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moneyEmptyScene = 100000
moneyStartStory = 496
moneyStartBackyard = 2500
moneyStartApartment = 5000
moneyStartPenthouse = 10000
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StoryEnabled = true
BackyardEnabled = true
ApartmentEnabled = true
PenthouseEnabled = true
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´ò¿ª\Singles2\EffectÀïµÄPixelateShader.fxµµ°¸£¬ÀïÃæÓÐÒ»¶ÎÈçÏ£º
struct VS_INPUT
{
float3 vPosition : POSITION0;// the position in object space
float2 vTexCoords : TEXCOORD0;// the texture coordinates
};
struct VS_OUTPUT
{
float4 vPosition : POSITION0;// output position //×¢£º°Ñ4¸Ä³É3
float2 vTexCoords : TEXCOORD0;// the texture coordinates
};
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if TEST_BUTTONS then
button = addPieMenuButton("pm_lock", "lock");
button.addDescription(USERACTION, "true");
end
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-- if TEST_BUTTONS then
button = addPieMenuButton("pm_lock", "lock");
button.addDescription(USERACTION, "true");
-- end
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Ä¿±êÎļþÓÎÏ·°²×°Ä¿Â¼ÏÂGameLogicµÄglCareers.aglÕâ¸öÎļþ¡þ£¬ÓüÇʱ¾»òÕßÈκÎ×Ö´¦Àí¹¤¾ß´ò¿ª¡£Çë¿´ÏÂÃæÀý×Ó£º
GLCareers object
{
careers
{
career
{
Career 0
{
income = 200000
beginTime = 9
endTime = 10
}
..........(ÏÂÂÔ)
ÐÞ¸Äincome = xxxxxxx¡þ£¬¾ÍÈçÄã¿´µ½µÄ¡þ£¬Àý×ÓÖеģ²£°£°£°£°£°ÊÇÐ޸ĹýµÄ¡£ÕâÊÇÿÖܵÄнˮ¡þ¡£
ÏÂÃæµÄbeginTime =9ºÍendTime =10Êǹ¤×÷¿ªÊ¼ºÍ½áÊøµÄʱ¼ä¡þ£¬ÕâÀïµÄendTime =10Ò²ÊǸĹýµÄ¡£
¼ÌÐø¡þ£¬Õâ´ÎÀ´Ð޸ĸ÷ÖÖ¶¯×÷ÐÐΪ¶ÔÈËÎïÊôÐÔµÄÓ°Ïì¡þ¡£ÎÒÒÔRomantikµÄÑ¡ÔñÖеÄTALKΪÀý×Ó¡þ£¬ÆäËûµÄÐÐΪÇë²ÎÕÕÀý×Ó×ÔÐÐÐ޸ġ£ÒªÐ޸ĵÄÎļþΪGameLogicĿ¼ÏµÄglActivities.aglÎļþ
# Romantik Talk
talkRelation
{
duration = 0.3124999¡¡
#15 seconds real time
relationshipInfluences
{
0
{
condition = REL_ROMANTIC
value = 50
}
1
{
condition = REL_FRIENDSHIP
value = 50
}
2
{
condition = REL_EROTIC
value = 50
}
}
requiredSatisfaction
{
minValue = 0.0
}
requiredRelationshipConditions
{
#romance can only be improved after either friendship or erotic were improved
0
{
REL_FRIENDSHIP
{
total
{
minValue = 0.0
}
}
}
1
{
REL_EROTIC
{
total
{
minValue = 0.0
}
}
}
}
excludeFromAI = true
maxRepeatPerDay = 3
conditionCategory = 0
}
duration = X.XXXXX¡¡ÊǸÃÐÐΪÐèÒª»¨·ÑµÄʱ¼ä¡þ¡£
relationshipInfluences
{
0
{
condition = REL_ROMANTIC
value = 50}
1
{
condition = REL_FRIENDSHIP
value = 50
}
2
{
condition = REL_EROTIC
value = 50
}
}
ÒÔÉϵľÍÊÇÕâ¸öÐÐΪ»áÓ°ÏìµÄÈËÎïÊôÐÔ£¬Àý×Ó×ÓÖÐÊÇÐ޸ĹýµÄ£¬ÕâÑù¸Ä¹ýºó£¬Ô±¾Ö»ÄÜÓ°ÏìRomantikµÄÊôÐÔµÄRomantik Talk»á±ä³ÉÄÜÓ°ÏìFriendship¡¢RomanticºÍErotic×¢Òâ¸ñʽ£¬¿ÉÒÔ×Ô¼º¼Ó£¬ ConditionÊÇÓ°ÏìÄÄÖÖÊôÐÔ£¬valueÊÇÓ°ÏìµÄ·ù¶È¡£Ã¿Ò»ÖÖÓ°ÏìÒªÓÃÒ»¶Ô{}À¨ÆðÀ´£¬{}ǰµÄÊý×ÖÊÇÐòºÅ£¬Ã¿¸öÊôÐÔÒ»¸ö£¬²»¿ÉÊ¡ÂÔ¡£
×îºó£¬²¿·ÖÎïÆ·¶ÔÈËÎïÊôÐÔµÄÓ°Ï죬Ŀ±êÎļþGameLogicĿ¼ÏµÄglActivityModifiers.aglÎļþ¡£
ÒÔµ¥ÈË´²ÎªÀý×Ó¡£
# modifier for beds
bed
{
elements
{
0
{
lowEnd
{
price = 320
factor = 9
}
highEnd
{
price = 850
factor = 10.5
}
activityModifier
{
influenceModifiers
{
0
{
condition = NEED_TIREDNESS
type = value
operation = MUL
value = 1
}
}
}
}
Àý×ÓÖеÄÊý¾ÝÊÇÐ޸ĹýµÄ£¬ÔÀ´µÄûÓÐÕâô¸ß¡£priceÊÇÎïÆ·µÄ¼ÛÖµ£¬Èç¹û¸ÄÁËÇ®ÁËÕâ¸ö¸Ä²»¸Ä¾ÍÎÞËùνÁË£¬factor ÊÇÕâ¸öÎïÆ·¶ÔÈËÎïÊôÐÔÓ°ÏìµÄϵÊý£¬ÒÔÀý×ÓÖеÄÐÞ¸ÄÀ´Ëµ£¬¾ÍËãÌåÁ¦µ½ÁãÁË£¬ÔÚ´²ÉÏ˯һСʱ×óÓÒ£¨ÓÎϷʱ¼ä£©¾Í¿ÉÒÔ²¹Âú£¬conditionÊÇÕâ¸öÎïÆ·Ó°ÏìµÄÈËÎïÊôÐÔ¡£

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