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Copyright (c) 2013 Chris "ChrizmanTV" Wilkinson | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy of | ||
this software and associated documentation files (the "Software"), to deal in | ||
the Software without restriction, including without limitation the rights to | ||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies | ||
of the Software, and to permit persons to whom the Software is furnished to do | ||
so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. | ||
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---------------------- General ------------------------- | ||
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%Name = "Royal Hospital" | ||
%MapFile = "Royal Hospital.map" | ||
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%LevelBriefing = "This is your final assignment. The Ministry has granted you $100,000 to set up and operate the largest and most demanding hospital in the world. This is going to be a huge task, but we are certain that you'll succeed. We expect nothing less than perfection - gain a reputation of 950, amass $500,000 in the bank, have a hospital worth $1,000,000, treat 90% of all patients and cure 1000 visitors to finish. Good luck!" | ||
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#town.StartCash.InterestRate 100000 1500 | ||
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#gbv.StartRating 70 When a drug is researched, what effectiveness does it have | ||
#gbv.DrugImproveRate 5 | ||
#gbv.StartCost 100 | ||
#gbv.MinDrugCost 50 | ||
#gbv.LandCostPerTile 50 Cost to buy a single map square | ||
#gbv.RschImproveCostPercent 10 How many percent of the original research points that are required to improve the machine. | ||
#gbv.RschImproveIncrementPercent 10 How many additional percentage points are added to the above value for each upgrade. | ||
#gbv.MaxObjectStrength 20 Maximum strength value an object can be improved to (by research) | ||
#gbv.ResearchIncrement 2 Increase object strength by this amount when researching | ||
#gbv.AutopsyRschPercent 33 % of research completed for an autopsy | ||
#gbv.AutopsyRepHitPercent 25 % rep hit for discovered autopsy | ||
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---------------------- Diseases ------------------------- | ||
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The following table contains all diagnoses and treatments that shows up in the drug casebook in the game. Known specifies whether it should show up from the beginning of the level and RschReqd how much research is required to discover the treatment room for the disease. | ||
#expertise[1].Known.RschReqd 1 0 | ||
#expertise[2].Known.RschReqd 1 40000 | ||
#expertise[3].Known.RschReqd 1 40000 | ||
#expertise[4].Known.RschReqd 1 60000 | ||
#expertise[5].Known.RschReqd 1 60000 | ||
#expertise[6].Known.RschReqd 1 60000 | ||
#expertise[7].Known.RschReqd 1 40000 | ||
#expertise[8].Known.RschReqd 1 60000 | ||
#expertise[9].Known.RschReqd 1 20000 | ||
#expertise[10].Known.RschReqd 1 40000 | ||
#expertise[11].Known.RschReqd 1 40000 | ||
#expertise[12].Known.RschReqd 1 40000 | ||
#expertise[13].Known.RschReqd 1 40000 | ||
#expertise[14].Known.RschReqd 1 30000 | ||
#expertise[15].Known.RschReqd 1 40000 | ||
#expertise[16].Known.RschReqd 1 20000 | ||
#expertise[17].Known.RschReqd 1 60000 | ||
#expertise[18].Known.RschReqd 1 20000 | ||
#expertise[19].Known.RschReqd 1 20000 | ||
#expertise[20].Known.RschReqd 1 20000 | ||
#expertise[21].Known.RschReqd 1 20000 | ||
#expertise[22].Known.RschReqd 1 40000 | ||
#expertise[23].Known.RschReqd 1 60000 | ||
#expertise[24].Known.RschReqd 1 40000 | ||
#expertise[25].Known.RschReqd 1 40000 | ||
#expertise[26].Known.RschReqd 1 40000 | ||
#expertise[27].Known.RschReqd 1 40000 | ||
#expertise[28].Known.RschReqd 1 40000 | ||
#expertise[29].Known.RschReqd 1 20000 | ||
#expertise[30].Known.RschReqd 1 20000 | ||
#expertise[31].Known.RschReqd 1 40000 | ||
#expertise[32].Known.RschReqd 1 20000 | ||
#expertise[33].Known.RschReqd 1 20000 | ||
#expertise[34].Known.RschReqd 1 20000 | ||
#expertise[35].Known.RschReqd 1 20000 | ||
#expertise[36].Known.RschReqd 0 40000 | ||
#expertise[37].Known.RschReqd 0 50000 | ||
#expertise[38].Known.RschReqd 1 20000 | ||
#expertise[39].Known.RschReqd 0 30000 | ||
#expertise[40].Known.RschReqd 0 60000 | ||
#expertise[41].Known.RschReqd 1 20000 | ||
#expertise[42].Known.RschReqd 1 20000 | ||
#expertise[43].Known.RschReqd 1 20000 | ||
#expertise[44].Known.RschReqd 0 0 | ||
#expertise[45].Known.RschReqd 0 0 | ||
#expertise[46].Known.RschReqd 0 0 | ||
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| Diseases available | Value property to be determined | Comment | ||
#visuals[0] 1 | ||
#visuals[1] 1 | ||
#visuals[2] 1 | ||
#visuals[3] 1 | ||
#visuals[4] 1 | ||
#visuals[5] 1 | ||
#visuals[6] 1 | ||
#visuals[7] 1 | ||
#visuals[8] 1 | ||
#visuals[9] 1 | ||
#visuals[10] 1 | ||
#visuals[11] 1 | ||
#visuals[12] 1 | ||
#visuals[13] 1 | ||
#non_visuals[0] 1 | ||
#non_visuals[1] 1 | ||
#non_visuals[2] 1 | ||
#non_visuals[3] 1 | ||
#non_visuals[4] 1 | ||
#non_visuals[5] 1 | ||
#non_visuals[6] 1 | ||
#non_visuals[7] 1 | ||
#non_visuals[8] 1 | ||
#non_visuals[9] 1 | ||
#non_visuals[10] 1 | ||
#non_visuals[11] 1 | ||
#non_visuals[12] 1 | ||
#non_visuals[13] 1 | ||
#non_visuals[14] 1 | ||
#non_visuals[15] 1 | ||
#non_visuals[16] 1 | ||
#non_visuals[17] 1 | ||
#non_visuals[18] 1 | ||
#non_visuals[19] 1 | ||
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#visuals_available[0] 0 | ||
#visuals_available[1] 12 | ||
#visuals_available[2] 3 | ||
#visuals_available[3] 12 | ||
#visuals_available[4] 18 | ||
#visuals_available[5] 6 | ||
#visuals_available[6] 0 | ||
#visuals_available[7] 6 | ||
#visuals_available[8] 12 | ||
#visuals_available[9] 0 | ||
#visuals_available[10] 18 | ||
#visuals_available[11] 0 | ||
#visuals_available[12] 0 | ||
#visuals_available[13] 6 | ||
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---------------------- Objects ------------------------- | ||
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| Objects available | Available from the start | Strength | Available for this level | Comment | ||
#objects[1].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[2].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[3].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[4].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[5].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[6].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[7].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[8].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 20000 | ||
#objects[9].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 8 1 40000 | ||
#objects[10].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[11].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[12].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[13].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 13 1 20000 | ||
#objects[14].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 12 1 40000 | ||
#objects[15].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[16].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[17].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[18].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 20000 | ||
#objects[19].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[20].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 20000 | ||
#objects[21].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[22].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 9 1 60000 | ||
#objects[23].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 7 1 60000 | ||
#objects[24].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 11 1 20000 | ||
#objects[25].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 8 1 40000 | ||
#objects[26].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 40000 | ||
#objects[27].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 12 1 30000 | ||
#objects[28].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[29].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[30].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 12 1 20000 | ||
#objects[31].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[32].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[33].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[34].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[35].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[36].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[37].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 0 1 20000 | ||
#objects[38].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[39].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 20000 | ||
#objects[40].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 1 1 30000 | ||
#objects[41].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 1 1 30000 | ||
#objects[42].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 10 1 50000 | ||
#objects[43].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[44].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[45].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[46].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 8 1 40000 | ||
#objects[47].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 7 1 40000 | ||
#objects[48].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[49].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[50].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[51].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[52].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[53].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[54].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 10 1 60000 | ||
