mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-24 10:12:53 +02:00
0.27.0 2nd Tier Prestige + Gangs
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+26
-24
@@ -198,6 +198,7 @@ function nextInfiltrationLevel(inst) {
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"rest of the facility's security. The facility's security " +
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"level has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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Player.karma -= 3;
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++Player.numPeopleKilled;
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endInfiltrationLevel(inst);
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return false;
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} else {
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@@ -221,6 +222,7 @@ function nextInfiltrationLevel(inst) {
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security guard without being detected!");
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Player.karma -= 3;
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++Player.numPeopleKilled;
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endInfiltrationLevel(inst);
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return false;
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} else {
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@@ -574,10 +576,10 @@ function updateInfiltrationButtons(inst, scenario) {
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//Success: 5%, Failure 10%, -Karma
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function attemptInfiltrationKill(inst) {
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var chance = getInfiltrationKillChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 400) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 400) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 400) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 100) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 100) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 100) * Player.agility_exp_mult;
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if (Math.random() <= chance) {
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inst.securityLevel *= 1.05;
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return [true, 1.05];
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@@ -600,10 +602,10 @@ function getInfiltrationKillChance(inst) {
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//Success: 3%, Failure: 10%
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function attemptInfiltrationKnockout(inst) {
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var chance = getInfiltrationKnockoutChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 400) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 400) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 400) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 100) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 100) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 100) * Player.agility_exp_mult;
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if (Math.random() <= chance) {
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inst.securityLevel *= 1.03;
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return [true, 1.03];
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@@ -625,9 +627,9 @@ function getInfiltrationKnockoutChance(inst) {
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//Success: 0%, Failure: 10%
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function attemptInfiltrationStealthKnockout(inst) {
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var chance = getInfiltrationStealthKnockoutChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
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if (Math.random() <= chance) {
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return [true, 1];
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} else {
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@@ -648,9 +650,9 @@ function getInfiltrationStealthKnockoutChance(inst) {
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//Success: 0%, Failure: 5%, -Karma
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function attemptInfiltrationAssassinate(inst) {
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var chance = getInfiltrationAssassinateChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
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if (Math.random() <= chance) {
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return [true, 1];
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} else {
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@@ -671,10 +673,10 @@ function getInfiltrationAssassinateChance(inst) {
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//Success: 5%, Failure: 10%
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function attemptInfiltrationDestroySecurity(inst) {
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var chance = getInfiltrationDestroySecurityChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 400) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 400) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 400) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 100) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 100) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 100) * Player.agility_exp_mult;
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if (Math.random() <= chance) {
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inst.securityLevel *= 1.05;
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return [true, 1.05];
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@@ -698,7 +700,7 @@ function getInfiltrationDestroySecurityChance(inst) {
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//Success: 1%, Failure: 5%
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function attemptInfiltrationHack(inst) {
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var chance = getInfiltrationHackChance(inst);
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inst.gainHackingExp(inst.securityLevel / 150) * Player.hacking_exp_mult;
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inst.gainHackingExp(inst.securityLevel / 75) * Player.hacking_exp_mult;
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if (Math.random() <= chance) {
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inst.securityLevel *= 1.03;
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return [true, 1.03];
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@@ -719,7 +721,7 @@ function getInfiltrationHackChance(inst) {
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//Success: 0%, Failure: 8%
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function attemptInfiltrationSneak(inst) {
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var chance = getInfiltrationSneakChance(inst);
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inst.gainAgilityExp(inst.securityLevel / 150) * Player.agility_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
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if (Math.random() <= chance) {
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return [true, 1];
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} else {
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@@ -739,7 +741,7 @@ function getInfiltrationSneakChance(inst) {
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//Success: 1%, Failure: 3%
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function attemptInfiltrationPickLockedDoor(inst) {
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var chance = getInfiltrationPickLockedDoorChance(inst);
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inst.gainDexterityExp(inst.securityLevel / 150) * Player.dexterity_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
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if (Math.random() <= chance) {
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inst.securityLevel *= 1.01;
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return [true, 1.01];
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@@ -759,7 +761,7 @@ function getInfiltrationPickLockedDoorChance(inst) {
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//Success: 0%, Failure: 15%,
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function attemptInfiltrationBribe(inst) {
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var chance = getInfiltrationBribeChance(inst);
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inst.gainCharismaExp(inst.securityLevel / 100) * Player.charisma_exp_mult;
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inst.gainCharismaExp(inst.securityLevel / 50) * Player.charisma_exp_mult;
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if (Math.random() <= chance) {
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return [true, 1];
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} else {
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@@ -778,8 +780,8 @@ function getInfiltrationBribeChance(inst) {
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//Failure: 5%
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function attemptInfiltrationEscape(inst) {
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var chance = getInfiltrationEscapeChance(inst);
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inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 50) * Player.agility_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 50) * Player.dexterity_exp_mult;
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if (Math.random() <= chance) {
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return [true, 1];
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} else {
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