bitburner-src/src/Augmentations.js

2663 lines
135 KiB
JavaScript

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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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'.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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<br><br>." +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 3%.<br>" +
"Increases the amount of money the player's gains from hacking by 15%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2% <br>" +
"Increases the player's hacking chance by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 3%.<br>" +
"Increases the player's hacking skill by 8%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 3%.<br>" +
"Increases the amount of money the player gains from hacking by 10%.<br>" +
"Increases the player's chance of successfully performing a hack by 3%.<br>" +
"Increases the player's hacking experience gain rate by 7%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 5%.<br>" +
"Increases the amount of money the player gains from hacking by 30%.<br>" +
"Increases the player's chance of successfully performing a hack by 5%.<br>" +
"Increases the player's hacking experience gain rate by 15%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 5%.<br>" +
"Increases the amount of money the player gains from hacking by 40%.<br>" +
"Increases the player's chance of successfully performing a hack by 10%.<br>" +
"Increases the player's hacking experience gain rate by 25%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of money the player gains from hacking by 40%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2%.<br>" +
"Increases the player's chance of successfully performing a hack by 10%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking skill by 10%.<br>" +
"Increases the player's hacking experience gain rate by 15%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 1%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2%.<br>" +
"Increases the player's chance of successfully performing a hack by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2%.<br>" +
"Increases the amount of money the player gains from hacking by 15%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 2%.<br>" +
"Increases the amount of money the player gains from hacking by 20%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking skill by 30%.<br>" +
"Increases the amount of money the player gains from hacking by 25%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking skill by 15%.<br>" +
"Increases the player's hacking experience gain rate by 10%.<br>"+
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's charisma by 10%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases all experience gains by 5%.<br>" +
"Increases the amount of money the player gains from working by 20%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 30%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 75%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 100%.<br>" +
"Increases the player's hacking skill by 10%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 10% <br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of money produced by Hacknet Nodes by 15%.<br>" +
"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.<br><br>" +
"This augmentation:<br> " +
"Increases the amount of money produced by Hacknet Nodes by 10%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of money produced by Hacknet Nodes by 10%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's dexterity by 40%.<br>" +
"Increases the player's hacking speed by 3%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's agility by 5% <br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's agility by 10% <br>" +
"Increases the player's defense by 10% <br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's dexterity by 10%.<br>" +
"Increases the player's dexterity experience gain rate by 15%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's stats by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking speed by 10%.<br>" +
"Increases the player's chance of successfully performing a hack by 30%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's combat stats by 75%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's combat stats by 35%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's charisma by 50%. <br>" +
"Increases the player's charisma experience gain rate by 50%.<br>" +
"Increases the amount of reputation the player gains for a company by 25%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's stats by 20%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking skill by 20%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's hacking skill by 15%.<br>" +
"Increases the player's hacking experience gain rate by 20%.<br>" +
"Increases the player's chance of successfully performing a hack by 10%.<br>" +
"Increases the player's hacking speed by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's strength and dexterity by 15%.<br>" +
"Increases the player's hacking skill by 10%.<br>" +
"Increases the player's hacking speed by 2%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Improves the player's hacking skill by 8%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Lets the player start with $1,000,000 after a reset.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's crime success rate by 25%.<br>" +
"Increases the amount of money the player gains from crimes by 10%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's strength and defense by 40%.<br>" +
"Increases the player's crime success rate by 10%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's strength and defense by 15%.<br>" +
"Increases the player's crime success rate by 10%.<br>" +
"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.<br><br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the amount of money the player earns at a company by 10%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 3%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's sucess chance in Bladeburner contracts/operations by 3%.<br>" +
"Increases the player's effectiveness in Bladeburner Field Analysis by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's defense by 5%.<br>" +
"Increases the player's strength and dexterity by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's combat stats by 7%.<br>" +
"Increases the player's Bladeburner stamina gain rate by 5%.<br>"
});
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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's effectiveness in Bladeburner Field Analysis by 10%.<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 4%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's effectiveness in Bladeburner Field Analysis by 15%.<br>" +
"Increases the player's defense and dexterity experience gain rate by 10%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's experience gain rate for all combat stats by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's agility by 5%.<br>" +
"Increases the player's Bladeburner max stamina by 5%.<br>" +
"Increases the player's Bladeburner stamina gain rate by 5%.<br>"
});
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.<br><br>" +
"This augmentation:<br>" +
"Increases all of the player's combat stats by 4%.<br>" +
"Increases the player's Bladeburner stamina gain rate by 2%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's success chance in Bladeburner contracts/operations by 5%.<br>" +
"Increases the player's Bladeburner stamina gain rate by 2%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's defense by 5%.<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"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.<br><br>" +
"This augmentation:<br>" +
"Increases the player's effectiveness in Bladeburner Field Analysis by 15%.<br>" +
"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.<br><br>" +
"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 + "<br>");
}
Player.queuedAugmentations = [];
dialogBoxCreate("You slowly drift to sleep as scientists put you under in order " +
"to install the following Augmentations:<br>" + augmentationList +
"<br>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 + "<br>" + "Level " + (sourceFiles[i].lvl) + " / "+maxLevel,
panelText:sourceFileObject.info
});
listElement.appendChild(accordion[0]);
}
}
export {AugmentationNames, Augmentations, PlayerOwnedAugmentation, installAugmentations,
initAugmentations, applyAugmentation, augmentationExists, Augmentation,
displayAugmentationsContent};