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
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The above copyright notice and this permission notice shall be included in all
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

---------------------- General Information -------------------------
%Name = "Wishinwell"
%MapFile = "Wishinwell.map"

%LevelBriefing = "There are a couple of new conditions in the town of Wishinwell which require your attention, and you’ll be dealing with broken bones, so do not forget to prioritise research to cure rooms. You will also be dealing with a fair share of emergencies too. To win, gain a reputation of 700, treat 500 patients, cure 75% of your visitors, amass $175,000 in the bank and have a hospital worth $250,000. We at the Ministry wish you the best of luck!"

%LevelDebriefing = "Outstanding! Now that you're on first name terms with your new boss, Mr I. Leggitt, you've been given a new project. He has noticed that you constantly stare at all four walls of your office,

so do you think you can operate Four Corners Hospital?"

Town properties
InterestRate is defined as centiprocent to allow for two decimals precision, i.e.
300 means 3 %
#town.StartCash.InterestRate 50000 900

-------------------- Disease Configuration -------------------------

When a drug is researched, what effectiveness does it have
#gbv.StartRating 85

The following table contains all diagnoses and treatments that shows up inte 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 GENERAL_PRACTICE
#expertise[2].Known.RschReqd 1 40000 BLOATY_HEAD
#expertise[3].Known.RschReqd 0 40000 HAIRYITUS
#expertise[4].Known.RschReqd 0 60000 ELVIS
#expertise[5].Known.RschReqd 0 60000 INVIS
#expertise[6].Known.RschReqd 0 60000 RADIATION
#expertise[7].Known.RschReqd 0 40000 SLACK_TONGUE
#expertise[8].Known.RschReqd 0 60000 ALIEN
#expertise[9].Known.RschReqd 0 20000 BROKEN_BONES
#expertise[10].Known.RschReqd 0 40000 BALDNESS
#expertise[11].Known.RschReqd 1 40000 DISCRETE_ITCHING
#expertise[12].Known.RschReqd 0 40000 JELLYITUS
#expertise[13].Known.RschReqd 1 40000 SLEEPING_ILLNESS
#expertise[14].Known.RschReqd 0 30000 PREGNANT
#expertise[15].Known.RschReqd 0 40000 TRANSPARENCY
#expertise[16].Known.RschReqd 1 20000 UNCOMMON_COLD
#expertise[17].Known.RschReqd 1 60000 BROKEN_WIND
#expertise[18].Known.RschReqd 0 20000 SPARE_RIBS
#expertise[19].Known.RschReqd 0 20000 KIDNEY_BEANS
#expertise[20].Known.RschReqd 0 20000 BROKEN_HEART
#expertise[21].Known.RschReqd 0 20000 RUPTURED_NODULES
#expertise[22].Known.RschReqd 1 40000 MULTIPLE_TV_PERSONALITIES
#expertise[23].Known.RschReqd 1 60000 INFECTIOUS_LAUGHTER
#expertise[24].Known.RschReqd 1 40000 CORRUGATED_ANKLES
#expertise[25].Known.RschReqd 1 40000 CHRONIC_NOSEHAIR
#expertise[26].Known.RschReqd 1 40000 3RD_DEGREE_SIDEBURNS
#expertise[27].Known.RschReqd 1 40000 FAKE_BLOOD
#expertise[28].Known.RschReqd 1 40000 GASTRIC_EJECTIONS
#expertise[29].Known.RschReqd 1 20000 THE_SQUITS
#expertise[30].Known.RschReqd 0 20000 IRON_LUNGS
#expertise[31].Known.RschReqd 1 40000 SWEATY_PALMS
#expertise[32].Known.RschReqd 1 20000 HEAPED_PILES
#expertise[33].Known.RschReqd 1 20000 GUT_ROT
#expertise[34].Known.RschReqd 0 20000 GOLF_STONES
#expertise[35].Known.RschReqd 0 20000 UNEXPECTED_SWELLING
#expertise[36].Known.RschReqd 0 40000 I_D_SCANNER             DIAGNOSIS
#expertise[37].Known.RschReqd 0 50000 I_D_BLOOD_MACHINE       DIAGNOSIS
#expertise[38].Known.RschReqd 1 20000 I_D_CARDIO              DIAGNOSIS
#expertise[39].Known.RschReqd 0 30000 I_D_XRAY                DIAGNOSIS
#expertise[40].Known.RschReqd 0 60000 I_D_ULTRASCAN           DIAGNOSIS
#expertise[41].Known.RschReqd 1 20000 I_D_STANDARD            DIAGNOSIS
#expertise[42].Known.RschReqd 1 20000 I_D_WARD                DIAGNOSIS
#expertise[43].Known.RschReqd 1 20000 I_D_SHRINK              DIAGNOSIS

