Playtesting - Rebalancing, UI improvements, added tooltip for programs, home computer no longer reset on prestige

This commit is contained in:
Daniel Xie
2017-05-08 09:33:26 -05:00
parent 21f73088f6
commit 20d8a40e17
13 changed files with 147 additions and 84 deletions
+7 -7
View File
@@ -1,32 +1,32 @@
/* Crimes.js */
function commitShopliftCrime() {
Player.crimeType = CONSTANTS.CrimeShoplift;
Player.startCrime(0, 0.5, 0.5, 0.5, 0.5, 0, 500, 3000); //$166.66/s, .167 exp/s
Player.startCrime(0, 0.5, 0.5, 0.5, 0.5, 0, 1000, 2000); //$500/s, .25 exp/s
}
function commitMugCrime() {
Player.crimeType = CONSTANTS.CrimeMug;
Player.startCrime(0, 1, 1, 1, 1, 0, 1000, 5000); //$200/s, .2 exp/s
Player.startCrime(0, 1, 1, 1, 1, 0, 3000, 4000); //$750/s, .2 exp/s
}
function commitDealDrugsCrime() {
Player.crimeType = CONSTANTS.CrimeDrugs;
Player.startCrime(0, 2, 2, 2, 2, 2, 2500, 10000); //$250/s, .2 exp/s
Player.startCrime(0, 2, 2, 2, 2, 2, 10000, 10000); //$1000/s, .2 exp/s
}
function commitTraffickArmsCrime() {
Player.crimeType = CONSTANTS.CrimeTraffickArms;
Player.startCrime(0, 8, 8, 8, 8, 12, 15000, 40000); //$375/s, .2 combat exp/s, .3 cha exp/s
Player.startCrime(0, 8, 8, 8, 8, 12, 60000, 40000); //$1500/s, .2 combat exp/s, .3 cha exp/s
}
function commitHomicideCrime() {
Player.crimeType = CONSTANTS.CrimeHomicide;
Player.startCrime(0, 2, 2, 2, 2, 0, 600, 3000); //$200/s, 0.66 combat exp/s
Player.startCrime(0, 2, 2, 2, 2, 0, 1000, 3000); //$333.3/s, 0.66 combat exp/s
}
function commitKidnapCrime() {
Player.crimeType = CONSTANTS.CrimeKidnap;
Player.startCrime(0, 20, 20, 20, 20, 20, 50000, 120000); //$416.67/s. .167 exp/s
Player.startCrime(0, 20, 20, 20, 20, 20, 200000, 120000); //$1666.666/s. .167 exp/s
}
function determineCrimeSuccess(crime, moneyGained) {
@@ -95,7 +95,7 @@ function determineCrimeChanceTraffickArms() {
Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel));
Player.agility / CONSTANTS.MaxSkillLevel)) / 2;
return Math.min(chance, 1);
}