: "SmartJaw", Neotra: "Neotra", Xanipher: "Xanipher", nextSENS: "nextSENS Gene Modification", OmniTekInfoLoad: "OmniTek InfoLoad", PhotosyntheticCells: "Photosynthetic Cells", Neurolink: "BitRunners Neurolink", TheBlackHand: "The Black Hand", CRTX42AA: "CRTX42-AA Gene Modification", Neuregen: "Neuregen Gene Modification", CashRoot: "CashRoot Starter Kit", NutriGen: "NutriGen Implant", INFRARet: "INFRARET Enhancement", DermaForce: "DermaForce Particle Barrier", GrapheneBrachiBlades: "Graphene BranchiBlades Upgrade", GrapheneBionicArms: "Graphene Bionic Arms Upgrade", BrachiBlades: "BrachiBlades", BionicArms: "Bionic Arms", SNA: "Social Negotiation Assistant (S.N.A)", EsperEyewear: "EsperTech Bladeburner Eyewear", EMS4Recombination: "EMS-4 Recombination", OrionShoulder: "ORION-MKIV Shoulder", HyperionV1: "Hyperion Plasma Cannon V1", HyperionV2: "Hyperion Plasma Cannon V2", GolemSerum: "GOLEM Serum", VangelisVirus: "Vangelis Virus", VangelisVirus3: "Vangelis Virus 3.0", INTERLINKED: "I.N.T.E.R.L.I.N.K.E.D", BladeRunner: "Blade's Runners", BladeArmor: "BLADE-51b Tesla Armor", BladeArmorPowerCells: "BLADE-51b Tesla Armor: Power Cells Upgrade", BladeArmorEnergyShielding: "BLADE-51b Tesla Armor: Energy Shielding Upgrade", BladeArmorUnibeam: "BLADE-51b Tesla Armor: Unibeam Upgrade", BladeArmorOmnibeam: "BLADE-51b Tesla Armor: Omnibeam Upgrade", BladeArmorIPU: "BLADE-51b Tesla Armor: IPU Upgrade", BladesSimulacrum: "The Blade's Simulacrum", //Wasteland Augs //PepBoy: "P.E.P-Boy", Plasma Energy Projection System //PepBoyForceField Generates plasma force fields //PepBoyBlasts Generate high density plasma concussive blasts //PepBoyDataStorage STore more data on pep boy, } function initAugmentations() { for (var name in Factions) { if (Factions.hasOwnProperty(name)) { Factions[name].augmentations = []; } } //Reset Augmentations clearObject(Augmentations); //Combat stat augmentations var HemoRecirculator = new Augmentation({ name:AugmentationNames.HemoRecirculator, moneyCost: 9e6, repCost:4e3, info:"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 8%." }); HemoRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate"]); if (augmentationExists(AugmentationNames.HemoRecirculator)) { delete Augmentations[AugmentationNames.HemoRecirculator]; } AddToAugmentations(HemoRecirculator); var Targeting1 = new Augmentation({ name:AugmentationNames.Targeting1, moneyCost:3e6, repCost:2e3, info:"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)) { delete Augmentations[AugmentationNames.Targeting1]; } AddToAugmentations(Targeting1); var Targeting2 = new Augmentation({ name:AugmentationNames.Targeting2, moneyCost:8.5e6, repCost:3.5e3, info:"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 augmentation increases the player's dexterity by 20%.", prereqs:[AugmentationNames.Targeting1] }); Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); if (augmentationExists(AugmentationNames.Targeting2)) { delete Augmentations[AugmentationNames.Targeting2]; } AddToAugmentations(Targeting2); var Targeting3 = new Augmentation({ name:AugmentationNames.Targeting3, moneyCost:23e6, repCost:11e3, info:"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 augmentation increases the player's dexterity by 30%.", prereqs:[AugmentationNames.Targeting2] }); Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated", "KuaiGong International", "Blade Industries", "The Covenant"]); if (augmentationExists(AugmentationNames.Targeting3)) { delete Augmentations[AugmentationNames.Targeting3]; } AddToAugmentations(Targeting3); var SyntheticHeart = new Augmentation({ name:AugmentationNames.SyntheticHeart, moneyCost:575e6, repCost:300e3, info:"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 50%." }); SyntheticHeart.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead", "NWO", "The Covenant", "Daedalus", "Illuminati"]); if (augmentationExists(AugmentationNames.SyntheticHeart)) { delete Augmentations[AugmentationNames.SyntheticHeart]; } AddToAugmentations(SyntheticHeart); var SynfibrilMuscle = new Augmentation({ name:AugmentationNames.SynfibrilMuscle, repCost:175e3, moneyCost:225e6, info:"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 30%." }); SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead", "NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]); if (augmentationExists(AugmentationNames.SynfibrilMuscle)) { delete Augmentations[AugmentationNames.SynfibrilMuscle]; } AddToAugmentations(SynfibrilMuscle) var CombatRib1 = new Augmentation({ name:AugmentationNames.CombatRib1, repCost:3e3, moneyCost:4750000, info:"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)) { delete Augmentations[AugmentationNames.CombatRib1]; } AddToAugmentations(CombatRib1); var CombatRib2 = new Augmentation({ name:AugmentationNames.CombatRib2, repCost:7.5e3, moneyCost:13e6, info:"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 augmentation increases the player's strength and defense by 14%.", prereqs:[AugmentationNames.CombatRib1] }); CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); if (augmentationExists(AugmentationNames.CombatRib2)) { delete Augmentations[AugmentationNames.CombatRib2]; } AddToAugmentations(CombatRib2); var CombatRib3 = new Augmentation({ name:AugmentationNames.CombatRib3, repCost:14e3, moneyCost:24e6, info:"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 augmentation increases the player's strength and defense by 18%.", prereqs:[AugmentationNames.CombatRib2] }); CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated", "KuaiGong International", "Blade Industries", "The Covenant"]); if (augmentationExists(AugmentationNames.CombatRib3)) { delete Augmentations[AugmentationNames.CombatRib3]; } AddToAugmentations(CombatRib3); var NanofiberWeave = new Augmentation({ name:AugmentationNames.NanofiberWeave, repCost:15e3, moneyCost:25e6, info:"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 20%." }); 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)) { delete Augmentations[AugmentationNames.NanofiberWeave]; } AddToAugmentations(NanofiberWeave); var SubdermalArmor = new Augmentation({ name:AugmentationNames.SubdermalArmor, repCost:350e3, moneyCost:650e6, info:"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 120%." }); SubdermalArmor.addToFactions(["The Syndicate", "Fulcrum Secret Technologies", "Illuminati", "Daedalus", "The Covenant"]); if (augmentationExists(AugmentationNames.SubdermalArmor)) { delete Augmentations[AugmentationNames.SubdermalArmor]; } AddToAugmentations(SubdermalArmor); var WiredReflexes = new Augmentation({ name:AugmentationNames.WiredReflexes, repCost:500, moneyCost:500e3, info:"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)) { delete Augmentations[AugmentationNames.WiredReflexes]; } AddToAugmentations(WiredReflexes); var GrapheneBoneLacings = new Augmentation({ name:AugmentationNames.GrapheneBoneLacings, repCost:450e3, moneyCost:850e6, info:"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 70%." }); GrapheneBoneLacings.addToFactions(["Fulcrum Secret Technologies", "The Covenant"]); if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) { delete Augmentations[AugmentationNames.GrapheneBoneLacings]; } AddToAugmentations(GrapheneBoneLacings); var BionicSpine = new Augmentation({ name:AugmentationNames.BionicSpine, repCost:18e3, moneyCost:25e6, info:"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 15%." }); BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International", "OmniTek Incorporated", "Blade Industries"]); if (augmentationExists(AugmentationNames.BionicSpine)) { delete Augmentations[AugmentationNames.BionicSpine]; } AddToAugmentations(BionicSpine); var GrapheneBionicSpine = new Augmentation({ name:AugmentationNames.GrapheneBionicSpine, repCost:650e3, moneyCost:1200e6, info:"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 60%.", prereqs:[AugmentationNames.BionicSpine] }); GrapheneBionicSpine.addToFactions(["Fulcrum Secret Technologies", "ECorp"]); if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) { delete Augmentations[AugmentationNames.GrapheneBionicSpine]; } AddToAugmentations(GrapheneBionicSpine); var BionicLegs = new Augmentation({ name:AugmentationNames.BionicLegs, repCost:60e3, moneyCost:75e6, info:"Cybernetic legs created from plasteel and carbon fibers that completely replace the user's organic legs.

" + "This augmentation increases the player's agility by 60%." }); BionicLegs.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International", "OmniTek Incorporated", "Blade Industries"]); if (augmentationExists(AugmentationNames.BionicLegs)) { delete Augmentations[AugmentationNames.BionicLegs]; } AddToAugmentations(BionicLegs); var GrapheneBionicLegs = new Augmentation({ name:AugmentationNames.GrapheneBionicLegs, repCost:300e3, moneyCost:900e6, info:"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 150%.", prereqs:[AugmentationNames.BionicLegs] }); GrapheneBionicLegs.addToFactions(["MegaCorp", "ECorp", "Fulcrum Secret Technologies"]); if (augmentationExists(AugmentationNames.GrapheneBionicLegs)) { delete Augmentations[AugmentationNames.GrapheneBionicLegs]; } AddToAugmentations(GrapheneBionicLegs); //Labor stat augmentations var SpeechProcessor = new Augmentation({ name:AugmentationNames.SpeechProcessor, repCost:3e3, moneyCost:10e6, info:"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 interactions.