| Objects available | Available from the start | Strength | Available for this level | Comment
#objects[9].StartAvail.StartStrength.AvailableForLevel 1 8 1 Inflator Machine
#objects[13].StartAvail.StartStrength.AvailableForLevel 1 13 1 Cardiogram
#objects[14].StartAvail.StartStrength.AvailableForLevel 0 12 1 Scanner
#objects[22].StartAvail.StartStrength.AvailableForLevel 0 9 0 Ultrascan
#objects[23].StartAvail.StartStrength.AvailableForLevel 0 7 0 DNA Restorer
#objects[24].StartAvail.StartStrength.AvailableForLevel 0 11 1 Cast Remover
#objects[25].StartAvail.StartStrength.AvailableForLevel 0 8 1 Hair restorer
#objects[26].StartAvail.StartStrength.AvailableForLevel 1 10 1 Slicer for slack tongues
#objects[27].StartAvail.StartStrength.AvailableForLevel 0 12 1 X-Ray
#objects[30].StartAvail.StartStrength.AvailableForLevel 1 12 1 Operating Table
#objects[37].StartAvail.StartStrength.AvailableForLevel 1 0 1 Projector
#objects[42].StartAvail.StartStrength.AvailableForLevel 0 10 1 Blood Machine
#objects[46].StartAvail.StartStrength.AvailableForLevel 0 8 0 Electrolysis Machine
#objects[47].StartAvail.StartStrength.AvailableForLevel 0 7 0 Jellyitus Moulding Machine
#objects[54].StartAvail.StartStrength.AvailableForLevel 0 10 0 Decontamination Shower
#objects[55].StartAvail.StartStrength.AvailableForLevel 1 10 1 Autopsy Research Machine

| Diseases available | Value property to be determined | Comment
#visuals[0]  1 I_BLOATY_HEAD
#visuals[1]  0 I_HAIRYITUS
#visuals[2]  1 I_ELVIS
#visuals[3]  1 I_INVIS
#visuals[4]  0 I_RADIATION
#visuals[5]  1 I_SLACK_TONGUE
#visuals[6]  0 I_ALIEN
#visuals[7]  1 I_BROKEN_BONES
#visuals[8]  1 I_BALDNESS
#visuals[9]  1 I_DISCRETE_ITCHING
#visuals[10] 0 I_JELLYITUS
#visuals[11] 1 I_SLEEPING_ILLNESS
#visuals[12] 0 I_PREGNANT
#visuals[13] 0 I_TRANSPARENCY
#non_visuals[0] 1 I_UNCOMMON_COLD
#non_visuals[1] 1 I_BROKEN_WIND
#non_visuals[2] 1 I_SPARE_RIBS
#non_visuals[3] 1 I_KIDNEY_BEANS
#non_visuals[4] 1 I_BROKEN_HEART
#non_visuals[5] 1 I_RUPTURED_NODULES
#non_visuals[6] 1 I_MULTIPLE_TV_PERSONALITIES
#non_visuals[7] 1 I_INFECTIOUS_LAUGHTER
#non_visuals[8] 1 I_CORRUGATED_ANKLES
#non_visuals[9] 1 I_CHRONIC_NOSEHAIR
#non_visuals[10] 1 I_3RD_DEGREE_SIDEBURNS
#non_visuals[11] 1 I_FAKE_BLOOD
#non_visuals[12] 1 I_GASTRIC_EJECTIONS
#non_visuals[13] 1 I_THE_SQUITS
#non_visuals[14] 1 I_IRON_LUNGS
#non_visuals[15] 1 I_SWEATY_PALMS
#non_visuals[16] 1 I_HEAPED_PILES
#non_visuals[17] 1 I_GUT_ROT
#non_visuals[18] 1 I_GOLF_STONES
#non_visuals[19] 1 I_UNEXPECTED_SWELLING