#objects[55].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[56].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[57].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 57 1 0 | ||
#objects[58].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[59].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[60].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
#objects[61].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 0 | ||
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---------------------- Staff Configuration ------------------------- | ||
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The minimum salary for each staff type | ||
#staff[0].MinSalary 60 | ||
#staff[1].MinSalary 75 | ||
#staff[2].MinSalary 25 | ||
#staff[3].MinSalary 20 | ||
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Salary modifiers for different doctor attributes | ||
#gbv.SalaryAdd[3] -30 | ||
#gbv.SalaryAdd[4] 30 | ||
#gbv.SalaryAdd[5] 75 | ||
#gbv.SalaryAdd[6] 50 | ||
#gbv.SalaryAdd[7] 100 | ||
#gbv.SalaryAdd[8] 25 | ||
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Each entry states how many staff members of each category are available a given month. The number of entries is not fixed. | ||
| A list | Month it gets active (start at 0) | Each group | | ||
#staff_levels[0].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 0 8 8 3 2 10 10 10 10 3 | ||
#staff_levels[1].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 3 7 5 5 3 10 10 10 10 3 | ||
#staff_levels[2].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 5 5 8 7 4 10 10 10 10 3 | ||
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#gbv.TrainingRate 45 | ||
#gbv.AbilityThreshold[0] 75 Surgeon | ||
#gbv.AbilityThreshold[1] 60 Psychiatrist | ||
#gbv.AbilityThreshold[2] 45 Researcher | ||
#gbv.TrainingValue[0] 10 Projector | ||
#gbv.TrainingValue[1] 25 Skeleton | ||
#gbv.TrainingValue[2] 30 Bookcase | ||
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----------------------- Emergency Control -------------------------- | ||
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#emergency_control[0].Random 0 | ||
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----------------------- Quake Control -------------------------- | ||
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#quake_control[0].StartMonth.EndMonth.Severity 5 10 10 | ||
#quake_control[1].StartMonth.EndMonth.Severity 15 20 10 | ||
#quake_control[2].StartMonth.EndMonth.Severity 25 30 10 | ||
#quake_control[3].StartMonth.EndMonth.Severity 35 40 10 | ||
#quake_control[4].StartMonth.EndMonth.Severity 45 50 10 | ||
#quake_control[5].StartMonth.EndMonth.Severity 55 60 10 | ||
#quake_control[6].StartMonth.EndMonth.Severity 65 70 10 | ||
#quake_control[7].StartMonth.EndMonth.Severity 75 80 10 | ||
#quake_control[8].StartMonth.EndMonth.Severity 85 90 10 | ||
#quake_control[9].StartMonth.EndMonth.Severity 95 100 10 | ||
#quake_control[10].StartMonth.EndMonth.Severity 105 110 10 | ||
#quake_control[11].StartMonth.EndMonth.Severity 125 130 10 | ||
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----------------------- Population Growth ---------------------------- | ||
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#popn[0].Month.Change 0 4 | ||
#popn[1].Month.Change 1 1 | ||
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---------------------- Awards and Trophies ------------------------- | ||
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#awards_trophies.CansofCoke 2500 | ||
#awards_trophies.CansofCokeBonus 5000 | ||
#awards_trophies.Reputation 2500 | ||
#awards_trophies.TrophyReputationBonus 20000 | ||
#awards_trophies.TrophyDeathBonus 10000 | ||
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------------------ Winning and Losing Conditions ------------------- | ||
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1 Total reputation | ||
2 Balance total | ||
3 Percentage people your hospital has handled | ||
4 Cure count | ||
5 Percentage people have been killed | ||
6 Hospital value | ||
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#win_criteria[0].Criteria.MaxMin.Value.Group.Bound 1 1 950 1 0 | ||
#win_criteria[1].Criteria.MaxMin.Value.Group.Bound 2 1 500000 1 0 | ||
#win_criteria[2].Criteria.MaxMin.Value.Group.Bound 3 1 90 1 0 | ||
#win_criteria[3].Criteria.MaxMin.Value.Group.Bound 4 1 1000 1 0 | ||
#win_criteria[4].Criteria.MaxMin.Value.Group.Bound 6 1 1000000 1 0 | ||
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#lose_criteria[0].Criteria.MaxMin.Value.Group.Bound 1 0 450 1 500 | ||
#lose_criteria[1].Criteria.MaxMin.Value.Group.Bound 2 0 -30000 2 -15000 | ||
#lose_criteria[2].Criteria.MaxMin.Value.Group.Bound 5 1 20 3 10 |