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Bitburner reputation
Bitburner reputation







bitburner reputation
  1. BITBURNER REPUTATION HOW TO
  2. BITBURNER REPUTATION CODE
  3. BITBURNER REPUTATION FREE

It is a guarantee drop at the very end part of the game, just before final dungeon.įeel free to try different strategy or play style for more fun.ġ.Choose DemonBlood as your class. There is only one melee weapon which damage is scale by reputation. It won’t get easier or harder if reputation go high or low, doesn’t prevent or trigger any special event, conversation or ending either. Ns.Reputation does not affect most part of the gameplay. Ns.tprint(`ACTUAL RATE: (after $ seconds) = ` + passiveRate) Var newRep = ns.getFactionRep(factionName) Ns.tprint("AFTER 1 SECOND: ns.getPlayer().workRepGainRate * 5 = " + (ns.getPlayer().workRepGainRate * 5)) Īwait ns.asleep((testLengthSeconds - 1) * 1000) Ns.tprint("IMMEDIATE: ns.getPlayer().workRepGainRate * 5 = " + (ns.getPlayer().workRepGainRate * 5)) Ns.tprint("Starting to work for faction") Īwait ns.workForFaction("Tian Di Hui", "hacking", true) Var initialRep = ns.getFactionRep(factionName) You are receiving this because you commented.Message Wed., Jan. start working with the same calls you make and get the workRepGainRate Scripts tbh, maybe we can create a minimal script that shows the problem,

BITBURNER REPUTATION HOW TO

My screenshot on the bottom, 37.797 is what I would expect as a correctĪnd I'm not entirely sure how to explain the problem independantly of your I've included the in-game display on the focus screen in

bitburner reputation

You are receiving this because you are subscribed to this thread.Message Triage notifications on the go with GitHub Mobile for iOS Reply to this email directly, view it on GitHub Printed and it indeed seems to fix the issue for me. Standalone script to peridically print out the workRepGainRate.Ĭan this be some sort or race condition between you starting the job,īitburner updating its values and you printing them out too fast? Just forįun I just inserted an "await ns.asleep(1000)" before the message is This does never happen however when I use a Player object seems to return a wrong value from within the game as opposed "CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle". Traced back the factor "5" to the Bitburner source representing

BITBURNER REPUTATION CODE

I don't think there's a mistake in your code and I've even Now the funny thing is that I cannot figure out where the wrong valueĬomes from.

bitburner reputation

Timestamp, you can see that the valus is off as well. If you calculate the diff between the actual reputationĪnd divide it by the seconds that have passed according to the log In the screenshot you can see that the value changes and is off from theīitburner value. That Bitburner shows in the actual work window. Most of the time and on occasional updates jumps back to the real value Per second in the work-for-faction.js logs. Having said that, one thing that bugs me is the display of the reputation Where I don't want to invest that kind of time in a programming gameĪnymore but still tremendously enjoy watching Bitburner do it's thing and I could probably write (some of) the scripts myself, I'm in a place in life Great work here, I appreciate you making your work public because although Or maybe you have a better idea to fix this? This does never happen however when I use a standalone script to peridically print out the workRepGainRate.Ĭan this be some sort or race condition between you starting the job, Bitburner updating its values and you printing them out too fast? Just for fun I just inserted an "await ns.asleep(1000)" before the message is printed and it indeed seems to fix the issue for me. But for some reason the Player object seems to return a wrong value from within the game as opposed to from within Bitburner. I don't think there's a mistake in your code and I've even traced back the factor "5" to the Bitburner source representing "CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle". Now the funny thing is that I cannot figure out where the wrong value comes from. If you calculate the diff between the actual reputation and divide it by the seconds that have passed according to the log timestamp, you can see that the valus is off as well. In the screenshot you can see that the value changes and is off from the Bitburner value. Obviously the calculation of the remaining time is off as well. For me, the number is way off most of the time and on occasional updates jumps back to the real value that Bitburner shows in the actual work window. Having said that, one thing that bugs me is the display of the reputation per second in the work-for-faction.js logs. Great work here, I appreciate you making your work public because although I could probably write (some of) the scripts myself, I'm in a place in life where I don't want to invest that kind of time in a programming game anymore but still tremendously enjoy watching Bitburner do it's thing and tinkering with your scripts )









Bitburner reputation