" + "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)) { delete Augmentations[AugmentationNames.SpeechProcessor]; } AddToAugmentations(SpeechProcessor); let TITN41Injection = new Augmentation({ name:AugmentationNames.TITN41Injection, repCost:10e3, moneyCost:38e6, info:"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)) { delete Augmentations[AugmentationNames.TITN41Injection]; } AddToAugmentations(TITN41Injection); var EnhancedSocialInteractionImplant = new Augmentation({ name:AugmentationNames.EnhancedSocialInteractionImplant, repCost:150e3, moneyCost:275e6, info:"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 60%." }); EnhancedSocialInteractionImplant.addToFactions(["Bachman & Associates", "NWO", "Clarke Incorporated", "OmniTek Incorporated", "Four Sigma"]); if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) { delete Augmentations[AugmentationNames.EnhancedSocialInteractionImplant]; } AddToAugmentations(EnhancedSocialInteractionImplant); //Hacking augmentations var BitWire = new Augmentation({ name:AugmentationNames.BitWire, repCost:1500, moneyCost:2e6, info: "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", "NiteSec"]); if (augmentationExists(AugmentationNames.BitWire)) { delete Augmentations[AugmentationNames.BitWire]; } AddToAugmentations(BitWire); var ArtificialBioNeuralNetwork = new Augmentation({ name:AugmentationNames.ArtificialBioNeuralNetwork, repCost:110e3, moneyCost:600e6, info:"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 3%.
" + "Increases the amount of money the player's gains from hacking by 15%.
" + "Increases the player's hacking skill by 12%." }); ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]); if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) { delete Augmentations[AugmentationNames.ArtificialBioNeuralNetwork]; } AddToAugmentations(ArtificialBioNeuralNetwork); var ArtificialSynapticPotentiation = new Augmentation({ name:AugmentationNames.ArtificialSynapticPotentiation, repCost:2500, moneyCost:16e6, info:"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 by 2%
" + "Increases the player's hacking chance by 5%.
" + "Increases the player's hacking experience gain rate by 5%." }); ArtificialSynapticPotentiation.addToFactions(["The Black Hand", "NiteSec"]); if (augmentationExists(AugmentationNames.ArtificialSynapticPotentiation)) { delete Augmentations[AugmentationNames.ArtificialSynapticPotentiation]; } AddToAugmentations(ArtificialSynapticPotentiation); var EnhancedMyelinSheathing = new Augmentation({ name:AugmentationNames.EnhancedMyelinSheathing, repCost:40e3, moneyCost:275e6, info:"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 3%.
" + "Increases the player's hacking skill by 8%.
" + "Increases the player's hacking experience gain rate by 10%." }); EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]); if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) { delete Augmentations[AugmentationNames.EnhancedMyelinSheathing]; } AddToAugmentations(EnhancedMyelinSheathing); var SynapticEnhancement = new Augmentation({ name:AugmentationNames.SynapticEnhancement, repCost:800, moneyCost:1.5e6, info:"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 3%." }); SynapticEnhancement.addToFactions(["CyberSec"]); if (augmentationExists(AugmentationNames.SynapticEnhancement)) { delete Augmentations[AugmentationNames.SynapticEnhancement]; } AddToAugmentations(SynapticEnhancement); var NeuralRetentionEnhancement = new Augmentation({ name:AugmentationNames.NeuralRetentionEnhancement, repCost:8e3, moneyCost:50e6, info:"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 25%." }); NeuralRetentionEnhancement.addToFactions(["NiteSec"]); if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) { delete Augmentations[AugmentationNames.NeuralRetentionEnhancement]; } AddToAugmentations(NeuralRetentionEnhancement); var DataJack = new Augmentation({ name:AugmentationNames.DataJack, repCost:45e3, moneyCost:90e6, info:"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 25%." }); DataJack.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo"]); if (augmentationExists(AugmentationNames.DataJack)) { delete Augmentations[AugmentationNames.DataJack]; } AddToAugmentations(DataJack); var ENM = new Augmentation({ name:AugmentationNames.ENM, repCost:6e3, moneyCost:50e6, info:"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 8%." }); ENM.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Blade Industries"]); if (augmentationExists(AugmentationNames.ENM)) { delete Augmentations[AugmentationNames.ENM]; } AddToAugmentations(ENM); var ENMCore = new Augmentation({ name:AugmentationNames.ENMCore, repCost:100e3, moneyCost:500e6, info:"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 3%.
" + "Increases the amount of money the player gains from hacking by 10%.
" + "Increases the player's chance of successfully performing a hack by 3%.
" + "Increases the player's hacking experience gain rate by 7%.
" + "Increases the player's hacking skill by 7%.", prereqs:[AugmentationNames.ENM] }); ENMCore.addToFactions(["BitRunners", "The Black Hand", "ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Blade Industries"]); if (augmentationExists(AugmentationNames.ENMCore)) { delete Augmentations[AugmentationNames.ENMCore]; } AddToAugmentations(ENMCore); var ENMCoreV2 = new Augmentation({ name:AugmentationNames.ENMCoreV2, repCost:400e3, moneyCost:900e6, info:"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 30%.
" + "Increases the player's chance of successfully performing a hack by 5%.
" + "Increases the player's hacking experience gain rate by 15%.
" + "Increases the player's hacking skill by 8%.", prereqs:[AugmentationNames.ENMCore] }); ENMCoreV2.addToFactions(["BitRunners", "ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Blade Industries", "OmniTek Incorporated", "KuaiGong International"]); if (augmentationExists(AugmentationNames.ENMCoreV2)) { delete Augmentations[AugmentationNames.ENMCoreV2]; } AddToAugmentations(ENMCoreV2); var ENMCoreV3 = new Augmentation({ name:AugmentationNames.ENMCoreV3, repCost:700e3, moneyCost:1500e6, info:"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 40%.
" + "Increases the player's chance of successfully performing a hack by 10%.
" + "Increases the player's hacking experience gain rate by 25%.
" + "Increases the player's hacking skill by 10%.", prereqs:[AugmentationNames.ENMCoreV2] }); ENMCoreV3.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Daedalus", "The Covenant", "Illuminati"]); if (augmentationExists(AugmentationNames.ENMCoreV3)) { delete Augmentations[AugmentationNames.ENMCoreV3]; } AddToAugmentations(ENMCoreV3); var ENMAnalyzeEngine = new Augmentation({ name:AugmentationNames.ENMAnalyzeEngine, repCost:250e3, moneyCost:1200e6, info:"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%.", prereqs:[AugmentationNames.ENM] }); ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Daedalus", "The Covenant", "Illuminati"]); if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) { delete Augmentations[AugmentationNames.ENMAnalyzeEngine]; } AddToAugmentations(ENMAnalyzeEngine); var ENMDMA = new Augmentation({ name:AugmentationNames.ENMDMA, repCost:400e3, moneyCost:1400e6, info:"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 40%.
" + "Increases the player's chance of successfully performing a hack by 20%.", prereqs:[AugmentationNames.ENM] }); ENMDMA.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", "Daedalus", "The Covenant", "Illuminati"]); if (augmentationExists(AugmentationNames.ENMDMA)) { delete Augmentations[AugmentationNames.ENMDMA]; } AddToAugmentations(ENMDMA); var Neuralstimulator = new Augmentation({ name:AugmentationNames.Neuralstimulator, repCost:20e3, moneyCost:600e6, info:"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 2%.
" + "Increases the player's chance of successfully performing a hack by 10%.
" + "Increases the player's hacking experience gain rate by 12%." }); Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum", "Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated", "Four Sigma"]); if (augmentationExists(AugmentationNames.Neuralstimulator)) { delete Augmentations[AugmentationNames.Neuralstimulator]; } AddToAugmentations(Neuralstimulator); var NeuralAccelerator = new Augmentation({ name:AugmentationNames.NeuralAccelerator, repCost:80e3, moneyCost:350e6, info:"A microprocessor that accelerates the processing " + "speed of biological neural networks. This is a cranial implant that is embedded inside the brain.

" + "This augmentation:
" + "Increases the player's hacking skill by 10%.
" + "Increases the player's hacking experience gain rate by 15%.
" + "Increases the amount of money the player gains from hacking by 20%." }); NeuralAccelerator.addToFactions(["BitRunners"]); if (augmentationExists(AugmentationNames.NeuralAccelerator)) { delete Augmentations[AugmentationNames.NeuralAccelerator]; } AddToAugmentations(NeuralAccelerator); var CranialSignalProcessorsG1 = new Augmentation({ name:AugmentationNames.CranialSignalProcessorsG1, repCost:4e3, moneyCost:14e6, info:"The first generation of Cranial Signal Processors. Cranial Signal Processors " + "are a set of specialized microprocessors that are attached to " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "so that the brain doesn't have to.

" + "This augmentation:
" + "Increases the player's hacking speed by 1%.
" + "Increases the player's hacking skill by 5%." }); CranialSignalProcessorsG1.addToFactions(["CyberSec"]); if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) { delete Augmentations[AugmentationNames.CranialSignalProcessorsG1]; } AddToAugmentations(CranialSignalProcessorsG1); var CranialSignalProcessorsG2 = new Augmentation({ name:AugmentationNames.CranialSignalProcessorsG2, repCost:7500, moneyCost:25e6, info:"The second generation of Cranial Signal Processors. Cranial Signal Processors " + "are a set of specialized microprocessors that are attached to " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "so that the brain doesn't have to.

" + "This augmentation:
" + "Increases the player's hacking speed by 2%.
" + "Increases the player's chance of successfully performing a hack by 5%.
" + "Increases the player's hacking skill by 7%.", prereqs:[AugmentationNames.CranialSignalProcessorsG1] }); CranialSignalProcessorsG2.addToFactions(["CyberSec", "NiteSec"]); if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) { delete Augmentations[AugmentationNames.CranialSignalProcessorsG2]; } AddToAugmentations(CranialSignalProcessorsG2); var CranialSignalProcessorsG3 = new Augmentation({ name:AugmentationNames.CranialSignalProcessorsG3, repCost:20e3, moneyCost:110e6, info:"The third generation of Cranial Signal Processors. Cranial Signal Processors " + "are a set of specialized microprocessors that are attached to " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "so that the brain doesn't have to.

" + "This augmentation:
" + "Increases the player's hacking speed by 2%.
" + "Increases the amount of money the player gains from hacking by 15%.
" + "Increases the player's hacking skill by 9%.", prereqs:[AugmentationNames.CranialSignalProcessorsG2] }); CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand", "BitRunners"]); if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) { delete Augmentations[AugmentationNames.CranialSignalProcessorsG3]; } AddToAugmentations(CranialSignalProcessorsG3); var CranialSignalProcessorsG4 = new Augmentation({ name:AugmentationNames.CranialSignalProcessorsG4, repCost:50e3, moneyCost:220e6, info:"The fourth generation of Cranial Signal Processors. Cranial Signal Processors " + "are a set of specialized microprocessors that are attached to " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "so that the brain doesn't have to.

" + "This augmentation:
" + "Increases the player's hacking speed by 2%.
" + "Increases the amount of money the player gains from hacking by 20%.
" + "Increases the amount of money the player can inject into servers using grow() by 25%.", prereqs:[AugmentationNames.CranialSignalProcessorsG3] }); CranialSignalProcessorsG4.addToFactions(["The Black Hand", "BitRunners"]); if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) { delete Augmentations[AugmentationNames.CranialSignalProcessorsG4]; } AddToAugmentations(CranialSignalProcessorsG4); var CranialSignalProcessorsG5 = new Augmentation({ name:AugmentationNames.CranialSignalProcessorsG5, repCost:100e3, moneyCost:450e6, info:"The fifth generation of Cranial Signal Processors. Cranial Signal Processors " + "are a set of specialized microprocessors that are attached to " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "so that the brain doesn't have to.

" + "This augmentation:
" + "Increases the player's hacking skill by 30%.
" + "Increases the amount of money the player gains from hacking by 25%.
" + "Increases the amount of money the player can inject into servers using grow() by 75%.", prereqs:[AugmentationNames.CranialSignalProcessorsG4] }); CranialSignalProcessorsG5.addToFactions(["BitRunners"]); if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) { delete Augmentations[AugmentationNames.CranialSignalProcessorsG5]; } AddToAugmentations(CranialSignalProcessorsG5); var NeuronalDensification = new Augmentation({ name:AugmentationNames.NeuronalDensification, repCost:75e3, moneyCost:275e6, info:"The brain is surgically re-engineered to have increased neuronal density " + "by decreasing the neuron gap junction. Then, the body is genetically modified " + "to enhance the production and capabilities of its neural stem cells.

