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Updated README and added levels #5

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263 changes: 263 additions & 0 deletions Levels/Earlytown/Earlytown.level
Original file line number Diff line number Diff line change
@@ -0,0 +1,263 @@
EARLYTOWN is freely distributed under the following terms:
Copyright (C) 2010 Edvin "Lego3" Linge, 2023 Matroftt

This work is licensed under a Creative Commons Attribution 4.0 International License - https://creativecommons.org/licenses/by/4.0/

%Name = "Earlytown"
%MapFile = "Earlytown.map"
%LevelBriefing = "Manage a little hospital in a some small town. Fun fact: This level has been based on a map from demo trailer."
#town.StartCash.InterestRate 22690 1000

#gbv.StartRating 80 When a drug is researched, what effectiveness does it have
#gbv.DrugImproveRate 5
#gbv.StartCost 100
#gbv.MinDrugCost 50
#gbv.LandCostPerTile 30 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

#expertise[1].Known.RschReqd 0 0
#expertise[2].Known.RschReqd 1 40000
#expertise[3].Known.RschReqd 0 40000
#expertise[4].Known.RschReqd 0 60000
#expertise[5].Known.RschReqd 0 60000
#expertise[6].Known.RschReqd 0 60000
#expertise[7].Known.RschReqd 0 40000
#expertise[8].Known.RschReqd 0 60000
#expertise[9].Known.RschReqd 0 20000
#expertise[10].Known.RschReqd 0 40000
#expertise[11].Known.RschReqd 0 40000
#expertise[12].Known.RschReqd 0 40000
#expertise[13].Known.RschReqd 0 40000
#expertise[14].Known.RschReqd 0 30000
#expertise[15].Known.RschReqd 0 40000
#expertise[16].Known.RschReqd 0 20000
#expertise[17].Known.RschReqd 0 60000
#expertise[18].Known.RschReqd 0 20000
#expertise[19].Known.RschReqd 0 20000
#expertise[20].Known.RschReqd 0 20000
#expertise[21].Known.RschReqd 0 20000
#expertise[22].Known.RschReqd 0 40000
#expertise[23].Known.RschReqd 0 60000
#expertise[24].Known.RschReqd 0 40000
#expertise[25].Known.RschReqd 0 40000
#expertise[26].Known.RschReqd 0 40000
#expertise[27].Known.RschReqd 0 40000
#expertise[28].Known.RschReqd 0 40000
#expertise[29].Known.RschReqd 0 20000
#expertise[30].Known.RschReqd 0 20000
#expertise[31].Known.RschReqd 0 40000
#expertise[32].Known.RschReqd 0 20000
#expertise[33].Known.RschReqd 0 20000
#expertise[34].Known.RschReqd 0 20000
#expertise[35].Known.RschReqd 0 20000
#expertise[36].Known.RschReqd 0 40000
#expertise[37].Known.RschReqd 0 50000
#expertise[38].Known.RschReqd 0 20000
#expertise[39].Known.RschReqd 0 30000
#expertise[40].Known.RschReqd 0 60000
#expertise[41].Known.RschReqd 0 20000
#expertise[42].Known.RschReqd 0 20000
#expertise[43].Known.RschReqd 0 20000
#expertise[44].Known.RschReqd 0 0
#expertise[45].Known.RschReqd 0 0
#expertise[46].Known.RschReqd 0 0


| Diseases available | Value property to be determined | Comment
#visuals[0] 1
#visuals[1] 1
#visuals[2] 1
#visuals[3] 1
#visuals[4] 0
#visuals[5] 0
#visuals[6] 0
#visuals[7] 0
#visuals[8] 0
#visuals[9] 0
#visuals[10] 1
#visuals[11] 1
#visuals[12] 0
#visuals[13] 1
#non_visuals[0] 1
#non_visuals[1] 0
#non_visuals[2] 0
#non_visuals[3] 0
#non_visuals[4] 0
#non_visuals[5] 0
#non_visuals[6] 1
#non_visuals[7] 1
#non_visuals[8] 1
#non_visuals[9] 1
#non_visuals[10] 0
#non_visuals[11] 0
#non_visuals[12] 0
#non_visuals[13] 0
#non_visuals[14] 0
#non_visuals[15] 0
#non_visuals[16] 1
#non_visuals[17] 1
#non_visuals[18] 0
#non_visuals[19] 0


