Copyright (c) 2013 Chris "ChrizmanTV" Wilkinson

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:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

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.

---------------------- General -------------------------

%Name = "Hoppalong"
%MapFile = "Hoppalong.map"

%LevelBriefing = "A strange disease which makes people hairy is running rampant around the city of Wishinwell. According to our top scientists, it can only be removed by electroconvulsive therapy. Aside from that, you may find yourself out of room and out of cash, so plan ahead carefully. To win the level, cure 700 patients, treat 80% of visitors, amass $250,000 in the kitty, have a hospital worth $400,000 and gain a reputation of 800."

%LevelDebriefing = "Perfect! Though you've done well here, a recent emergency has led to the creation of a makeshift hospital and your new boss, Mr B. Hind, is desperate for someone to run it. Don't let the public down!

Will you take the challenge at Tufflook Hospital?"

#town.StartCash.InterestRate 60000 1100

#gbv.StartRating 75 When a drug is researched, what effectiveness does it have
#gbv.DrugImproveRate 5
#gbv.StartCost 100
#gbv.MinDrugCost 50
#gbv.LandCostPerTile 35 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


---------------------- Diseases -------------------------

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 0 40000
#expertise[4].Known.RschReqd 1 60000
#expertise[5].Known.RschReqd 1 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 1 40000
#expertise[12].Known.RschReqd 0 40000
#expertise[13].Known.RschReqd 1 40000
#expertise[14].Known.RschReqd 0 30000
#expertise[15].Known.RschReqd 0 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 0 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 0 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


| 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] 1
#visuals[6] 0
#visuals[7] 1
#visuals[8] 1
#visuals[9] 1
#visuals[10] 0
#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


#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


---------------------- Objects -------------------------

| 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 1 20000
#objects[25].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 8 1 40000
#objects[26].StartAvail.StartStrength.AvailableForLevel.RschReqd 1 10 1 40000
#objects[27].StartAvail.StartStrength.AvailableForLevel.RschReqd 0 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 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 0 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 30
#staff[3].MinSalary 30


Salary modifiers for different doctor attributes
#gbv.SalaryAdd[3] -30
#gbv.SalaryAdd[4] 30
#gbv.SalaryAdd[5] 50
#gbv.SalaryAdd[6] 40
#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 8 8 3 2 10 10 10 10 4
#staff_levels[1].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 3 7 5 5 3 10 10 10 10 4
#staff_levels[2].Month.Nurses.Doctors.Handymen.Receptionists.ShrkRate.SurgRate.RschRate.ConsRate.JrRate 5 5 8 7 4 10 10 10 10 4


#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 --------------------------

#emergency_control[0].Random 0


----------------------- Quake Control --------------------------

#quake_control[0].StartMonth.EndMonth.Severity 10 12 6
#quake_control[1].StartMonth.EndMonth.Severity 22 24 7
#quake_control[2].StartMonth.EndMonth.Severity 34 36 8
#quake_control[3].StartMonth.EndMonth.Severity 46 48 7
#quake_control[4].StartMonth.EndMonth.Severity 58 60 6
#quake_control[5].StartMonth.EndMonth.Severity 70 72 6


----------------------- Population Growth ----------------------------

#popn[0].Month.Change 0 4
#popn[1].Month.Change 1 1


---------------------- Awards and Trophies -------------------------

#awards_trophies.CansofCoke 2500
#awards_trophies.CansofCokeBonus 5000
#awards_trophies.Reputation 2500
#awards_trophies.TrophyReputationBonus 20000
#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 1 800 1 0
#win_criteria[1].Criteria.MaxMin.Value.Group.Bound 2 1 250000 1 0
#win_criteria[2].Criteria.MaxMin.Value.Group.Bound 3 1 80 1 0
#win_criteria[3].Criteria.MaxMin.Value.Group.Bound 4 1 700 1 0
#win_criteria[4].Criteria.MaxMin.Value.Group.Bound 6 1 400000 1 0

#lose_criteria[0].Criteria.MaxMin.Value.Group.Bound 1 0 400 1 450
#lose_criteria[1].Criteria.MaxMin.Value.Group.Bound 2 0 -50000 2 -30000
#lose_criteria[2].Criteria.MaxMin.Value.Group.Bound 5 1 25 3 10
