FIxed issue with purchasing Augmentations that require previous Augmentations. Buffed hacking slightly. FIxed UI issues:

This commit is contained in:
Daniel Xie
2017-05-30 08:57:24 -05:00
parent dad7a58291
commit ea7b93e953
5 changed files with 91 additions and 152 deletions
+14 -6
View File
@@ -78,7 +78,7 @@ function determineCrimeSuccess(crime, moneyGained) {
dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
return;
}
chance *= Player.crime_success_mult;
if (Math.random() <= chance) {
//Success
Player.gainMoney(moneyGained);
@@ -94,7 +94,7 @@ function determineCrimeChanceShoplift() {
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 10;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -103,6 +103,7 @@ function determineCrimeChanceMug() {
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -112,6 +113,7 @@ function determineCrimeChanceDealDrugs() {
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel));
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -121,6 +123,7 @@ function determineCrimeChanceTraffickArms() {
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) / 2;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -128,7 +131,8 @@ function determineCrimeChanceHomicide() {
var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel));
Player.agility / CONSTANTS.MaxSkillLevel));
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -138,7 +142,8 @@ function determineCrimeChanceGrandTheftAuto() {
Player.defense / CONSTANTS.MaxSkillLevel +
4 * Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel +
2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -148,6 +153,7 @@ function determineCrimeChanceKidnap() {
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) / 6;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -155,7 +161,8 @@ function determineCrimeChanceAssassination() {
var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@@ -165,6 +172,7 @@ function determineCrimeChanceHeist() {
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel +
Player.charisma / CONSTANTS.MaxSkillLevel)) / 18;
Player.charisma / CONSTANTS.MaxSkillLevel)) / 18;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}