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https://github.com/bitburner-official/bitburner-src.git
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balance infiltrate synthoids
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+58
-165
@@ -15,189 +15,89 @@ export abstract class Person implements IPerson {
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/**
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* Stats
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*/
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hacking;
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strength;
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defense;
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dexterity;
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agility;
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charisma;
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intelligence;
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hp;
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max_hp;
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money;
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hacking = 1;
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strength = 1;
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defense = 1;
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dexterity = 1;
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agility = 1;
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charisma = 1;
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intelligence = 0;
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hp = 10;
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max_hp = 10;
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/**
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* Experience
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*/
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hacking_exp;
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strength_exp;
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defense_exp;
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dexterity_exp;
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agility_exp;
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charisma_exp;
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intelligence_exp;
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hacking_exp = 0;
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strength_exp = 0;
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defense_exp = 0;
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dexterity_exp = 0;
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agility_exp = 0;
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charisma_exp = 0;
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intelligence_exp = 0;
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/**
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* Multipliers
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*/
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hacking_mult;
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strength_mult;
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defense_mult;
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dexterity_mult;
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agility_mult;
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charisma_mult;
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hacking_mult = 1;
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strength_mult = 1;
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defense_mult = 1;
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dexterity_mult = 1;
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agility_mult = 1;
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charisma_mult = 1;
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hacking_exp_mult;
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strength_exp_mult;
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defense_exp_mult;
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dexterity_exp_mult;
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agility_exp_mult;
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charisma_exp_mult;
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hacking_exp_mult = 1;
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strength_exp_mult = 1;
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defense_exp_mult = 1;
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dexterity_exp_mult = 1;
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agility_exp_mult = 1;
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charisma_exp_mult = 1;
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hacking_chance_mult;
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hacking_speed_mult;
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hacking_money_mult;
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hacking_grow_mult;
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hacking_chance_mult = 1;
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hacking_speed_mult = 1;
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hacking_money_mult = 1;
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hacking_grow_mult = 1;
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company_rep_mult;
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faction_rep_mult;
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company_rep_mult = 1;
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faction_rep_mult = 1;
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crime_money_mult;
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crime_success_mult;
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crime_money_mult = 1;
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crime_success_mult = 1;
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work_money_mult;
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work_money_mult = 1;
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hacknet_node_money_mult;
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hacknet_node_purchase_cost_mult;
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hacknet_node_ram_cost_mult;
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hacknet_node_core_cost_mult;
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hacknet_node_level_cost_mult;
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hacknet_node_money_mult = 1;
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hacknet_node_purchase_cost_mult = 1;
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hacknet_node_ram_cost_mult = 1;
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hacknet_node_core_cost_mult = 1;
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hacknet_node_level_cost_mult = 1;
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bladeburner_max_stamina_mult;
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bladeburner_stamina_gain_mult;
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bladeburner_analysis_mult;
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bladeburner_success_chance_mult;
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infiltration_base_rep_increase = 0;
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infiltration_rep_mult = 1;
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infiltration_trade_mult = 1;
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infiltration_sell_mult = 1;
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infiltration_timer_mult = 1;
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infiltration_damage_reduction_mult = 1;
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bladeburner_max_stamina_mult = 1;
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bladeburner_stamina_gain_mult = 1;
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bladeburner_analysis_mult = 1;
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bladeburner_success_chance_mult = 1;
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/**
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* Augmentations
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*/
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augmentations: IPlayerOwnedAugmentation[];
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queuedAugmentations: IPlayerOwnedAugmentation[];
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augmentations: IPlayerOwnedAugmentation[] = [];
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/**
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* City that the person is in
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*/
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city: CityName = CityName.Sector12;
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gainHackingExp: (exp: number) => void;
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gainStrengthExp: (exp: number) => void;
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gainDefenseExp: (exp: number) => void;
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gainDexterityExp: (exp: number) => void;
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gainAgilityExp: (exp: number) => void;
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gainCharismaExp: (exp: number) => void;
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gainIntelligenceExp: (exp: number) => void;
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gainStats: (retValue: ITaskTracker) => void;
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calculateSkill: (exp: number, mult: number) => number;
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regenerateHp: (amt: number) => void;
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queryStatFromString: (str: string) => number;
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constructor() {
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/**
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* Stats
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*/
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this.hacking = 1;
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this.strength = 1;
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this.defense = 1;
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this.dexterity = 1;
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this.agility = 1;
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this.charisma = 1;
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this.intelligence = 1;
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this.hp = 10;
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this.max_hp = 10;
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this.money = 0;
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/**
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* Experience
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*/
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.intelligence_exp = 0;
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/**
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* Multipliers
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*/
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.hacking_chance_mult = 1;
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this.hacking_speed_mult = 1;
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this.hacking_money_mult = 1;
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this.hacking_grow_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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this.work_money_mult = 1;
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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this.bladeburner_max_stamina_mult = 1;
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1;
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this.bladeburner_success_chance_mult = 1;
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/**
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* Augmentations
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*/
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this.augmentations = [];
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this.queuedAugmentations = [];
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/**
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* City that the person is in
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*/
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this.city = CityName.Sector12;
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this.gainHackingExp = generalMethods.gainHackingExp;
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this.gainStrengthExp = generalMethods.gainStrengthExp;
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this.gainDefenseExp = generalMethods.gainDefenseExp;
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this.gainDexterityExp = generalMethods.gainDexterityExp;
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this.gainAgilityExp = generalMethods.gainAgilityExp;
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this.gainCharismaExp = generalMethods.gainCharismaExp;
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this.gainIntelligenceExp = generalMethods.gainIntelligenceExp;
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this.gainStats = generalMethods.gainStats;
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this.calculateSkill = generalMethods.calculateSkill;
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this.regenerateHp = generalMethods.regenerateHp;
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this.queryStatFromString = generalMethods.queryStatFromString;
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}
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gainHackingExp = generalMethods.gainHackingExp;
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gainStrengthExp = generalMethods.gainStrengthExp;
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gainDefenseExp = generalMethods.gainDefenseExp;
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gainDexterityExp = generalMethods.gainDexterityExp;
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gainAgilityExp = generalMethods.gainAgilityExp;
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gainCharismaExp = generalMethods.gainCharismaExp;
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gainIntelligenceExp = generalMethods.gainIntelligenceExp;
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gainStats = generalMethods.gainStats;
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calculateSkill = generalMethods.calculateSkill;
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regenerateHp = generalMethods.regenerateHp;
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queryStatFromString = generalMethods.queryStatFromString;
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/**
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* Updates this object's multipliers for the given augmentation
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@@ -297,13 +197,6 @@ export abstract class Person implements IPerson {
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this.bladeburner_stamina_gain_mult = 1;
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this.bladeburner_analysis_mult = 1;
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this.bladeburner_success_chance_mult = 1;
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this.infiltration_base_rep_increase = 0;
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this.infiltration_rep_mult = 1;
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this.infiltration_trade_mult = 1;
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this.infiltration_sell_mult = 1;
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this.infiltration_timer_mult = 1;
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this.infiltration_damage_reduction_mult = 1;
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}
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/**
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