" + "This augmentation:
" + "Increases the player's hacking skill by 15%.
" + "Increases the player's hacking experience gain rate by 10%.
"+ "Increases the player's hacking speed by 3%." }); NeuronalDensification.addToFactions(["Clarke Incorporated"]); if (augmentationExists(AugmentationNames.NeuronalDensification)) { delete Augmentations[AugmentationNames.NeuronalDensification]; } AddToAugmentations(NeuronalDensification); //Work Augmentations var NuoptimalInjectorImplant = new Augmentation({ name:AugmentationNames.NuoptimalInjectorImplant, repCost:2e3, moneyCost:4e6, info:"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 20%." }); NuoptimalInjectorImplant.addToFactions(["Tian Di Hui", "Volhaven", "New Tokyo", "Chongqing", "Ishima", "Clarke Incorporated", "Four Sigma", "Bachman & Associates"]); if (augmentationExists(AugmentationNames.NuoptimalInjectorImplant)) { delete Augmentations[AugmentationNames.NuoptimalInjectorImplant]; } AddToAugmentations(NuoptimalInjectorImplant); var SpeechEnhancement = new Augmentation({ name:AugmentationNames.SpeechEnhancement, repCost:1e3, moneyCost:2.5e6, info:"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 10%.
" + "Increases the amount of reputation the player gains when working for a company by 10%." }); SpeechEnhancement.addToFactions(["Tian Di Hui", "Speakers for the Dead", "Four Sigma", "KuaiGong International", "Clarke Incorporated", "Bachman & Associates"]); if (augmentationExists(AugmentationNames.SpeechEnhancement)) { delete Augmentations[AugmentationNames.SpeechEnhancement]; } AddToAugmentations(SpeechEnhancement); var FocusWire = new Augmentation({ name:AugmentationNames.FocusWire, repCost:30e3, moneyCost:180e6, info:"A cranial implant that stops procrastination by blocking specific neural pathways " + "in the brain.

" + "This augmentation:
" + "Increases all experience gains by 5%.
" + "Increases the amount of money the player gains from working by 20%.
" + "Increases the amount of reputation the player gains when working for a company by 10%." }); FocusWire.addToFactions(["Bachman & Associates", "Clarke Incorporated", "Four Sigma", "KuaiGong International"]); if (augmentationExists(AugmentationNames.FocusWire)) { delete Augmentations[AugmentationNames.FocusWire]; } AddToAugmentations(FocusWire) var PCDNI = new Augmentation({ name:AugmentationNames.PCDNI, repCost:150e3, moneyCost:750e6, info:"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 30%.
" + "Increases the player's hacking skill by 8%." }); PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]); if (augmentationExists(AugmentationNames.PCDNI)) { delete Augmentations[AugmentationNames.PCDNI]; } AddToAugmentations(PCDNI); var PCDNIOptimizer = new Augmentation({ name:AugmentationNames.PCDNIOptimizer, repCost:200e3, moneyCost:900e6, info:"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 75%.
" + "Increases the player's hacking skill by 10%.", prereqs:[AugmentationNames.PCDNI] }); PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]); if (augmentationExists(AugmentationNames.PCDNIOptimizer)) { delete Augmentations[AugmentationNames.PCDNIOptimizer]; } AddToAugmentations(PCDNIOptimizer); var PCDNINeuralNetwork = new Augmentation({ name:AugmentationNames.PCDNINeuralNetwork, repCost:600e3, moneyCost:1500e6, info:"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 100%.
" + "Increases the player's hacking skill by 10%.
" + "Increases the player's hacking speed by 5%.", prereqs:[AugmentationNames.PCDNI] }); PCDNINeuralNetwork.addToFactions(["Fulcrum Secret Technologies"]); if (augmentationExists(AugmentationNames.PCDNINeuralNetwork)) { delete Augmentations[AugmentationNames.PCDNINeuralNetwork]; } AddToAugmentations(PCDNINeuralNetwork); var ADRPheromone1 = new Augmentation({ name:AugmentationNames.ADRPheromone1, repCost:1500, moneyCost:3.5e6, info:"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)) { delete Augmentations[AugmentationNames.ADRPheromone1]; } AddToAugmentations(ADRPheromone1); var ADRPheromone2 = new Augmentation({ name:AugmentationNames.ADRPheromone2, repCost:25e3, moneyCost:110e6, info:"The body is genetically re-engineered so that it produces the ADR-V2 pheromone, " + "which is similar to but more potent than ADR-V1. This pheromone, when excreted, " + "triggers feelings of admiration, approval, and respect in others.

" + "This augmentation:
" + "Increases the amount of reputation the player gains for a faction and company by 20%." }); ADRPheromone2.addToFactions(["Silhouette", "Four Sigma", "Bachman & Associates", "Clarke Incorporated"]); if (augmentationExists(AugmentationNames.ADRPheromone2)) { delete Augmentations[AugmentationNames.ADRPheromone2]; } AddToAugmentations(ADRPheromone2); //HacknetNode Augmentations var HacknetNodeCPUUpload = new Augmentation({ name:AugmentationNames.HacknetNodeCPUUpload, repCost:1500, moneyCost:2.2e6, info:"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 by 15%." }); HacknetNodeCPUUpload.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) { delete Augmentations[AugmentationNames.HacknetNodeCPUUpload]; } AddToAugmentations(HacknetNodeCPUUpload); var HacknetNodeCacheUpload = new Augmentation({ name:AugmentationNames.HacknetNodeCacheUpload, repCost:1e3, moneyCost:1.1e6, info:"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 15%." }); HacknetNodeCacheUpload.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) { delete Augmentations[AugmentationNames.HacknetNodeCacheUpload]; } AddToAugmentations(HacknetNodeCacheUpload); var HacknetNodeNICUpload = new Augmentation({ name:AugmentationNames.HacknetNodeNICUpload, repCost:750, moneyCost:900e3, info:"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 10%.
" + "Decreases the cost of purchasing a Hacknet Node by 10%." }); HacknetNodeNICUpload.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeNICUpload)) { delete Augmentations[AugmentationNames.HacknetNodeNICUpload]; } AddToAugmentations(HacknetNodeNICUpload); var HacknetNodeKernelDNI = new Augmentation({ name:AugmentationNames.HacknetNodeKernelDNI, repCost:3e3, moneyCost:8e6, info:"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 25%." }); HacknetNodeKernelDNI.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeKernelDNI)) { delete Augmentations[AugmentationNames.HacknetNodeKernelDNI]; } AddToAugmentations(HacknetNodeKernelDNI); var HacknetNodeCoreDNI = new Augmentation({ name:AugmentationNames.HacknetNodeCoreDNI, repCost:5e3, moneyCost:12e6, info:"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 45%." }); HacknetNodeCoreDNI.addToFactions(["Netburners"]); if (augmentationExists(AugmentationNames.HacknetNodeCoreDNI)) { delete Augmentations[AugmentationNames.HacknetNodeCoreDNI]; } AddToAugmentations(HacknetNodeCoreDNI); //Misc/Hybrid augmentations var NeuroFluxGovernor = new Augmentation({ name:AugmentationNames.NeuroFluxGovernor, repCost:500, moneyCost: 750e3, info:"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 multipliers by 1%." }); // Set the Augmentation's level to the currently-installed level let currLevel = 0; for (let i = 0; i < Player.augmentations.length; ++i) { if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) { currLevel = Player.augmentations[i].level; } } NeuroFluxGovernor.level = currLevel; // To set the price/rep req of the NeuroFlux, we have to take into account NeuroFlux // levels that are purchased but not yet installed let nextLevel = currLevel; for (let i = 0; i < Player.queuedAugmentations.length; ++i) { if (Player.queuedAugmentations[i].name === AugmentationNames.NeuroFluxGovernor) { ++nextLevel; } } mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel); NeuroFluxGovernor.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost; NeuroFluxGovernor.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost; if (augmentationExists(AugmentationNames.NeuroFluxGovernor)) { delete Augmentations[AugmentationNames.NeuroFluxGovernor]; } NeuroFluxGovernor.addToAllFactions(); AddToAugmentations(NeuroFluxGovernor); var Neurotrainer1 = new Augmentation({ name:AugmentationNames.Neurotrainer1, repCost:400, moneyCost:800e3, info:"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 10%." }); Neurotrainer1.addToFactions(["CyberSec"]); if (augmentationExists(AugmentationNames.Neurotrainer1)) { delete Augmentations[AugmentationNames.Neurotrainer1]; } AddToAugmentations(Neurotrainer1); var Neurotrainer2 = new Augmentation({ name:AugmentationNames.Neurotrainer2, repCost:4e3, moneyCost:9e6, info:"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 15%." }); Neurotrainer2.addToFactions(["BitRunners", "NiteSec"]); if (augmentationExists(AugmentationNames.Neurotrainer2)) { delete Augmentations[AugmentationNames.Neurotrainer2]; } AddToAugmentations(Neurotrainer2); var Neurotrainer3 = new Augmentation({ name:AugmentationNames.Neurotrainer3, repCost:10e3, moneyCost:26e6, info:"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)) { delete Augmentations[AugmentationNames.Neurotrainer3]; } AddToAugmentations(Neurotrainer3); var Hypersight = new Augmentation({ name:AugmentationNames.Hypersight, repCost:60e3, moneyCost:550e6, info:"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 40%.
" + "Increases the player's hacking speed by 3%.
" + "Increases the amount of money the player gains from hacking by 10%." }); Hypersight.addToFactions(["Blade Industries", "KuaiGong International"]); if (augmentationExists(AugmentationNames.Hypersight)) { delete Augmentations[AugmentationNames.Hypersight]; } AddToAugmentations(Hypersight); var LuminCloaking1 = new Augmentation({ name:AugmentationNames.LuminCloaking1, repCost:600, moneyCost:1e6, info:"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 10%." }); LuminCloaking1.addToFactions(["Slum Snakes", "Tetrads"]); if (augmentationExists(AugmentationNames.LuminCloaking1)) { delete Augmentations[AugmentationNames.LuminCloaking1]; } AddToAugmentations(LuminCloaking1); var LuminCloaking2 = new Augmentation({ name:AugmentationNames.LuminCloaking2, repCost:2e3, moneyCost:6e6, info:"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 10%
" + "Increases the player's defense by 10%
" + "Increases the amount of money the player gains from crimes by 25%.", prereqs:[AugmentationNames.LuminCloaking1] }); LuminCloaking2.addToFactions(["Slum Snakes", "Tetrads"]); if (augmentationExists(AugmentationNames.LuminCloaking2)) { delete Augmentations[AugmentationNames.LuminCloaking2]; } AddToAugmentations(LuminCloaking2); var SmartSonar = new Augmentation({ name:AugmentationNames.SmartSonar, repCost:9e3, moneyCost:15e6, info:"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 15%.
" + "Increases the amount of money the player gains from crimes by 25%." }); SmartSonar.addToFactions(["Slum Snakes"]); if (augmentationExists(AugmentationNames.SmartSonar)) { delete Augmentations[AugmentationNames.SmartSonar]; } AddToAugmentations(SmartSonar); var PowerRecirculator = new Augmentation({ name:AugmentationNames.PowerRecirculator, repCost:10e3, moneyCost:36e6, info:"The body's nerves are attached with polypyrrole nanocircuits that " + "are capable of capturing 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.addToFactions(["Tetrads", "The Dark Army", "The Syndicate", "NWO"]); if (augmentationExists(AugmentationNames.PowerRecirculator)) { delete Augmentations[AugmentationNames.PowerRecirculator]; } AddToAugmentations(PowerRecirculator); //Unique AUGS (Each Faction gets one unique augmentation) //Factions that already have unique augs up to this point: // Slum Snakes, CyberSec, Netburners, Fulcrum Secret Technologies, // Silhouette //Illuminati var QLink = new Augmentation({ name:AugmentationNames.QLink, repCost:750e3, moneyCost:1300e6, info:"A brain implant that wirelessly connects you to the Illuminati's " + "quantum supercomputer, allowing you to access and use its incredible " + "computing power.

