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Intelligence rework, most intelligence gain have been multiplied by at least 100, if not more. All intelligence use have been reviewed and often boosted but by a percentage. Typically this means intelligence gives a 2-6% boost to everything for normal players and around 13% for int farmers.
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@@ -1,15 +0,0 @@
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getHackTime(), getGrowTime(), & getWeakenTime()
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===============================================
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The :js:func:`getHackTime`, :js:func:`getGrowTime`, and :js:func:`getWeakenTime`
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all take an additional third optional parameter for specifying a specific intelligence
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level to see how that would affect the hack/grow/weaken times. This parameter
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defaults to your current intelligence level.
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(Intelligence is unlocked after obtaining Source-File 5).
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The function signatures are then::
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getHackTime(hostname/ip[, hackLvl=current level, intLvl=current level])
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getGrowTime(hostname/ip[, hackLvl=current level, intLvl=current level])
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getWeakenTime(hostname/ip[, hackLvl=current level, intLvl=current level])
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@@ -9,4 +9,3 @@ they contain spoilers for the game.
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.. toctree::
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getBitNodeMultipliers() <advancedfunctions/getBitNodeMultipliers>
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getHackTime(), getGrowTime(), & getWeakenTime() <advancedfunctions/getHackGrowWeakenTimes>
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@@ -9,8 +9,12 @@ getAugmentationStats() Netscript Function
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If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.
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ns.getAugmentationStats("Synfibril Muscle")
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{
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strength_mult: 1.3,
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defense_mult: 1.3,
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}
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Examples:
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.. code-block:: javascript
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ns.getAugmentationStats("Synfibril Muscle")
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{
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strength_mult: 1.3,
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defense_mult: 1.3,
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}
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