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

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 0 8 8 3 2
#staff_levels[1].Month.Nurses.Doctors.Handymen.Receptionists 3 7 5 5 3
#staff_levels[2].Month.Nurses.Doctors.Handymen.Receptionists 5 5 8 7 4

The minimum salary for each staff type
#staff[0].MinSalary 60 Nurse
#staff[1].MinSalary 75 Doctor
#staff[2].MinSalary 30 Handyman
#staff[3].MinSalary 30 Receptionist

Salary modifiers for different doctor attributes
#gbv.SalaryAdd[3] -30 Junior
#gbv.SalaryAdd[4] 30 Doctor
#gbv.SalaryAdd[5] 50 Surgeon
#gbv.SalaryAdd[6] 40 Psychiatrist
#gbv.SalaryAdd[7] 100 Consultant
#gbv.SalaryAdd[8] 20 Researcher

How much the skill of the doctor adds to the salary. skill * 1000 / divisor
#gbv.SalaryAbilityDivisor 10
#gbv.LandCostPerTile 30

#gbv.TrainingRate         50
#gbv.AbilityThreshold[0]  80 Surgeon
#gbv.AbilityThreshold[1]  60 Psychiatrist
#gbv.AbilityThreshold[2]  50 Researcher
#gbv.TrainingValue[0]     30 Projector
#gbv.TrainingValue[1]     30 Skeleton
#gbv.TrainingValue[2]     30 Bookcase

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

--------------------- Research Configuration -----------------------

Divides research input to get the amount of research points. must be > 0
#gbv.ResearchPointsDivisor 5

---------------------- 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 Percentage people have been cured
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	2	1	175000	1	0
#win_criteria[2].Criteria.MaxMin.Value.Group.Bound	3	1	75	1	0
#win_criteria[3].Criteria.MaxMin.Value.Group.Bound	4	1	500	1	0
#win_criteria[4].Criteria.MaxMin.Value.Group.Bound	6	1	250000	1	0
#win_criteria[5].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0

#lose_criteria[0].Criteria.MaxMin.Value.Group.Bound	1	0	400	1	450
#lose_criteria[1].Criteria.MaxMin.Value.Group.Bound	5	1	25	2	0
#lose_criteria[2].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[3].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[4].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[5].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0

--------------------- Competitor Information -----------------------

| Index in the away "computer" | Is that opponent playing? | 1 is yes, 0 no | Comment |
#computer[12].Playing 1 CORSIX
#computer[13].Playing 1 ROUJIN
#computer[14].Playing 1 EDVIN

----------------------- Emergency Control --------------------------

#emergency_control[0].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 4 6 4 6 2 80 2000
#emergency_control[1].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 8 10 5 8 16 80 2500
#emergency_control[2].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 12 14 5 8 22 80 3000
#emergency_control[3].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 16 18 5 8 13 80 3000
#emergency_control[4].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 20 22 5 8 23 80 3000
#emergency_control[5].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 24 26 5 8 29 80 3000
#emergency_control[6].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 28 30 5 8 17 80 3000
#emergency_control[7].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 32 34 5 8 11 80 3000
#emergency_control[8].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus 36 38 5 8 4 80 3000