" + "This augmentation:
" + "Increases the player's hacking speed by 10%.
" + "Increases the player's chance of successfully performing a hack by 30%.
" + "Increases the amount of money the player gains from hacking by 100%." }); QLink.addToFactions(["Illuminati"]); if (augmentationExists(AugmentationNames.QLink)) { delete Augmentations[AugmentationNames.QLink]; } AddToAugmentations(QLink); //Daedalus var RedPill = new Augmentation({ name:AugmentationNames.TheRedPill, repCost:1e6, moneyCost:0, info:"It's time to leave the cave." }); RedPill.addToFactions(["Daedalus"]); if (augmentationExists(AugmentationNames.TheRedPill)) { delete Augmentations[AugmentationNames.TheRedPill]; } AddToAugmentations(RedPill); //Covenant var SPTN97 = new Augmentation({ name:AugmentationNames.SPTN97, repCost:500e3, moneyCost:975e6, info:"The SPTN-97 gene is injected into the genome. The SPTN-97 gene is an " + "artificially-synthesized gene that was developed by DARPA to create " + "super-soldiers through genetic modification. The gene was outlawed in " + "2056.

" + "This augmentation:
" + "Increases all of the player's combat stats by 75%.
" + "Increases the player's hacking skill by 15%." }); SPTN97.addToFactions(["The Covenant"]); if (augmentationExists(AugmentationNames.SPTN97)) { delete Augmentations[AugmentationNames.SPTN97]; } AddToAugmentations(SPTN97); //ECorp var HiveMind = new Augmentation({ name:AugmentationNames.HiveMind, repCost:600e3, moneyCost:1100e6, info:"A brain implant developed by ECorp. They do not reveal what " + "exactly the implant does, but they promise that it will greatly " + "enhance your abilities." }); HiveMind.addToFactions(["ECorp"]); if (augmentationExists(AugmentationNames.HiveMind)) { delete Augmentations[AugmentationNames.HiveMind]; } AddToAugmentations(HiveMind); //MegaCorp var CordiARCReactor = new Augmentation({ name:AugmentationNames.CordiARCReactor, repCost:450e3, moneyCost:1000e6, info:"The thoracic cavity is equipped with a small chamber designed " + "to hold and sustain hydrogen plasma. The plasma is used to generate " + "fusion power through nuclear fusion, providing limitless amount of clean " + "energy for the body.

" + "This augmentation:
" + "Increases all of the player's combat stats by 35%.
" + "Increases all of the player's combat stat experience gain rate by 35%." }); CordiARCReactor.addToFactions(["MegaCorp"]); if (augmentationExists(AugmentationNames.CordiARCReactor)) { delete Augmentations[AugmentationNames.CordiARCReactor]; } AddToAugmentations(CordiARCReactor); //BachmanAndAssociates var SmartJaw = new Augmentation({ name:AugmentationNames.SmartJaw, repCost:150e3, moneyCost:550e6, info:"A bionic jaw that contains advanced hardware and software " + "capable of psychoanalyzing and profiling the personality of " + "others using optical imaging software.

" + "This augmentation:
" + "Increases the player's charisma by 50%.
" + "Increases the player's charisma experience gain rate by 50%.
" + "Increases the amount of reputation the player gains for a company by 25%.
" + "Increases the amount of reputation the player gains for a faction by 25%." }); SmartJaw.addToFactions(["Bachman & Associates"]); if (augmentationExists(AugmentationNames.SmartJaw)) { delete Augmentations[AugmentationNames.SmartJaw]; } AddToAugmentations(SmartJaw); //BladeIndustries var Neotra = new Augmentation({ name:AugmentationNames.Neotra, repCost:225e3, moneyCost:575e6, info:"A highly-advanced techno-organic drug that is injected into the skeletal " + "and integumentary system. The drug permanently modifies the DNA of the " + "body's skin and bone cells, granting them the ability to repair " + "and restructure themselves.

" + "This augmentation increases the player's strength and defense by 55%." }); Neotra.addToFactions(["Blade Industries"]); if (augmentationExists(AugmentationNames.Neotra)) { delete Augmentations[AugmentationNames.Neotra]; } AddToAugmentations(Neotra); //NWO var Xanipher = new Augmentation({ name:AugmentationNames.Xanipher, repCost:350e3, moneyCost:850e6, info:"A concoction of advanced nanobots that is orally ingested into the " + "body. These nanobots induce physiological change and significantly " + "improve the body's functionining in all aspects.

" + "This augmentation:
" + "Increases all of the player's stats by 20%.
" + "Increases the player's experience gain rate for all stats by 15%." }); Xanipher.addToFactions(["NWO"]); if (augmentationExists(AugmentationNames.Xanipher)) { delete Augmentations[AugmentationNames.Xanipher]; } AddToAugmentations(Xanipher); //ClarkeIncorporated var nextSENS = new Augmentation({ name:AugmentationNames.nextSENS, repCost:175e3, moneyCost:385e6, info:"The body is genetically re-engineered to maintain a state " + "of negligible senescence, preventing the body from " + "deteriorating with age.

" + "This augmentation increases all of the player's stats by 20%." }); nextSENS.addToFactions(["Clarke Incorporated"]); if (augmentationExists(AugmentationNames.nextSENS)) { delete Augmentations[AugmentationNames.nextSENS]; } AddToAugmentations(nextSENS); //OmniTekIncorporated var OmniTekInfoLoad = new Augmentation({ name:AugmentationNames.OmniTekInfoLoad, repCost:250e3, moneyCost:575e6, info:"OmniTek's data and information repository is uploaded " + "into your brain, enhancing your programming and " + "hacking abilities.

" + "This augmentation:
" + "Increases the player's hacking skill by 20%.
" + "Increases the player's hacking experience gain rate by 25%." }); OmniTekInfoLoad.addToFactions(["OmniTek Incorporated"]); if (augmentationExists(AugmentationNames.OmniTekInfoLoad)) { delete Augmentations[AugmentationNames.OmniTekInfoLoad]; } AddToAugmentations(OmniTekInfoLoad); //FourSigma //TODO Later when Intelligence is added in . Some aug that greatly increases int //KuaiGongInternational var PhotosyntheticCells = new Augmentation({ name:AugmentationNames.PhotosyntheticCells, repCost:225e3, moneyCost:550e6, info:"Chloroplasts are added to epidermal stem cells and are applied " + "to the body using a skin graft. The result is photosynthetic " + "skin cells, allowing users to generate their own energy " + "and nutrition using solar power.

" + "This augmentation increases the player's strength, defense, and agility by 40%." }); PhotosyntheticCells.addToFactions(["KuaiGong International"]); if (augmentationExists(AugmentationNames.PhotosyntheticCells)) { delete Augmentations[AugmentationNames.PhotosyntheticCells]; } AddToAugmentations(PhotosyntheticCells); //BitRunners var Neurolink = new Augmentation({ name:AugmentationNames.Neurolink, repCost:350e3, moneyCost:875e6, info:"A brain implant that provides a high-bandwidth, direct neural link between your " + "mind and BitRunners' data servers, which reportedly contain " + "the largest database of hacking tools and information in the world.

" + "This augmentation:
" + "Increases the player's hacking skill by 15%.
" + "Increases the player's hacking experience gain rate by 20%.
" + "Increases the player's chance of successfully performing a hack by 10%.
" + "Increases the player's hacking speed by 5%.
" + "Lets the player start with the FTPCrack.exe and relaySMTP.exe programs after a reset." }); Neurolink.addToFactions(["BitRunners"]); if (augmentationExists(AugmentationNames.Neurolink)) { delete Augmentations[AugmentationNames.Neurolink]; } AddToAugmentations(Neurolink); //BlackHand var TheBlackHand = new Augmentation({ name:AugmentationNames.TheBlackHand, repCost:40e3, moneyCost:110e6, info:"A highly advanced bionic hand. This prosthetic not only " + "enhances strength and dexterity but it is also embedded " + "with hardware and firmware that lets the user connect to, access and hack " + "devices and machines just by touching them.

" + "This augmentation:
" + "Increases the player's strength and dexterity by 15%.
" + "Increases the player's hacking skill by 10%.
" + "Increases the player's hacking speed by 2%.
" + "Increases the amount of money the player gains from hacking by 10%." }); TheBlackHand.addToFactions(["The Black Hand"]); if (augmentationExists(AugmentationNames.TheBlackHand)) { delete Augmentations[AugmentationNames.TheBlackHand]; } AddToAugmentations(TheBlackHand); //NiteSec var CRTX42AA = new Augmentation({ name:AugmentationNames.CRTX42AA, repCost:18e3, moneyCost:45e6, info:"The CRTX42-AA gene is injected into the genome. " + "The CRTX42-AA is an artificially-synthesized gene that targets the visual and prefrontal " + "cortex and improves cognitive abilities.

" + "This augmentation:
" + "Improves the player's hacking skill by 8%.
" + "Improves the player's hacking experience gain rate by 15%." }); CRTX42AA.addToFactions(["NiteSec"]); if (augmentationExists(AugmentationNames.CRTX42AA)) { delete Augmentations[AugmentationNames.CRTX42AA]; } AddToAugmentations(CRTX42AA); //Chongqing var Neuregen = new Augmentation({ name:AugmentationNames.Neuregen, repCost:15e3, moneyCost:75e6, info:"A drug that genetically modifies the neurons in the brain. " + "The result is that these neurons never die and continuously " + "regenerate and strengthen themselves.

" + "This augmentation increases the player's hacking experience gain rate by 40%." }); Neuregen.addToFactions(["Chongqing"]); if (augmentationExists(AugmentationNames.Neuregen)) { delete Augmentations[AugmentationNames.Neuregen]; } AddToAugmentations(Neuregen); //Sector12 var CashRoot = new Augmentation({ name:AugmentationNames.CashRoot, repCost:5e3, moneyCost:25e6, info:"A collection of digital assets saved on a small chip. The chip is implanted " + "into your wrist. A small jack in the chip allows you to connect it to a computer " + "and upload the assets.

