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

This commit is contained in:
danielyxie
2017-12-02 22:19:49 -06:00
20 changed files with 31060 additions and 24577 deletions
+24 -24
View File
@@ -592,10 +592,10 @@ let intWgt = CONSTANTS.IntelligenceInfiltrationWeight;
//Success: 5%, Failure 10%, -Karma
function attemptInfiltrationKill(inst) {
var chance = getInfiltrationKillChance(inst);
inst.gainStrengthExp(inst.securityLevel / 90) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 90) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 90) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 90) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.05;
return [true, 1.05];
@@ -618,10 +618,10 @@ function getInfiltrationKillChance(inst) {
//Success: 3%, Failure: 10%
function attemptInfiltrationKnockout(inst) {
var chance = getInfiltrationKnockoutChance(inst);
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 80) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 80) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 80) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 80) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.03;
return [true, 1.03];
@@ -643,9 +643,9 @@ function getInfiltrationKnockoutChance(inst) {
//Success: 0%, Failure: 10%
function attemptInfiltrationStealthKnockout(inst) {
var chance = getInfiltrationStealthKnockoutChance(inst);
inst.gainStrengthExp(inst.securityLevel / 90) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 70) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 70) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 65) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -667,9 +667,9 @@ function getInfiltrationStealthKnockoutChance(inst) {
//Success: 0%, Failure: 5%, -Karma
function attemptInfiltrationAssassinate(inst) {
var chance = getInfiltrationAssassinateChance(inst);
inst.gainStrengthExp(inst.securityLevel / 90) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 70) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 70) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 65) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -691,10 +691,10 @@ function getInfiltrationAssassinateChance(inst) {
//Success: 5%, Failure: 10%
function attemptInfiltrationDestroySecurity(inst) {
var chance = getInfiltrationDestroySecurityChance(inst);
inst.gainStrengthExp(inst.securityLevel / 90) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 90) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 90) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 90) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.05;
return [true, 1.05];
@@ -718,8 +718,8 @@ function getInfiltrationDestroySecurityChance(inst) {
//Success: 1%, Failure: 5%
function attemptInfiltrationHack(inst) {
var chance = getInfiltrationHackChance(inst);
inst.gainHackingExp(inst.securityLevel / 50) * Player.hacking_exp_mult;
inst.gainIntelligenceExp(inst.securityLevel / 700);
inst.gainHackingExp(inst.securityLevel / 40) * Player.hacking_exp_mult;
inst.gainIntelligenceExp(inst.securityLevel / 690);
if (Math.random() <= chance) {
inst.securityLevel *= 1.03;
return [true, 1.03];
@@ -741,7 +741,7 @@ function getInfiltrationHackChance(inst) {
//Success: 0%, Failure: 8%
function attemptInfiltrationSneak(inst) {
var chance = getInfiltrationSneakChance(inst);
inst.gainAgilityExp(inst.securityLevel / 50) * Player.agility_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 40) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -762,7 +762,7 @@ function getInfiltrationSneakChance(inst) {
//Success: 1%, Failure: 3%
function attemptInfiltrationPickLockedDoor(inst) {
var chance = getInfiltrationPickLockedDoorChance(inst);
inst.gainDexterityExp(inst.securityLevel / 40) * Player.dexterity_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 30) * Player.dexterity_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.01;
return [true, 1.01];
@@ -802,8 +802,8 @@ function getInfiltrationBribeChance(inst) {
//Failure: 5%
function attemptInfiltrationEscape(inst) {
var chance = getInfiltrationEscapeChance(inst);
inst.gainAgilityExp(inst.securityLevel / 40) * Player.agility_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 40) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 35) * Player.agility_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 35) * Player.dexterity_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {