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https://github.com/bitburner-official/bitburner-src.git
synced 2026-05-02 05:47:14 +02:00
FIxed issue with purchasing Augmentations that require previous Augmentations. Buffed hacking slightly. FIxed UI issues:
This commit is contained in:
+14
-6
@@ -78,7 +78,7 @@ function determineCrimeSuccess(crime, moneyGained) {
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dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
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return;
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}
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chance *= Player.crime_success_mult;
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if (Math.random() <= chance) {
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//Success
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Player.gainMoney(moneyGained);
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@@ -94,7 +94,7 @@ function determineCrimeChanceShoplift() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 10;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -103,6 +103,7 @@ function determineCrimeChanceMug() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -112,6 +113,7 @@ function determineCrimeChanceDealDrugs() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel));
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -121,6 +123,7 @@ function determineCrimeChanceTraffickArms() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 2;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -128,7 +131,8 @@ function determineCrimeChanceHomicide() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel));
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Player.agility / CONSTANTS.MaxSkillLevel));
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -138,7 +142,8 @@ function determineCrimeChanceGrandTheftAuto() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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4 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel +
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2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
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2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -148,6 +153,7 @@ function determineCrimeChanceKidnap() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 6;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -155,7 +161,8 @@ function determineCrimeChanceAssassination() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
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Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@@ -165,6 +172,7 @@ function determineCrimeChanceHeist() {
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel +
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Player.charisma / CONSTANTS.MaxSkillLevel)) / 18;
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Player.charisma / CONSTANTS.MaxSkillLevel)) / 18;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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