mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-24 02:03:01 +02:00
Set BitNode-10 description and BitNode multipliers
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+19
-5
@@ -22,10 +22,12 @@ import { displayFactionContent } from "./Faction/FactionHelpers";
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import {Gang, resetGangs} from "./Gang";
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import {Locations} from "./Locations";
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import {hasBn11SF, hasWallStreetSF,hasAISF} from "./NetscriptFunctions";
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import { Sleeve } from "./PersonObjects/Sleeve/Sleeve";
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import {AllServers, Server, AddToAllServers} from "./Server";
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import {Settings} from "./Settings";
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import {SpecialServerIps, SpecialServerNames} from "./SpecialServerIps";
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import {SourceFiles, applySourceFile} from "./SourceFile";
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import { SourceFileFlags } from "./SourceFile/SourceFileFlags";
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import Decimal from "decimal.js";
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import {numeralWrapper} from "./ui/numeralFormat";
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import {dialogBoxCreate} from "../utils/DialogBox";
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@@ -274,6 +276,8 @@ PlayerObject.prototype.prestigeAugmentation = function() {
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this.queuedAugmentations = [];
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this.resleeves = [];
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this.isWorking = false;
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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@@ -355,6 +359,16 @@ PlayerObject.prototype.prestigeSourceFile = function() {
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this.queuedAugmentations = [];
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this.augmentations = [];
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this.resleeves = [];
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// Duplicate sleeves are reset to level 1 every Bit Node (but the number of sleeves you have persists)
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if (this.sleeves.length < SourceFileFlags[10]) {
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this.sleeves.length = SourceFileFlags[10];
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}
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for (let i = 0; i < this.sleeves.length; ++i) {
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this.sleeves[i] = new Sleeve();
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}
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this.isWorking = false;
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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@@ -443,11 +457,11 @@ PlayerObject.prototype.calculateSkill = function(exp, mult=1) {
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PlayerObject.prototype.updateSkillLevels = function() {
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this.hacking_skill = Math.max(1, Math.floor(this.calculateSkill(this.hacking_exp, this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier)));
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this.strength = this.calculateSkill(this.strength_exp, this.strength_mult);
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this.defense = this.calculateSkill(this.defense_exp, this.defense_mult);
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this.dexterity = this.calculateSkill(this.dexterity_exp, this.dexterity_mult);
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this.agility = this.calculateSkill(this.agility_exp, this.agility_mult);
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this.charisma = this.calculateSkill(this.charisma_exp, this.charisma_mult);
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this.strength = Math.max(1, Math.floor(this.calculateSkill(this.strength_exp, this.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier)));
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this.defense = Math.max(1, Math.floor(this.calculateSkill(this.defense_exp, this.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier)));
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this.dexterity = Math.max(1, Math.floor(this.calculateSkill(this.dexterity_exp, this.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier)));
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this.agility = Math.max(1, Math.floor(this.calculateSkill(this.agility_exp, this.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier)));
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this.charisma = Math.max(1, Math.floor(this.calculateSkill(this.charisma_exp, this.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier)));
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if (this.intelligence > 0) {
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this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));
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