" + "This augmentation:
" + "Lets the player start with $1,000,000 after a reset.
" + "Lets the player start with the BruteSSH.exe program after a reset." }); CashRoot.addToFactions(["Sector-12"]); if (augmentationExists(AugmentationNames.CashRoot)) { delete Augmentations[AugmentationNames.CashRoot]; } AddToAugmentations(CashRoot); //NewTokyo var NutriGen = new Augmentation({ name:AugmentationNames.NutriGen, repCost:2500, moneyCost:500e3, info:"A thermo-powered artificial nutrition generator. Endogenously " + "synthesizes glucose, amino acids, and vitamins and redistributes them " + "across the body. The device is powered by the body's naturally wasted " + "energy in the form of heat.

" + "This augmentation:
" + "Increases the player's experience gain rate for all combat stats by 20%." }); NutriGen.addToFactions(["New Tokyo"]); if (augmentationExists(AugmentationNames.NutriGen)) { delete Augmentations[AugmentationNames.NutriGen]; } AddToAugmentations(NutriGen); //Aevum //TODO Later Something that lets you learn advanced math...this increases int //and profits as a trader/from trading //Ishima var INFRARet = new Augmentation({ name:AugmentationNames.INFRARet, repCost:3e3, moneyCost:6e6, info:"A retina implant consisting of a tiny chip that sits behind the " + "retina. This implant lets people visually detect infrared radiation.

" + "This augmentation:
" + "Increases the player's crime success rate by 25%.
" + "Increases the amount of money the player gains from crimes by 10%.
" + "Increases the player's dexterity by 10%." }); INFRARet.addToFactions(["Ishima"]); if (augmentationExists(AugmentationNames.INFRARet)) { delete Augmentations[AugmentationNames.INFRARet]; } AddToAugmentations(INFRARet); //Volhaven var DermaForce = new Augmentation({ name:AugmentationNames.DermaForce, repCost:6e3, moneyCost:10e6, info:"A synthetic skin is grafted onto the body. The skin consists of " + "millions of nanobots capable of projecting high-density muon beams, " + "creating an energy barrier around the user.

" + "This augmentation increases the player's defense by 40%." }); DermaForce.addToFactions(["Volhaven"]); if (augmentationExists(AugmentationNames.DermaForce)) { delete Augmentations[AugmentationNames.DermaForce]; } AddToAugmentations(DermaForce); //SpeakersForTheDead var GrapheneBrachiBlades = new Augmentation({ name:AugmentationNames.GrapheneBrachiBlades, repCost:90e3, moneyCost:500e6, info:"An upgrade to the BrachiBlades augmentation. It infuses " + "the retractable blades with an advanced graphene material " + "to make them much stronger and lighter.

" + "This augmentation:
" + "Increases the player's strength and defense by 40%.
" + "Increases the player's crime success rate by 10%.
" + "Increases the amount of money the player gains from crimes by 30%.", prereqs:[AugmentationNames.BrachiBlades] }); GrapheneBrachiBlades.addToFactions(["Speakers for the Dead"]); if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) { delete Augmentations[AugmentationNames.GrapheneBrachiBlades]; } AddToAugmentations(GrapheneBrachiBlades); //DarkArmy var GrapheneBionicArms = new Augmentation({ name:AugmentationNames.GrapheneBionicArms, repCost:200e3, moneyCost:750e6, info:"An upgrade to the Bionic Arms augmentation. It infuses the " + "prosthetic arms with an advanced graphene material " + "to make them much stronger and lighter.

" + "This augmentation increases the player's strength and dexterity by 85%.", prereqs:[AugmentationNames.BionicArms] }); GrapheneBionicArms.addToFactions(["The Dark Army"]); if (augmentationExists(AugmentationNames.GrapheneBionicArms)) { delete Augmentations[AugmentationNames.GrapheneBionicArms]; } AddToAugmentations(GrapheneBionicArms); //TheSyndicate var BrachiBlades = new Augmentation({ name:AugmentationNames.BrachiBlades, repCost:5e3, moneyCost:18e6, info:"A set of retractable plasteel blades are implanted in the arm, underneath the skin.

" + "This augmentation:
" + "Increases the player's strength and defense by 15%.
" + "Increases the player's crime success rate by 10%.
" + "Increases the amount of money the player gains from crimes by 15%." }); BrachiBlades.addToFactions(["The Syndicate"]); if (augmentationExists(AugmentationNames.BrachiBlades)) { delete Augmentations[AugmentationNames.BrachiBlades]; } AddToAugmentations(BrachiBlades); //Tetrads var BionicArms = new Augmentation({ name:AugmentationNames.BionicArms, repCost:25e3, moneyCost:55e6, info:"Cybernetic arms created from plasteel and carbon fibers that completely replace " + "the user's organic arms.

" + "This augmentation increases the user's strength and dexterity by 30%." }); BionicArms.addToFactions(["Tetrads"]); if (augmentationExists(AugmentationNames.BionicArms)) { delete Augmentations[AugmentationNames.BionicArms]; } AddToAugmentations(BionicArms); //TianDiHui var SNA = new Augmentation({ name:AugmentationNames.SNA, repCost:2500, moneyCost:6e6, info:"A cranial implant that affects the user's personality, making them better " + "at negotiation in social situations.

" + "This augmentation:
" + "Increases the amount of money the player earns at a company by 10%.
" + "Increases the amount of reputation the player gains when working for a " + "company or faction by 15%." }); SNA.addToFactions(["Tian Di Hui"]); if (augmentationExists(AugmentationNames.SNA)) { delete Augmentations[AugmentationNames.SNA]; } AddToAugmentations(SNA); //For BitNode-2, add all Augmentations to crime/evil factions. //Do this before adding special Augmentations that become available in later BitNodes if (Player.bitNodeN === 2) { console.log("Adding all augmentations to crime factions for Bit node 2"); Factions["Slum Snakes"].addAllAugmentations(); Factions["Tetrads"].addAllAugmentations(); Factions["The Syndicate"].addAllAugmentations(); Factions["The Dark Army"].addAllAugmentations(); Factions["Speakers for the Dead"].addAllAugmentations(); Factions["NiteSec"].addAllAugmentations(); Factions["The Black Hand"].addAllAugmentations(); } //Special Bladeburner Augmentations var BladeburnersFactionName = "Bladeburners"; if (factionExists(BladeburnersFactionName)) { var EsperEyewear = new Augmentation({ name:AugmentationNames.EsperEyewear, repCost:500, moneyCost:33e6, info:"Ballistic-grade protective and retractable eyewear that was designed specially " + "for Bladeburner units. This " + "is implanted by installing a mechanical frame in the skull's orbit. " + "This frame interfaces with the brain and allows the user to " + "automatically extrude and extract the eyewear. The eyewear protects " + "against debris, shrapnel, laser, flash, and gas. It is also " + "embedded with a data processing chip that can be programmed to display an " + "AR HUD and assist the user in field missions.

" + "This augmentation:
" + "Increases the player's success chance in Bladeburner contracts/operations by 3%.
" + "Increases the player's dexterity by 5%." }); EsperEyewear.addToFactions([BladeburnersFactionName]); resetAugmentation(EsperEyewear); var EMS4Recombination = new Augmentation({ name:AugmentationNames.EMS4Recombination, repCost: 1e3, moneyCost:55e6, info:"A DNA recombination of the EMS-4 Gene. This genetic engineering " + "technique was originally used on Bladeburners during the Synthoid uprising " + "to induce wakefulness and concentration, suppress fear, reduce empathy, and " + "improve reflexes and memory-recall among other things.

" + "This augmentation:
" + "Increases the player's sucess chance in Bladeburner contracts/operations by 3%.
" + "Increases the player's effectiveness in Bladeburner Field Analysis by 5%.
" + "Increases the player's Bladeburner stamina gain rate by 2%." }); EMS4Recombination.addToFactions([BladeburnersFactionName]); resetAugmentation(EMS4Recombination); var OrionShoulder = new Augmentation({ name:AugmentationNames.OrionShoulder, repCost:2.5e3, moneyCost:110e6, info:"A bionic shoulder augmentation for the right shoulder. Using cybernetics, " + "the ORION-MKIV shoulder enhances the strength and dexterity " + "of the user's right arm. It also provides protection due to its " + "crystallized graphene plating.

" + "This augmentation:
" + "Increases the player's defense by 5%.
" + "Increases the player's strength and dexterity by 5%.
" + "Increases the player's success chance in Bladeburner contracts/operations by 4%." }); OrionShoulder.addToFactions([BladeburnersFactionName]); resetAugmentation(OrionShoulder); var HyperionV1 = new Augmentation({ name:AugmentationNames.HyperionV1, repCost: 5e3, moneyCost:550e6, info:"A pair of mini plasma cannons embedded into the hands. The Hyperion is capable " + "of rapidly firing bolts of high-density plasma. The weapon is meant to " + "be used against augmented enemies as the ionized " + "nature of the plasma disrupts the electrical systems of Augmentations. However, " + "it can also be effective against non-augmented enemies due to its high temperature " + "and concussive force.

" + "This augmentation:
" + "Increases the player's success chance in Bladeburner contracts/operations by 6%." }); HyperionV1.addToFactions([BladeburnersFactionName]); resetAugmentation(HyperionV1); var HyperionV2 = new Augmentation({ name:AugmentationNames.HyperionV2, repCost:10e3, moneyCost:1.1e9, info:"A pair of mini plasma cannons embedded into the hands. This augmentation " + "is more advanced and powerful than the original V1 model. This V2 model is " + "more power-efficiency, more accurate, and can fire plasma bolts at a much " + "higher velocity than the V1 model.

" + "This augmentation:
" + "Increases the player's success chance in Bladeburner contracts/operations by 8%.", prereqs:[AugmentationNames.HyperionV1] }); HyperionV2.addToFactions([BladeburnersFactionName]); resetAugmentation(HyperionV2); var GolemSerum = new Augmentation({ name:AugmentationNames.GolemSerum, repCost:12.5e3, moneyCost:2.2e9, info:"A serum that permanently enhances many aspects of a human's capabilities, " + "including strength, speed, immune system performance, and mitochondrial efficiency. The " + "serum was originally developed by the Chinese military in an attempt to " + "create super soldiers.

" + "This augmentation:
" + "Increases all of the player's combat stats by 7%.
" + "Increases the player's Bladeburner stamina gain rate by 5%.
" }); GolemSerum.addToFactions([BladeburnersFactionName]); resetAugmentation(GolemSerum); var VangelisVirus = new Augmentation({ name:AugmentationNames.VangelisVirus, repCost:7.5e3, moneyCost:550e6, info:"A synthetic symbiotic virus that is injected into the human brain tissue. The Vangelis virus " + "heightens the senses and focus of its host, and also enhances its intuition.

" + "This augmentation:
" + "Increases the player's effectiveness in Bladeburner Field Analysis by 10%.
" + "Increases the player's success chance in Bladeburner contracts/operations by 4%.
" + "Increases the player's dexterity experience gain rate by 10%." }); VangelisVirus.addToFactions([BladeburnersFactionName]); resetAugmentation(VangelisVirus); var VangelisVirus3 = new Augmentation({ name:AugmentationNames.VangelisVirus3, repCost:15e3, moneyCost:2.2e9, info:"An improved version of Vangelis, a synthetic symbiotic virus that is " + "injected into the human brain tissue. On top of the benefits of the original " + "virus, this also grants an accelerated healing factor and enhanced " + "agility/reflexes.

" + "This augmentation:
" + "Increases the player's effectiveness in Bladeburner Field Analysis by 15%.
" + "Increases the player's defense and dexterity experience gain rate by 10%.
" + "Increases the player's success chance in Bladeburner contracts/operations by 5%.", prereqs:[AugmentationNames.VangelisVirus] }); VangelisVirus3.addToFactions([BladeburnersFactionName]); resetAugmentation(VangelisVirus3); var INTERLINKED = new Augmentation({ name:AugmentationNames.INTERLINKED, repCost:10e3, moneyCost:1.1e9, info:"The DNA is genetically modified to enhance the human's body " + "extracellular matrix (ECM). This improves the ECM's ability to " + "structurally support the body and grants heightened strength and " + "durability.

" + "This augmentation:
" + "Increases the player's experience gain rate for all combat stats by 5%.
" + "Increases the player's Bladeburner max stamina by 10%." }); INTERLINKED.addToFactions([BladeburnersFactionName]); resetAugmentation(INTERLINKED); var BladeRunner = new Augmentation({ name:AugmentationNames.BladeRunner, repCost:8e3, moneyCost:1.65e9, info:"A cybernetic foot augmentation that was specially created for Bladeburners " + "during the Synthoid Uprising. The organic musculature of the human foot " + "is enhanced with flexible carbon nanotube matrices that are controlled by " + "intelligent servo-motors.

" + "This augmentation:
" + "Increases the player's agility by 5%.
" + "Increases the player's Bladeburner max stamina by 5%.
" + "Increases the player's Bladeburner stamina gain rate by 5%.
" }); BladeRunner.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeRunner); var BladeArmor = new Augmentation({ name:AugmentationNames.BladeArmor, repCost:5e3, moneyCost:275e6, info:"A powered exoskeleton suit (exosuit) designed as armor for Bladeburner units. This " + "exoskeleton is incredibly adaptable and can protect the wearer from blunt, piercing, " + "concussive, thermal, chemical, and electric trauma. It also enhances the user's " + "strength and agility.

" + "This augmentation:
" + "Increases all of the player's combat stats by 4%.
" + "Increases the player's Bladeburner stamina gain rate by 2%.
" + "Increases the player's success chance in Bladeburner contracts/operations by 3%.", }); BladeArmor.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeArmor); var BladeArmorPowerCells = new Augmentation({ name:AugmentationNames.BladeArmorPowerCells, repCost:7.5e3, moneyCost:550e6, info:"Upgrades the BLADE-51b Tesla Armor with Ion Power Cells, which are capable of " + "more efficiently storing and using power.

" + "This augmentation:
" + "Increases the player's success chance in Bladeburner contracts/operations by 5%.
" + "Increases the player's Bladeburner stamina gain rate by 2%.
" + "Increases the player's Bladeburner max stamina by 5%.", prereqs:[AugmentationNames.BladeArmor] }); BladeArmorPowerCells.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeArmorPowerCells); var BladeArmorEnergyShielding = new Augmentation({ name:AugmentationNames.BladeArmorEnergyShielding, repCost:8.5e3, moneyCost:1.1e9, info:"Upgrades the BLADE-51b Tesla Armor with a plasma energy propulsion system " + "that is capable of projecting an energy shielding force field.

" + "This augmentation:
" + "Increases the player's defense by 5%.
" + "Increases the player's success chance in Bladeburner contracts/operations by 6%.", prereqs:[AugmentationNames.BladeArmor] }); BladeArmorEnergyShielding.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeArmorEnergyShielding); var BladeArmorUnibeam = new Augmentation({ name:AugmentationNames.BladeArmorUnibeam, repCost:12.5e3, moneyCost:3.3e9, info:"Upgrades the BLADE-51b Tesla Armor with a concentrated deuterium-fluoride laser " + "weapon. It's precision an accuracy makes it useful for quickly neutralizing " + "threats while keeping casualties to a minimum.

" + "This augmentation:
" + "Increases the player's success chance in Bladeburner contracts/operations by 8%.", prereqs:[AugmentationNames.BladeArmor] }); BladeArmorUnibeam.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeArmorUnibeam); var BladeArmorOmnibeam = new Augmentation({ name:AugmentationNames.BladeArmorOmnibeam, repCost:25e3, moneyCost:5.5e9, info:"Upgrades the BLADE-51b Tesla Armor Unibeam augmentation to use " + "multiple-fiber system. The upgraded weapon uses multiple fiber laser " + "modules that combine together to form a single, more powerful beam of up to " + "2000MW.

" + "This augmentation:
" + "Increases the player's success chance in Bladeburner contracts/operations by 10%.", prereqs:[AugmentationNames.BladeArmorUnibeam] }); BladeArmorOmnibeam.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeArmorOmnibeam); var BladeArmorIPU = new Augmentation({ name:AugmentationNames.BladeArmorIPU, repCost: 6e3, moneyCost:220e6, info:"Upgrades the BLADE-51b Tesla Armor with an AI Information Processing " + "Unit that was specially designed to analyze Synthoid related data and " + "information.

" + "This augmentation:
" + "Increases the player's effectiveness in Bladeburner Field Analysis by 15%.
" + "Increases the player's success chance in Bladeburner contracts/operations by 2%.", prereqs:[AugmentationNames.BladeArmor] }); BladeArmorIPU.addToFactions([BladeburnersFactionName]); resetAugmentation(BladeArmorIPU); var BladesSimulacrum = new Augmentation({ name:AugmentationNames.BladesSimulacrum, repCost:3e3, moneyCost:80e9, info:"A highly-advanced matter phase-shifter module that is embedded " + "in the brainstem and cerebellum. This augmentation allows " + "the user to project and control a holographic simulacrum within an " + "extremely large radius. These specially-modified holograms were specially " + "weaponized by Bladeburner units to be used against Synthoids.

