mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-29 12:27:07 +02:00
Merged conflicts. Fixed several minor bugs. Increased infiltration exp. TIX api functions return transaction value rather than boolean. Hacking Mission changes for v0.34.0
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+24
-24
@@ -592,10 +592,10 @@ let intWgt = CONSTANTS.IntelligenceInfiltrationWeight;
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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 / 90) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 90) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 90) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 90) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 85) * 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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@@ -618,10 +618,10 @@ 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 / 85) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 80) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 80) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 80) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 80) * 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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@@ -643,9 +643,9 @@ 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 / 90) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 70) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 70) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 65) * 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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@@ -667,9 +667,9 @@ 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 / 90) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 70) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 70) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 65) * 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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@@ -691,10 +691,10 @@ 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 / 90) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 90) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 90) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 90) * Player.agility_exp_mult;
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inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
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inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 85) * 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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@@ -718,8 +718,8 @@ 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 / 50) * Player.hacking_exp_mult;
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inst.gainIntelligenceExp(inst.securityLevel / 700);
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inst.gainHackingExp(inst.securityLevel / 40) * Player.hacking_exp_mult;
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inst.gainIntelligenceExp(inst.securityLevel / 690);
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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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@@ -741,7 +741,7 @@ 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 / 50) * Player.agility_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 40) * 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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@@ -762,7 +762,7 @@ 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 / 40) * Player.dexterity_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 30) * 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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@@ -802,8 +802,8 @@ 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 / 40) * Player.agility_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 40) * Player.dexterity_exp_mult;
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inst.gainAgilityExp(inst.securityLevel / 35) * Player.agility_exp_mult;
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inst.gainDexterityExp(inst.securityLevel / 35) * 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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