bitburner-src/src/BitNode/BitNodeMultipliers.ts

263 lines
6.9 KiB
TypeScript

/**
* Bitnode multipliers influence the difficulty of different aspects of the game.
* Each Bitnode has a different theme/strategy to achieving the end goal, so these multipliers will can help drive the
* player toward the intended strategy. Unless they really want to play the long, slow game of waiting...
*/
interface IBitNodeMultipliers {
/**
* Influences how quickly the player's agility level (not exp) scales
*/
AgilityLevelMultiplier: number;
/**
* Influences the base cost to purchase an augmentation.
*/
AugmentationMoneyCost: number;
/**
* Influences the base rep the player must have with a faction to purchase an augmentation.
*/
AugmentationRepCost: number;
/**
* Influences how quickly the player can gain rank within Bladeburner.
*/
BladeburnerRank: number;
/**
* Influences the cost of skill levels from Bladeburner.
*/
BladeburnerSkillCost: number;
/**
* Influences how quickly the player's charisma level (not exp) scales
*/
CharismaLevelMultiplier: number;
/**
* Influences the experience gained for each ability when a player completes a class.
*/
ClassGymExpGain: number;
/**
* Influences the amount of money gained from completing Coding Contracts
**/
CodingContractMoney: number;
/**
* Influences the experience gained for each ability when the player completes working their job.
*/
CompanyWorkExpGain: number;
/**
* Influences how much money the player earns when completing working their job.
*/
CompanyWorkMoney: number;
/**
* Influences the valuation of corporations created by the player.
*/
CorporationValuation: number;
/**
* Influences the base experience gained for each ability when the player commits a crime.
*/
CrimeExpGain: number;
/**
* Influences the base money gained when the player commits a crime.
*/
CrimeMoney: number;
/**
* Influences how many Augmentations you need in order to get invited to the Daedalus faction
*/
DaedalusAugsRequirement: number;
/**
* Influences how quickly the player's defense level (not exp) scales
*/
DefenseLevelMultiplier: number;
/**
* Influences how quickly the player's dexterity level (not exp) scales
*/
DexterityLevelMultiplier: number;
/**
* Influences how much rep the player gains in each faction simply by being a member.
*/
FactionPassiveRepGain: number;
/**
* Influences the experience gained for each ability when the player completes work for a Faction.
*/
FactionWorkExpGain: number;
/**
* Influences how much rep the player gains when performing work for a faction.
*/
FactionWorkRepGain: number;
/**
* Influences how much it costs to unlock the stock market's 4S Market Data API
*/
FourSigmaMarketDataApiCost: number;
/**
* Influences how much it costs to unlock the stock market's 4S Market Data (NOT API)
*/
FourSigmaMarketDataCost: number;
/**
* Influences the experienced gained when hacking a server.
*/
HackExpGain: number;
/**
* Influences how quickly the player's hacking level (not experience) scales
*/
HackingLevelMultiplier: number;
/**
* Influences how much money each Hacknet node can generate.
*/
HacknetNodeMoney: number;
/**
* Influences how much money it costs to upgrade your home computer's RAM
*/
HomeComputerRamCost: number;
/**
* Influences how much money is gained when the player infiltrates a company.
*/
InfiltrationMoney: number;
/**
* Influences how much rep the player can gain from factions when selling stolen documents and secrets
*/
InfiltrationRep: number;
/**
* Influences how much money can be stolen from a server when the player performs a hack against it through
* the Terminal.
*/
ManualHackMoney: number;
/**
* Influence how much it costs to purchase a server
*/
PurchasedServerCost: number;
/**
* Influences the maximum number of purchased servers you can have
*/
PurchasedServerLimit: number;
/**
* Influences the maximum allowed RAM for a purchased server
*/
PurchasedServerMaxRam: number;
/**
* Influences the minimum favor the player must have with a faction before they can donate to gain rep.
*/
RepToDonateToFaction: number;
/**
* Influences how much money can be stolen from a server when a script performs a hack against it.
*/
ScriptHackMoney: number;
/**
* Influences the growth percentage per cycle against a server.
*/
ServerGrowthRate: number;
/**
* Influences the maxmimum money that a server can grow to.
*/
ServerMaxMoney: number;
/**
* Influences the initial money that a server starts with.
*/
ServerStartingMoney: number;
/**
* Influences the initial security level (hackDifficulty) of a server.
*/
ServerStartingSecurity: number;
/**
* Influences the weaken amount per invocation against a server.
*/
ServerWeakenRate: number;
/**
* Influences how quickly the player's strength level (not exp) scales
*/
StrengthLevelMultiplier: number;
// Index signature
[key: string]: number;
}
/**
* The multipliers that are influenced by current Bitnode progression.
*/
// tslint:disable-next-line:variable-name
export const BitNodeMultipliers: IBitNodeMultipliers = {
HackingLevelMultiplier: 1,
StrengthLevelMultiplier: 1,
DefenseLevelMultiplier: 1,
DexterityLevelMultiplier: 1,
AgilityLevelMultiplier: 1,
CharismaLevelMultiplier: 1,
ServerGrowthRate: 1,
ServerMaxMoney: 1,
ServerStartingMoney: 1,
ServerStartingSecurity: 1,
ServerWeakenRate: 1,
HomeComputerRamCost: 1,
PurchasedServerCost: 1,
PurchasedServerLimit: 1,
PurchasedServerMaxRam: 1,
CompanyWorkMoney: 1,
CrimeMoney: 1,
HacknetNodeMoney: 1,
ManualHackMoney: 1,
ScriptHackMoney: 1,
CodingContractMoney: 1,
ClassGymExpGain: 1,
CompanyWorkExpGain: 1,
CrimeExpGain: 1,
FactionWorkExpGain: 1,
HackExpGain: 1,
FactionPassiveRepGain: 1,
FactionWorkRepGain: 1,
RepToDonateToFaction: 1,
AugmentationMoneyCost: 1,
AugmentationRepCost: 1,
InfiltrationMoney: 1,
InfiltrationRep: 1,
FourSigmaMarketDataCost: 1,
FourSigmaMarketDataApiCost: 1,
CorporationValuation: 1,
BladeburnerRank: 1,
BladeburnerSkillCost: 1,
DaedalusAugsRequirement: 1,
};