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bladeburner slowly being converted to typescript, added ScriptHackMoneyGain multiplier which is the money you actually gain from script hacks, not money drained, important for BN8
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export const BladeburnerConstants: {
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CityNames: string[];
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CyclesPerSecond: number;
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StaminaGainPerSecond: number;
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BaseStaminaLoss: number;
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MaxStaminaToGainFactor: number;
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DifficultyToTimeFactor: number;
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DiffMultExponentialFactor: number;
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DiffMultLinearFactor: number;
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EffAgiLinearFactor: number;
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EffDexLinearFactor: number;
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EffAgiExponentialFactor: number;
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EffDexExponentialFactor: number;
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BaseRecruitmentTimeNeeded: number;
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PopulationThreshold: number;
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PopulationExponent: number;
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ChaosThreshold: number;
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BaseStatGain: number;
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BaseIntGain: number;
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ActionCountGrowthPeriod: number;
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RankToFactionRepFactor: number;
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RankNeededForFaction: number;
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ContractSuccessesPerLevel: number;
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OperationSuccessesPerLevel: number;
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RanksPerSkillPoint: number;
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ContractBaseMoneyGain: number;
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HrcHpGain: number;
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HrcStaminaGain: number;
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} = {
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CityNames: ["Aevum", "Chongqing", "Sector-12", "New Tokyo", "Ishima", "Volhaven"],
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CyclesPerSecond: 5, // Game cycle is 200 ms
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StaminaGainPerSecond: 0.0085,
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BaseStaminaLoss: 0.285, // Base stamina loss per action. Increased based on difficulty
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MaxStaminaToGainFactor: 70000, // Max Stamina is divided by this to get bonus stamina gain
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DifficultyToTimeFactor: 10, // Action Difficulty divided by this to get base action time
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/**
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* The difficulty multiplier affects stamina loss and hp loss of an action. Also affects
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* experience gain. Its formula is:
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* difficulty ^ exponentialFactor + difficulty / linearFactor
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*/
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DiffMultExponentialFactor: 0.28,
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DiffMultLinearFactor: 650,
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/**
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* These factors are used to calculate action time.
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* They affect how much action time is reduced based on your agility and dexterity
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*/
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EffAgiLinearFactor: 10e3,
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EffDexLinearFactor: 10e3,
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EffAgiExponentialFactor: 0.04,
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EffDexExponentialFactor: 0.035,
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BaseRecruitmentTimeNeeded: 300, // Base time needed (s) to complete a Recruitment action
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PopulationThreshold: 1e9, // Population which determines baseline success rate
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PopulationExponent: 0.7, // Exponent that influences how different populations affect success rate
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ChaosThreshold: 50, // City chaos level after which it starts making tasks harder
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BaseStatGain: 1, // Base stat gain per second
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BaseIntGain: 0.001, // Base intelligence stat gain
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ActionCountGrowthPeriod: 480, // Time (s) it takes for action count to grow by its specified value
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RankToFactionRepFactor: 2, // Delta Faction Rep = this * Delta Rank
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RankNeededForFaction: 25,
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ContractSuccessesPerLevel: 3, // How many successes you need to level up a contract
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OperationSuccessesPerLevel: 2.5, // How many successes you need to level up an op
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RanksPerSkillPoint: 3, // How many ranks needed to get 1 Skill Point
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ContractBaseMoneyGain: 250e3, // Base Money Gained per contract
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HrcHpGain: 2, // HP Gained from Hyperbolic Regeneration chamber
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HrcStaminaGain: 1, // Percentage Stamina gained from Hyperbolic Regeneration Chamber
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}
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