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https://github.com/bitburner-official/bitburner-src.git
synced 2026-05-05 07:07:50 +02:00
refactored saving/loading by making it into a class. Tested and debugged prestige mechanic
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+7
-8
@@ -14,10 +14,9 @@ function PlayerObject() {
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//Intelligence, perhaps?
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//Hacking multipliers
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this.hacking_chance_mult = 2; //Increase through ascensions/augmentations
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this.hacking_speed_mult = 5; //Decrease through ascensions/augmentations
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//this.hacking_speed_mult = 1; //Make it faster for debugging
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this.hacking_money_mult = .001; //Increase through ascensions/augmentations. Can't go above 1
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this.hacking_chance_mult = 1; //Increase through ascensions/augmentations
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this.hacking_speed_mult = 1; //Decrease through ascensions/augmentations
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this.hacking_money_mult = 1; //Increase through ascensions/augmentations. Can't go above 1
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//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
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//Accumulative stats and skills
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@@ -101,7 +100,7 @@ function PlayerObject() {
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this.numTimesDealtDrugsLifetime = 0;
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this.numTimesTraffickArms = 0;
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this.numTimesTraffickArmsTotal = 0;
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this.numTimesTrafficksArmsLifetime = 0;
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this.numTimesTraffickArmsLifetime = 0;
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this.numPeopleKilled = 0;
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this.numPeopleKilledTotal = 0;
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this.numPeopleKilledLifetime = 0;
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@@ -207,7 +206,7 @@ PlayerObject.prototype.updateSkillLevels = function() {
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// (hacking_chance_multiplier * hacking_skill) 100
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PlayerObject.prototype.calculateHackingChance = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (this.hacking_chance_mult * this.hacking_skill);
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var skillMult = (2 * this.hacking_chance_mult * this.hacking_skill);
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var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
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var chance = skillChance * difficultyMult;
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if (chance < 0) {return 0;}
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@@ -222,7 +221,7 @@ PlayerObject.prototype.calculateHackingChance = function() {
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PlayerObject.prototype.calculateHackingTime = function() {
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var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
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var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100);
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return skillFactor * this.hacking_speed_mult;
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return skillFactor * this.hacking_speed_mult * 5;
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}
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//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
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@@ -233,7 +232,7 @@ PlayerObject.prototype.calculateHackingTime = function() {
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PlayerObject.prototype.calculatePercentMoneyHacked = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult;
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var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 1000;
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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if (percentMoneyHacked < 0) {return 0;}
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if (percentMoneyHacked > 1) {return 1;}
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