#visuals_available[0] 0
#visuals_available[1] 10
#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


| 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 0 60000
#objects[23].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 7 0 60000
#objects[24].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 11 0 20000
#objects[25].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 8 0 40000
#objects[26].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 10 0 40000
#objects[27].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 12 0 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 0 12 0 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 0 10 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 0 10 1 30000
#objects[41].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 10 0 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 0 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 0 10 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


---------------------- Staff Configuration -------------------------



The minimum salary for each staff type
#staff[0].MinSalary 60
#staff[1].MinSalary 75
#staff[2].MinSalary 25
#staff[3].MinSalary 20


Salary modifiers for different doctor attributes
#gbv.SalaryAdd[3] -30
#gbv.SalaryAdd[4] 30
#gbv.SalaryAdd[5] 40
#gbv.SalaryAdd[6] 30
#gbv.SalaryAdd[7] 100
#gbv.SalaryAdd[8] 20


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 5 6 5 2 5 10 10 10 5
#staff_levels[1].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 12 5 5 5 2 10 10 10 10 3
#staff_levels[2].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 24 5 5 5 2 10 10 10 10 5


#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


#emergency_control[0].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 4 6 5 10 2 75 1996
#emergency_control[1].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 10 12 1 2 3 100 6996
#emergency_control[2].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 15 18 4 12 4 35 1935
#emergency_control[3].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 21 24 15 20 24 80 21241

#quake_control[0].StartMonth.EndMonth.Severity 99 99 1

#popn[0].Month.Change 0 4
#popn[1].Month.Change 5 2
#popn[2].Month.Change 6 0
#popn[3].Month.Change 10 -2
#popn[4].Month.Change 12 -10
#popn[5].Month.Change 13 10
#popn[6].Month.Change 15 -7
#popn[7].Month.Change 16 -9
#popn[8].Month.Change 17 1
#popn[9].Month.Change 55 0
#awards_trophies.CansofCoke 100
#awards_trophies.CansofCokeBonus 1000
#awards_trophies.Reputation 400
#awards_trophies.TrophyReputationBonus 2000
#awards_trophies.TrophyDeathBonus 10000


------------------ Winning and Losing Conditions -------------------

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

#win_criteria[0].Criteria.MaxMin.Value.Group.Bound 1 1 700 1 0
#win_criteria[1].Criteria.MaxMin.Value.Group.Bound 3 1 85 1 0
#win_criteria[2].Criteria.MaxMin.Value.Group.Bound 4 1 300 1 0

#lose_criteria[0].Criteria.MaxMin.Value.Group.Bound 1 0 100 1 200
#lose_criteria[1].Criteria.MaxMin.Value.Group.Bound 2 0 -30000 2 -19996
#lose_criteria[2].Criteria.MaxMin.Value.Group.Bound 5 1 80 3 70
Binary file added Levels/Earlytown/Earlytown.map
Binary file not shown.
4 changes: 4 additions & 0 deletions Levels/Earlytown/LICENCE.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
EARLYTOWN is freely distributed under the following terms:
Copyright (C) 2010 Edvin "Lego3" Linge, 2023 Matroftt

This work is licensed under a Creative Commons Attribution 4.0 International License - https://creativecommons.org/licenses/by/4.0/
4 changes: 4 additions & 0 deletions Levels/GrandHospital/LICENCE.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
GRAND HOSPITAL is freely distributed under the following terms:
Copyright (C) 2010 Edvin "Lego3" Linge, 2023 Matroftt

This work is licensed under a Creative Commons Attribution 4.0 International License - https://creativecommons.org/licenses/by/4.0/
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