" + "This augmentation allows you to perform Bladeburner actions and other " + "actions (such as working, commiting crimes, etc.) at the same time." }); BladesSimulacrum.addToFactions([BladeburnersFactionName]); resetAugmentation(BladesSimulacrum); } //Update costs based on how many have been purchased var mult = Math.pow(CONSTANTS.MultipleAugMultiplier, Player.queuedAugmentations.length); for (var name in Augmentations) { if (Augmentations.hasOwnProperty(name)) { Augmentations[name].baseCost *= mult; } } Player.reapplyAllAugmentations(); } //Resets an Augmentation during (re-initizliation) function resetAugmentation(newAugObject) { if (!(newAugObject instanceof Augmentation)) { throw new Error("Invalid argument 'newAugObject' passed into resetAugmentation"); } var name = newAugObject.name; if (augmentationExists(name)) { delete Augmentations[name]; } AddToAugmentations(newAugObject); } function applyAugmentation(aug, reapply=false) { Augmentations[aug.name].owned = true; switch(aug.name) { //Combat stat augmentations case AugmentationNames.Targeting1: Player.dexterity_mult *= 1.10; break; case AugmentationNames.Targeting2: Player.dexterity_mult *= 1.20; break; case AugmentationNames.Targeting3: Player.dexterity_mult *= 1.30; break; case AugmentationNames.SyntheticHeart: //High level Player.agility_mult *= 1.5; Player.strength_mult *= 1.5; break; case AugmentationNames.SynfibrilMuscle: //Medium-high level Player.strength_mult *= 1.3; Player.defense_mult *= 1.3; break; case AugmentationNames.CombatRib1: Player.strength_mult *= 1.1; Player.defense_mult *= 1.1; break; case AugmentationNames.CombatRib2: Player.strength_mult *= 1.14; Player.defense_mult *= 1.14; break; case AugmentationNames.CombatRib3: Player.strength_mult *= 1.18; Player.defense_mult *= 1.18; break; case AugmentationNames.NanofiberWeave: //Med level Player.strength_mult *= 1.2; Player.defense_mult *= 1.2; break; case AugmentationNames.SubdermalArmor: //High level Player.defense_mult *= 2.2; 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 *= 1.7; Player.defense_mult *= 1.7; break; case AugmentationNames.BionicSpine: //Med level Player.strength_mult *= 1.15; Player.defense_mult *= 1.15; Player.agility_mult *= 1.15; Player.dexterity_mult *= 1.15; break; case AugmentationNames.GrapheneBionicSpine: //High level Player.strength_mult *= 1.6; Player.defense_mult *= 1.6; Player.agility_mult *= 1.6; Player.dexterity_mult *= 1.6; break; case AugmentationNames.BionicLegs: //Med level Player.agility_mult *= 1.6; break; case AugmentationNames.GrapheneBionicLegs: //High level Player.agility_mult *= 2.5; break; //Labor stats augmentations case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level Player.charisma_mult *= 1.6; Player.charisma_exp_mult *= 1.6; 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 *= 1.03; Player.hacking_money_mult *= 1.15; Player.hacking_mult *= 1.12; break; case AugmentationNames.ArtificialSynapticPotentiation: //Med level Player.hacking_speed_mult *= 1.02; Player.hacking_chance_mult *= 1.05; Player.hacking_exp_mult *= 1.05; break; case AugmentationNames.EnhancedMyelinSheathing: //Med level Player.hacking_speed_mult *= 1.03; Player.hacking_exp_mult *= 1.1; Player.hacking_mult *= 1.08; break; case AugmentationNames.SynapticEnhancement: //Low Level Player.hacking_speed_mult *= 1.03; break; case AugmentationNames.NeuralRetentionEnhancement: //Med level Player.hacking_exp_mult *= 1.25; break; case AugmentationNames.DataJack: //Med low level Player.hacking_money_mult *= 1.25; break; case AugmentationNames.ENM: //Medium level Player.hacking_mult *= 1.08; break; case AugmentationNames.ENMCore: //Medium level Player.hacking_speed_mult *= 1.03; Player.hacking_money_mult *= 1.1; Player.hacking_chance_mult *= 1.03; Player.hacking_exp_mult *= 1.07; Player.hacking_mult *= 1.07; break; case AugmentationNames.ENMCoreV2: //Medium high level Player.hacking_speed_mult *= 1.05; Player.hacking_money_mult *= 1.3; Player.hacking_chance_mult *= 1.05; Player.hacking_exp_mult *= 1.15; Player.hacking_mult *= 1.08; break; case AugmentationNames.ENMCoreV3: //High level Player.hacking_speed_mult *= 1.05; Player.hacking_money_mult *= 1.4; Player.hacking_chance_mult *= 1.1; Player.hacking_exp_mult *= 1.25; Player.hacking_mult *= 1.1; break; case AugmentationNames.ENMAnalyzeEngine: //High level Player.hacking_speed_mult *= 1.1; break; case AugmentationNames.ENMDMA: //High level Player.hacking_money_mult *= 1.4; Player.hacking_chance_mult *= 1.2; break; case AugmentationNames.Neuralstimulator: //Medium Level Player.hacking_speed_mult *= 1.02; Player.hacking_chance_mult *= 1.1; Player.hacking_exp_mult *= 1.12; break; case AugmentationNames.NeuralAccelerator: Player.hacking_mult *= 1.1; Player.hacking_exp_mult *= 1.15; Player.hacking_money_mult *= 1.2; break; case AugmentationNames.CranialSignalProcessorsG1: Player.hacking_speed_mult *= 1.01; Player.hacking_mult *= 1.05; break; case AugmentationNames.CranialSignalProcessorsG2: Player.hacking_speed_mult *= 1.02; Player.hacking_chance_mult *= 1.05; Player.hacking_mult *= 1.07; break; case AugmentationNames.CranialSignalProcessorsG3: Player.hacking_speed_mult *= 1.02; Player.hacking_money_mult *= 1.15; Player.hacking_mult *= 1.09; break; case AugmentationNames.CranialSignalProcessorsG4: Player.hacking_speed_mult *= 1.02; Player.hacking_money_mult *= 1.2; Player.hacking_grow_mult *= 1.25; break; case AugmentationNames.CranialSignalProcessorsG5: Player.hacking_mult *= 1.3; Player.hacking_money_mult *= 1.25; Player.hacking_grow_mult *= 1.75; break; case AugmentationNames.NeuronalDensification: Player.hacking_mult *= 1.15; Player.hacking_exp_mult *= 1.1; Player.hacking_speed_mult *= 1.03; break; //Work augmentations case AugmentationNames.NuoptimalInjectorImplant: //Low medium level Player.company_rep_mult *= 1.2; break; case AugmentationNames.SpeechEnhancement: //Low level Player.company_rep_mult *= 1.1; Player.charisma_mult *= 1.1; break; case AugmentationNames.FocusWire: //Med 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; Player.company_rep_mult *= 1.1; Player.work_money_mult *= 1.2; break; case AugmentationNames.PCDNI: //Med level Player.company_rep_mult *= 1.3; Player.hacking_mult *= 1.08; break; case AugmentationNames.PCDNIOptimizer: //High level Player.company_rep_mult *= 1.75; Player.hacking_mult *= 1.1; break; case AugmentationNames.PCDNINeuralNetwork: //High level Player.company_rep_mult *= 2; Player.hacking_mult *= 1.1; Player.hacking_speed_mult *= 1.05; break; case AugmentationNames.ADRPheromone1: Player.company_rep_mult *= 1.1; Player.faction_rep_mult *= 1.1; break; case AugmentationNames.ADRPheromone2: Player.company_rep_mult *= 1.2; Player.faction_rep_mult *= 1.2; break; //Hacknet Node Augmentations case AugmentationNames.HacknetNodeCPUUpload: Player.hacknet_node_money_mult *= 1.15; Player.hacknet_node_purchase_cost_mult *= 0.85; break; case AugmentationNames.HacknetNodeCacheUpload: Player.hacknet_node_money_mult *= 1.10; Player.hacknet_node_level_cost_mult *= 0.85; break; case AugmentationNames.HacknetNodeNICUpload: Player.hacknet_node_money_mult *= 1.1; Player.hacknet_node_purchase_cost_mult *= 0.9; break; case AugmentationNames.HacknetNodeKernelDNI: Player.hacknet_node_money_mult *= 1.25; break; case AugmentationNames.HacknetNodeCoreDNI: Player.hacknet_node_money_mult *= 1.45; break; //Misc augmentations case AugmentationNames.NeuroFluxGovernor: Player.hacking_chance_mult *= 1.01; Player.hacking_speed_mult *= 1.01; Player.hacking_money_mult *= 1.01; Player.hacking_grow_mult *= 1.01; Player.hacking_mult *= 1.01; Player.strength_mult *= 1.01; Player.defense_mult *= 1.01; Player.dexterity_mult *= 1.01; Player.agility_mult *= 1.01; Player.charisma_mult *= 1.01; Player.hacking_exp_mult *= 1.01; Player.strength_exp_mult *= 1.01; Player.defense_exp_mult *= 1.01; Player.dexterity_exp_mult *= 1.01; Player.agility_exp_mult *= 1.01; Player.charisma_exp_mult *= 1.01; Player.company_rep_mult *= 1.01; Player.faction_rep_mult *= 1.01; Player.crime_money_mult *= 1.01; Player.crime_success_mult *= 1.01; Player.hacknet_node_money_mult *= 1.01; Player.hacknet_node_purchase_cost_mult *= 0.99; Player.hacknet_node_ram_cost_mult *= 0.99; Player.hacknet_node_core_cost_mult *= 0.99; Player.hacknet_node_level_cost_mult *= 0.99; Player.work_money_mult *= 1.01; if (!reapply) { Augmentations[aug.name].level = aug.level; for (var i = 0; i < Player.augmentations.length; ++i) { if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) { Player.augmentations[i].level = aug.level; break; } } } break; case AugmentationNames.Neurotrainer1: //Low 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.Neurotrainer2: //Medium level Player.hacking_exp_mult *= 1.15; Player.strength_exp_mult *= 1.15; Player.defense_exp_mult *= 1.15; Player.dexterity_exp_mult *= 1.15; Player.agility_exp_mult *= 1.15; Player.charisma_exp_mult *= 1.15; 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 *= 1.4; Player.hacking_speed_mult *= 1.03; Player.hacking_money_mult *= 1.1; break; case AugmentationNames.LuminCloaking1: Player.agility_mult *= 1.05; Player.crime_money_mult *= 1.1; break; case AugmentationNames.LuminCloaking2: Player.agility_mult *= 1.1; Player.defense_mult *= 1.1; Player.crime_money_mult *= 1.25; break; case AugmentationNames.HemoRecirculator: Player.strength_mult *= 1.08; Player.defense_mult *= 1.08; Player.agility_mult *= 1.08; Player.dexterity_mult *= 1.08; break; case AugmentationNames.SmartSonar: Player.dexterity_mult *= 1.1; Player.dexterity_exp_mult *= 1.15; Player.crime_money_mult *= 1.25; 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; //Unique augmentations (for factions) case AugmentationNames.QLink: Player.hacking_speed_mult *= 1.1; Player.hacking_chance_mult *= 1.3; Player.hacking_money_mult *= 2; break; case AugmentationNames.TheRedPill: break; case AugmentationNames.SPTN97: Player.strength_mult *= 1.75; Player.defense_mult *= 1.75; Player.dexterity_mult *= 1.75; Player.agility_mult *= 1.75; Player.hacking_mult *= 1.15; break; case AugmentationNames.HiveMind: Player.hacking_grow_mult *= 3; break; case AugmentationNames.CordiARCReactor: Player.strength_mult *= 1.35; Player.defense_mult *= 1.35; Player.dexterity_mult *= 1.35; Player.agility_mult *= 1.35; Player.strength_exp_mult *= 1.35; Player.defense_exp_mult *= 1.35; Player.dexterity_exp_mult *= 1.35; Player.agility_exp_mult *= 1.35; break; case AugmentationNames.SmartJaw: Player.charisma_mult *= 1.5; Player.charisma_exp_mult *= 1.5; Player.company_rep_mult *= 1.25; Player.faction_rep_mult *= 1.25; break; case AugmentationNames.Neotra: Player.strength_mult *= 1.55; Player.defense_mult *= 1.55; break; case AugmentationNames.Xanipher: Player.hacking_mult *= 1.2; Player.strength_mult *= 1.2; Player.defense_mult *= 1.2; Player.dexterity_mult *= 1.2; Player.agility_mult *= 1.2; Player.charisma_mult *= 1.2; Player.hacking_exp_mult *= 1.15; Player.strength_exp_mult *= 1.15; Player.defense_exp_mult *= 1.15; Player.dexterity_exp_mult *= 1.15; Player.agility_exp_mult *= 1.15; Player.charisma_exp_mult *= 1.15; break; case AugmentationNames.nextSENS: Player.hacking_mult *= 1.2; Player.strength_mult *= 1.2; Player.defense_mult *= 1.2; Player.dexterity_mult *= 1.2; Player.agility_mult *= 1.2; Player.charisma_mult *= 1.2; break; case AugmentationNames.OmniTekInfoLoad: Player.hacking_mult *= 1.2; Player.hacking_exp_mult *= 1.25; break; case AugmentationNames.PhotosyntheticCells: Player.strength_mult *= 1.4; Player.defense_mult *= 1.4; Player.agility_mult *= 1.4; break; case AugmentationNames.Neurolink: Player.hacking_mult *= 1.15; Player.hacking_exp_mult *= 1.2; Player.hacking_chance_mult *= 1.1; Player.hacking_speed_mult *= 1.05; break; case AugmentationNames.TheBlackHand: Player.strength_mult *= 1.15; Player.dexterity_mult *= 1.15; Player.hacking_mult *= 1.1; Player.hacking_speed_mult *= 1.02; Player.hacking_money_mult *= 1.1; break; case AugmentationNames.CRTX42AA: Player.hacking_mult *= 1.08; Player.hacking_exp_mult *= 1.15; break; case AugmentationNames.Neuregen: Player.hacking_exp_mult *= 1.4; break; case AugmentationNames.CashRoot: break; case AugmentationNames.NutriGen: Player.strength_exp_mult *= 1.2; Player.defense_exp_mult *= 1.2; Player.dexterity_exp_mult *= 1.2; Player.agility_exp_mult *= 1.2; break; case AugmentationNames.INFRARet: Player.crime_success_mult *= 1.25; Player.crime_money_mult *= 1.1; Player.dexterity_mult *= 1.1; break; case AugmentationNames.DermaForce: Player.defense_mult *= 1.4; break; case AugmentationNames.GrapheneBrachiBlades: Player.strength_mult *= 1.4; Player.defense_mult *= 1.4; Player.crime_success_mult *= 1.1; Player.crime_money_mult *= 1.3; break; case AugmentationNames.GrapheneBionicArms: Player.strength_mult *= 1.85; Player.dexterity_mult *= 1.85; break; case AugmentationNames.BrachiBlades: Player.strength_mult *= 1.15; Player.defense_mult *= 1.15; Player.crime_success_mult *= 1.1; Player.crime_money_mult *= 1.15; break; case AugmentationNames.BionicArms: Player.strength_mult *= 1.3; Player.dexterity_mult *= 1.3; break; case AugmentationNames.SNA: Player.work_money_mult *= 1.1; Player.company_rep_mult *= 1.15; Player.faction_rep_mult *= 1.15; break; //Bladeburner augmentations case AugmentationNames.EsperEyewear: Player.bladeburner_success_chance_mult *= 1.03; Player.dexterity_mult *= 1.05; break; case AugmentationNames.EMS4Recombination: Player.bladeburner_success_chance_mult *= 1.03; Player.bladeburner_analysis_mult *= 1.05; Player.bladeburner_stamina_gain_mult *= 1.02; break; case AugmentationNames.OrionShoulder: Player.defense_mult *= 1.05; Player.strength_mult *= 1.05; Player.dexterity_mult *= 1.05; Player.bladeburner_success_chance_mult *= 1.04; break; case AugmentationNames.HyperionV1: Player.bladeburner_success_chance_mult *= 1.06; break; case AugmentationNames.HyperionV2: Player.bladeburner_success_chance_mult *= 1.08; break; case AugmentationNames.GolemSerum: Player.strength_mult *= 1.07; Player.defense_mult *= 1.07; Player.dexterity_mult *= 1.07; Player.agility_mult *= 1.07; Player.bladeburner_stamina_gain_mult *= 1.05; break; case AugmentationNames.VangelisVirus: Player.dexterity_exp_mult *= 1.1; Player.bladeburner_analysis_mult *= 1.1; Player.bladeburner_success_chance_mult *= 1.04; break; case AugmentationNames.VangelisVirus3: Player.defense_exp_mult *= 1.1; Player.dexterity_exp_mult *= 1.1; Player.bladeburner_analysis_mult *= 1.15; Player.bladeburner_success_chance_mult *= 1.05; break; case AugmentationNames.INTERLINKED: 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.bladeburner_max_stamina_mult *= 1.1; break; case AugmentationNames.BladeRunner: Player.agility_mult *= 1.05; Player.bladeburner_max_stamina_mult *= 1.05; Player.bladeburner_stamina_gain_mult *= 1.05; break; case AugmentationNames.BladeArmor: Player.strength_mult *= 1.04; Player.defense_mult *= 1.04; Player.dexterity_mult *= 1.04; Player.agility_mult *= 1.04; Player.bladeburner_stamina_gain_mult *= 1.02; Player.bladeburner_success_chance_mult *= 1.03; break; case AugmentationNames.BladeArmorPowerCells: Player.bladeburner_success_chance_mult *= 1.05; Player.bladeburner_stamina_gain_mult *= 1.02; Player.bladeburner_max_stamina_mult *= 1.05; break; case AugmentationNames.BladeArmorEnergyShielding: Player.defense_mult *= 1.05; Player.bladeburner_success_chance_mult *= 1.06; break; case AugmentationNames.BladeArmorUnibeam: Player.bladeburner_success_chance_mult *= 1.08; break; case AugmentationNames.BladeArmorOmnibeam: Player.bladeburner_success_chance_mult *= 1.1; break; case AugmentationNames.BladeArmorIPU: Player.bladeburner_analysis_mult *= 1.15; Player.bladeburner_success_chance_mult *= 1.02; break; case AugmentationNames.BladesSimulacrum: //No multiplier effect break; default: throw new Error("ERROR: No such augmentation!"); return; } if (aug.name === AugmentationNames.NeuroFluxGovernor) { for (var i = 0; i < Player.augmentations.length; ++i) { if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) { //Already have this aug, just upgrade the level return; } } } if (!reapply) { var ownedAug = new PlayerOwnedAugmentation(aug.name); Player.augmentations.push(ownedAug); } } function PlayerOwnedAugmentation(name) { this.name = name; this.level = 1; } function installAugmentations(cbScript=null) { if (Player.queuedAugmentations.length == 0) { dialogBoxCreate("You have not purchased any Augmentations to install!"); return false; } var augmentationList = ""; for (var i = 0; i < Player.queuedAugmentations.length; ++i) { var aug = Augmentations[Player.queuedAugmentations[i].name]; if (aug == null) { console.log("ERROR. Invalid augmentation"); continue; } applyAugmentation(Player.queuedAugmentations[i]); augmentationList += (aug.name + "
"); } Player.queuedAugmentations = []; dialogBoxCreate("You slowly drift to sleep as scientists put you under in order " + "to install the following Augmentations:
" + augmentationList + "
You wake up in your home...you feel different..."); prestigeAugmentation(); //Run a script after prestiging if (cbScript && isString(cbScript)) { var home = Player.getHomeComputer(); for (var i = 0; i < home.scripts.length; ++i) { if (home.scripts[i].filename === cbScript) { var script = home.scripts[i]; var ramUsage = script.ramUsage; var ramAvailable = home.maxRam - home.ramUsed; if (ramUsage > ramAvailable) { return; //Not enough RAM } var runningScriptObj = new RunningScript(script, []); //No args runningScriptObj.threads = 1; //Only 1 thread home.runningScripts.push(runningScriptObj); addWorkerScript(runningScriptObj, home); } } } } function augmentationExists(name) { return Augmentations.hasOwnProperty(name); } //Used for testing balance function giveAllAugmentations() { for (var name in Augmentations) { var aug = Augmentations[name]; if (aug == null) {continue;} var ownedAug = new PlayerOwnedAugmentation(name); Player.augmentations.push(ownedAug); } Player.reapplyAllAugmentations(); } function displayAugmentationsContent() { removeChildrenFromElement(Engine.Display.augmentationsContent); Engine.Display.augmentationsContent.appendChild(createElement("h1", { innerText:"Purchased Augmentations", })); //Bladeburner text, once mechanic is unlocked var bladeburnerText = "\n"; if (Player.bitNodeN === 6 || hasBladeburnerSF) { bladeburnerText = "Bladeburner Progress\n\n"; } Engine.Display.augmentationsContent.appendChild(createElement("pre", { width:"70%", whiteSpace:"pre-wrap", display:"block", innerText:"Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to install them.\n" + "WARNING: Installing your Augmentations resets most of your progress, including:\n\n" + "Stats/Skill levels and Experience\n" + "Money\n" + "Scripts on every computer but your home computer\n" + "Purchased servers\n" + "Hacknet Nodes\n" + "Faction/Company reputation\n" + "Stocks\n" + bladeburnerText + "Installing Augmentations lets you start over with the perks and benefits granted by all " + "of the Augmentations you have ever installed. Also, you will keep any scripts and RAM/Core upgrades " + "on your home computer (but you will lose all programs besides NUKE.exe)." })); //Install Augmentations button Engine.Display.augmentationsContent.appendChild(createElement("a", { class:"a-link-button", innerText:"Install Augmentations", tooltip:"'I never asked for this'", clickListener:()=>{ installAugmentations(); return false; } })); //Backup button Engine.Display.augmentationsContent.appendChild(createElement("a", { class:"a-link-button flashing-button", innerText:"Backup Save (Export)", tooltip:"It's always a good idea to backup/export your save!", clickListener:()=>{ saveObject.exportGame(); return false; } })); //Purchased/queued augmentations list var queuedAugmentationsList = createElement("ul", {class:"augmentations-list"}); for (var i = 0; i < Player.queuedAugmentations.length; ++i) { var augName = Player.queuedAugmentations[i].name; var aug = Augmentations[augName]; var displayName = augName; if (augName === AugmentationNames.NeuroFluxGovernor) { displayName += " - Level " + (Player.queuedAugmentations[i].level); } var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info}); queuedAugmentationsList.appendChild(accordion[0]); } Engine.Display.augmentationsContent.appendChild(queuedAugmentationsList); //Installed augmentations list Engine.Display.augmentationsContent.appendChild(createElement("h1", { innerText:"Installed Augmentations", marginTop:"8px", })); Engine.Display.augmentationsContent.appendChild(createElement("p", { width:"70%", whiteSpace:"pre-wrap", innerText:"List of all Augmentations (including Source Files) that have been " + "installed. You have gained the effects of these Augmentations." })); var augmentationsList = createElement("ul", {class:"augmentations-list"}); //Expand/Collapse All buttons Engine.Display.augmentationsContent.appendChild(createElement("a", { class:"a-link-button", fontSize:"14px", innerText:"Expand All", display:"inline-block", clickListener:()=>{ var allHeaders = augmentationsList.getElementsByClassName("accordion-header"); for (var i = 0; i < allHeaders.length; ++i) { if (!allHeaders[i].classList.contains("active")) {allHeaders[i].click();} } } })); Engine.Display.augmentationsContent.appendChild(createElement("a", { class:"a-link-button", fontSize:"14px", innerText:"Collapse All", display:"inline-block", clickListener:()=>{ var allHeaders = augmentationsList.getElementsByClassName("accordion-header"); for (var i = 0; i < allHeaders.length; ++i) { if (allHeaders[i].classList.contains("active")) {allHeaders[i].click();} } } })); //Sort Buttons const sortInOrderButton = createElement("a", { class:"a-link-button", fontSize:"14px", innerText:"Sort in Order", tooltip:"Sorts the Augmentations alphabetically and Source Files in numerical order (1, 2, 3,...)", clickListener:()=>{ removeChildrenFromElement(augmentationsList); //Create a copy of Player's Source Files and augs array and sort them var sourceFiles = Player.sourceFiles.slice(); var augs = Player.augmentations.slice(); sourceFiles.sort((sf1, sf2)=>{ return sf1.n - sf2.n; }); augs.sort((aug1, aug2)=>{ return aug1.name <= aug2.name ? -1 : 1; }); displaySourceFiles(augmentationsList, sourceFiles); displayAugmentations(augmentationsList, augs); Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically; } }); Engine.Display.augmentationsContent.appendChild(sortInOrderButton); const sortByAcquirementTimeButton = createElement("a", { class:"a-link-button", fontSize:"14px", innerText:"Sort by Acquirement Time", tooltip:"Sorts the Augmentations and Source Files based on when you acquired them (same as default)", clickListener:()=>{ removeChildrenFromElement(augmentationsList); displaySourceFiles(augmentationsList, Player.sourceFiles); displayAugmentations(augmentationsList, Player.augmentations); Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime; } }); Engine.Display.augmentationsContent.appendChild(sortByAcquirementTimeButton); //Source Files - Temporary...Will probably put in a separate pane Later if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) { sortInOrderButton.click(); } else { sortByAcquirementTimeButton.click(); } Engine.Display.augmentationsContent.appendChild(augmentationsList); } //Creates the accordion elements to display Augmentations // @listElement - List DOM element to append accordion elements to // @augs - Array of Augmentation objects function displayAugmentations(listElement, augs) { for (var i = 0; i < augs.length; ++i) { var augName = augs[i].name; var aug = Augmentations[augName]; var displayName = augName; if (augName === AugmentationNames.NeuroFluxGovernor) { displayName += " - Level " + (augs[i].level); } var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info}); listElement.appendChild(accordion[0]); } } //Creates the accordion elements to display Source Files // @listElement - List DOM element to append accordion elements to // @sourceFiles - Array of Source File objects function displaySourceFiles(listElement, sourceFiles) { for (var i = 0; i < sourceFiles.length; ++i) { var srcFileKey = "SourceFile" + sourceFiles[i].n; var sourceFileObject = SourceFiles[srcFileKey]; if (sourceFileObject == null) { console.log("ERROR: Invalid source file number: " + sourceFiles[i].n); continue; } const maxLevel = sourceFiles[i].n == 12 ? "∞" : "3"; var accordion = createAccordionElement({ hdrText:sourceFileObject.name + "
" + "Level " + (sourceFiles[i].lvl) + " / "+maxLevel, panelText:sourceFileObject.info }); listElement.appendChild(accordion[0]); } } export {AugmentationNames, Augmentations, PlayerOwnedAugmentation, installAugmentations, initAugmentations, applyAugmentation, augmentationExists, Augmentation, displayAugmentationsContent};