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