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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-24 02:03:01 +02:00
Fixed bugs with Sleeve mechanics. Updated documentation to use RTD theme
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@@ -85,6 +85,17 @@ export abstract class Person {
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work_money_mult: number = 1;
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hacknet_node_money_mult: number = 1;
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hacknet_node_purchase_cost_mult: number = 1;
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hacknet_node_ram_cost_mult: number = 1;
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hacknet_node_core_cost_mult: number = 1;
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hacknet_node_level_cost_mult: number = 1;
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bladeburner_max_stamina_mult: number = 1;
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bladeburner_stamina_gain_mult: number = 1;
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bladeburner_analysis_mult: number = 1;
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bladeburner_success_chance_mult : number = 1;
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/**
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* Augmentations
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*/
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@@ -101,7 +112,7 @@ export abstract class Person {
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/**
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* Updates this object's multipliers for the given augmentation
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*/
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applyAugmentation(aug: Augmentation, reapply=false) {
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applyAugmentation(aug: Augmentation) {
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for (const mult in aug.mults) {
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if ((<any>this)[mult] == null) {
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console.warn(`Augmentation has unrecognized multiplier property: ${mult}`);
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@@ -188,11 +199,11 @@ export abstract class Person {
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*/
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updateStatLevels(): void {
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this.hacking_skill = Math.max(1, Math.floor(this.calculateStat(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)));
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this.strength = Math.max(1, Math.floor(this.calculateStat(this.strength_exp, this.strength_mult)));
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this.defense = Math.max(1, Math.floor(this.calculateStat(this.defense_exp, this.defense_mult)));
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this.dexterity = Math.max(1, Math.floor(this.calculateStat(this.dexterity_exp, this.dexterity_mult)));
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this.agility = Math.max(1, Math.floor(this.calculateStat(this.agility_exp, this.agility_mult)));
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this.charisma = Math.max(1, Math.floor(this.calculateStat(this.charisma_exp, this.charisma_mult)));
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this.strength = Math.max(1, Math.floor(this.calculateStat(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier)));
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this.defense = Math.max(1, Math.floor(this.calculateStat(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)));
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this.dexterity = Math.max(1, Math.floor(this.calculateStat(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier)));
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this.agility = Math.max(1, Math.floor(this.calculateStat(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)));
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this.charisma = Math.max(1, Math.floor(this.calculateStat(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier)));
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const ratio: number = this.hp / this.max_hp;
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this.max_hp = Math.floor(10 + this.defense / 10);
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