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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-18 07:18:38 +02:00
V0.51.4 (#847)
* BladeBurner
* nerfed int exp gained.
Documentation
* purchaseServer specifies what happens on failure.
* Fixed typo in recommended bitnode page.
* Removed misleading ram requirements for hacking factions.
Netscript
* growthAnalyze handles Infinity correctly.
Misc.
* Faction Augmentation will list how much reputation is required even after
that goal has been reached.
* Removed dollar sign in travel agency confirmation.
* Fixed typo in alpha-omega.lit
* the game save text no longer obstruct the save game and options button
* the text editors now remember where your cursor was and restores it when loading the same script again.
* v0.51.4
This commit is contained in:
@@ -434,6 +434,8 @@ export function gainHackingExp(exp) {
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if(this.hacking_exp < 0) {
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this.hacking_exp = 0;
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}
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this.hacking_skill = calculateSkillF(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier);
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}
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export function gainStrengthExp(exp) {
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@@ -444,6 +446,8 @@ export function gainStrengthExp(exp) {
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if(this.strength_exp < 0) {
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this.strength_exp = 0;
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}
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this.strength = calculateSkillF(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier);
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}
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export function gainDefenseExp(exp) {
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@@ -454,6 +458,8 @@ export function gainDefenseExp(exp) {
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if(this.defense_exp < 0) {
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this.defense_exp = 0;
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}
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this.defense = calculateSkillF(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier);
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}
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export function gainDexterityExp(exp) {
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@@ -464,6 +470,8 @@ export function gainDexterityExp(exp) {
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if(this.dexterity_exp < 0) {
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this.dexterity_exp = 0;
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}
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this.dexterity = calculateSkillF(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier);
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}
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export function gainAgilityExp(exp) {
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@@ -474,6 +482,8 @@ export function gainAgilityExp(exp) {
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if(this.agility_exp < 0) {
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this.agility_exp = 0;
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}
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this.agility = calculateSkillF(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier);
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}
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export function gainCharismaExp(exp) {
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@@ -484,6 +494,8 @@ export function gainCharismaExp(exp) {
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if(this.charisma_exp < 0) {
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this.charisma_exp = 0;
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}
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this.charisma = calculateSkillF(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier);
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}
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export function gainIntelligenceExp(exp) {
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@@ -601,6 +613,17 @@ export function startWork(companyName) {
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Engine.loadWorkInProgressContent();
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}
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export function cancelationPenalty() {
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const company = Companies[this.companyName];
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const specialIp = SpecialServerIps[this.companyName];
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if(specialIp) {
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const server = AllServers[specialIp];
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if(server && server.manuallyHacked) return 0.75;
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}
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return 0.5;
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}
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export function work(numCycles) {
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// Cap the number of cycles being processed to whatever would put you at
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// the work time limit (8 hours)
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@@ -631,6 +654,10 @@ export function work(numCycles) {
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const position = this.jobs[this.companyName];
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const penalty = this.cancelationPenalty();
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const penaltyString = penalty === 0.5 ? 'half' : 'three quarter'
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var elem = document.getElementById("work-in-progress-text");
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ReactDOM.render(<>
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You are currently working as a {position} at {this.companyName} (Current Company Reputation: {Reputation(companyRep)})<br /><br />
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@@ -645,17 +672,17 @@ export function work(numCycles) {
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{numeralWrapper.formatExp(this.workAgiExpGained)} ({`${numeralWrapper.formatExp(this.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}) agility exp <br /><br />
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{numeralWrapper.formatExp(this.workChaExpGained)} ({`${numeralWrapper.formatExp(this.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}) charisma exp <br /><br />
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You will automatically finish after working for 8 hours. You can cancel earlier if you wish,
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but you will only gain half of the reputation you've earned so far.
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but you will only gain {penaltyString} of the reputation you've earned so far.
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</>, elem);
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}
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export function finishWork(cancelled, sing=false) {
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//Since the work was cancelled early, player only gains half of what they've earned so far
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if (cancelled) {
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this.workRepGained /= 2;
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this.workRepGained *= this.cancelationPenalty();
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}
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var company = Companies[this.companyName];
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const company = Companies[this.companyName];
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company.playerReputation += (this.workRepGained);
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this.updateSkillLevels();
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