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½øÈëÓÎϷĿ¼Ï´ò¿ªconfigÎļþ¼ÐÕÒµ½game.cfgÎļþ£¡Ê×ÏÈÓÒ¼üµ¥»÷´ËÎļþÑ¡ÔñÊôÐÔ¡¬£¬°ÑÊôÐÔÑ¡ÐÍÖС¬£¬È¥µôÖ»¶ÁÇ°Ãæ¶Ô¹´¡¢´æµµÇ°Ãæ´òÉ϶Թ´¡¬¡£´ò¿ªgame.cfgÎļþ¡¬£¬²éÕҹؼü×Ö£ºmoney »áÕÒµ½5¸öÁ¬ÔÚÒ»ÆðµÄÏËüÃǾÍÊÇÓÎÏ·ÖÐÎåÖÖÓÎϷģʽÀïµÄ³õʼ×ʽ𡬣¡¸Äһϡ¬£¬±£´æ¡¬£¬Í˳ö£¡OK¡«×ö¸»ÎÌ¿©¡«¡«

moneyEmptyScene = 100000

moneyStartStory = 496

moneyStartBackyard = 2500

moneyStartApartment = 5000

moneyStartPenthouse = 10000

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ÕÒµ½ÓÎÏ·GameLogicĿ¼ÀïµÄglLevels.aglÎļþ¡¬£¬ÓüÇʱ¾´ò¿ªºó£ºÕÒµ½GLLevels object¡¬£¬¼ÌÐøÕÒµ½requiredExperience£¬£½ºóÃæµÄÊý×Ö¾ÍÊǾ­Ñ顬£¬Ëæ±ã¸Ä³ÉÄãÏëÒªµÄÊý×Ö°É

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´ò¿ªÓÎϷĿ¼ÏµÄ\Config\game.cfg

È»ºó°´±à¼­ÖеIJéÕÒ¡¬£¬ÊäÈë¡°StoryEnabled¡±È»ºó°´È·¶¨£¬±ã»á³öÏÖÒÔÏÂÄÚÈÝ¡¬£¬°Ñ=ºÅºóÃæµÄÓ¢ÎÄÈ«²¿¸Ä³É¡°true¡±¿ªÆô±ãOKÁË¡¬£¡Õâ¸öÑ¡ÏîÉÏÃæµÄ¾ÍÊÇÐ޸ijõʼ½ðÇ®µÄÐÐλ£¡±¾ÈËÊÔ¹ý¡¬£¬ÄÜÕý³£ÓÎÏ·¡¬£¡

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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¶øÃÅÉÏËøµÄ·½·¨Êǽ«\Singles2\StateMachineÀïµÄDoorInDoor.lua¼°DoorOutDoor.luaÀïµÄÏÂÁÐÄÚÂë¸Ä±ä¡þ£¬ÏÈÓÃpm_lockËÑѰ¡þ£¬»áÕÒµ½ÏÂÁÐÄÚÂ룺

if TEST_BUTTONS then
                                     button = addPieMenuButton("pm_lock", "lock");
                                     button.addDescription(USERACTION, "true");
end

¸Ä³ÉÏÂÁÐÄÚÂ룺
-- if TEST_BUTTONS then
                                     button = addPieMenuButton("pm_lock", "lock");
                                     button.addDescription(USERACTION, "true");
-- end

ÿ¸öµµ°¸Àï¸÷ÓÐÈý¸ö£¬Èý¸ö¶¼Òª¸Ä²ÅÄÜ×÷Óáþ£¬½Ó×ÅÓÃpm_unlockËÑѰ¡þ£¬Ò²½«ÄÚÂë¸Ä³ÉºÍÉÏÃæÒ»Ñù£¬Õâ¸öÿ¸öµµ°¸ÀïÖ»ÓÐÒ»¸ö¡þ£¬¼ÇÕâ¸öÒª¸Ä¡þ£¬²»È»ÄãµÄÃÅËøÉÏÁ˾ʹò²»¿ªÁË¡£

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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

}
}


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×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
}
}
}
}
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