0.27.0 2nd Tier Prestige + Gangs

This commit is contained in:
danielyxie
2017-08-13 00:01:33 -05:00
parent 4a99c04772
commit 3db6d9d007
29 changed files with 2626 additions and 858 deletions
+26 -24
View File
@@ -198,6 +198,7 @@ function nextInfiltrationLevel(inst) {
"rest of the facility's security. The facility's security " +
"level has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
Player.karma -= 3;
++Player.numPeopleKilled;
endInfiltrationLevel(inst);
return false;
} else {
@@ -221,6 +222,7 @@ function nextInfiltrationLevel(inst) {
if (res[0]) {
writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security guard without being detected!");
Player.karma -= 3;
++Player.numPeopleKilled;
endInfiltrationLevel(inst);
return false;
} else {
@@ -574,10 +576,10 @@ function updateInfiltrationButtons(inst, scenario) {
//Success: 5%, Failure 10%, -Karma
function attemptInfiltrationKill(inst) {
var chance = getInfiltrationKillChance(inst);
inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 400) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 400) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 400) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 100) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 100) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 100) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.05;
return [true, 1.05];
@@ -600,10 +602,10 @@ function getInfiltrationKillChance(inst) {
//Success: 3%, Failure: 10%
function attemptInfiltrationKnockout(inst) {
var chance = getInfiltrationKnockoutChance(inst);
inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 400) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 400) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 400) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 100) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 100) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 100) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.03;
return [true, 1.03];
@@ -625,9 +627,9 @@ function getInfiltrationKnockoutChance(inst) {
//Success: 0%, Failure: 10%
function attemptInfiltrationStealthKnockout(inst) {
var chance = getInfiltrationStealthKnockoutChance(inst);
inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -648,9 +650,9 @@ function getInfiltrationStealthKnockoutChance(inst) {
//Success: 0%, Failure: 5%, -Karma
function attemptInfiltrationAssassinate(inst) {
var chance = getInfiltrationAssassinateChance(inst);
inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -671,10 +673,10 @@ function getInfiltrationAssassinateChance(inst) {
//Success: 5%, Failure: 10%
function attemptInfiltrationDestroySecurity(inst) {
var chance = getInfiltrationDestroySecurityChance(inst);
inst.gainStrengthExp(inst.securityLevel / 400) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 400) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 400) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 400) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 100) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 100) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 100) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 100) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.05;
return [true, 1.05];
@@ -698,7 +700,7 @@ function getInfiltrationDestroySecurityChance(inst) {
//Success: 1%, Failure: 5%
function attemptInfiltrationHack(inst) {
var chance = getInfiltrationHackChance(inst);
inst.gainHackingExp(inst.securityLevel / 150) * Player.hacking_exp_mult;
inst.gainHackingExp(inst.securityLevel / 75) * Player.hacking_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.03;
return [true, 1.03];
@@ -719,7 +721,7 @@ function getInfiltrationHackChance(inst) {
//Success: 0%, Failure: 8%
function attemptInfiltrationSneak(inst) {
var chance = getInfiltrationSneakChance(inst);
inst.gainAgilityExp(inst.securityLevel / 150) * Player.agility_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -739,7 +741,7 @@ function getInfiltrationSneakChance(inst) {
//Success: 1%, Failure: 3%
function attemptInfiltrationPickLockedDoor(inst) {
var chance = getInfiltrationPickLockedDoorChance(inst);
inst.gainDexterityExp(inst.securityLevel / 150) * Player.dexterity_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.01;
return [true, 1.01];
@@ -759,7 +761,7 @@ function getInfiltrationPickLockedDoorChance(inst) {
//Success: 0%, Failure: 15%,
function attemptInfiltrationBribe(inst) {
var chance = getInfiltrationBribeChance(inst);
inst.gainCharismaExp(inst.securityLevel / 100) * Player.charisma_exp_mult;
inst.gainCharismaExp(inst.securityLevel / 50) * Player.charisma_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -778,8 +780,8 @@ function getInfiltrationBribeChance(inst) {
//Failure: 5%
function attemptInfiltrationEscape(inst) {
var chance = getInfiltrationEscapeChance(inst);
inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 50) * Player.agility_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 50) * Player.dexterity_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {