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Objects

rivalGameCompanies



DEFAULT_EMPLOYEE_STEAL_ATTEMPT_DELAY (60)--the global cooldown for all steal attempts (ie. if one fails, then no other company will be able to try and steal your employees for this much time).;
EMPLOYEE_STEAL_ATTEMPT_COOLDOWN (120)--cooldown on a per-employee basis.;
MATCH_ACCEPT_CHANCE_PER_MONTH_WORKED (2)--match accept chance increases by this much per each month worked at our studio.;
MATCH_ACCEPT_CHANCE_PER_DOLLAR (0.05)--per every $100 our chance will increase by 5%.;
MATCH_ACCEPT_CHANCE_PER_DENIED_VACATION (-10)--per every vacation we've denied an employee of, their chance of accepting our match offer will decrease by this.;
MATCH_ACCEPT_CHANCE_PER_DENIED_SALARY (-5)--per every raise we denied for an employee, their chance of accepting our match offer will decrease by this.;
MAXIMUM_MATCH_ACCEPT_CHANCE (90)--the maximum chance an employee will accept the match offer.;
MINIMUM_MATCH_ACCEPT_CHANCE (30)--the minimum chance of accepting a match offer.;
STEAL_ACCEPT_CHANCE_BAD_FINANCES_MULTIPLIER (2)--when the employer is bankrupt, the accept chance is multiplied by this much.;
MATCH_ACCEPT_CHANCE_PER_CHARISMA_POINT (2)--per every charisma point of our player character the match accept chance increases.;
MATCH_ACCEPT_CHANCE_FROM_SILVER_TONGUE (10)--the match accept chance increases by this much if the player character has the Silver Tongue trait.;
LEAVE_CONSIDER_CHANCE_PER_DOLLAR_OFFERED (0.125)--per every extra dollar the rival offers to the employee, the chance to consider leaving increases by this much.;
LEAVE_CONSIDER_CHANCE_PER_DENIED_VACATION (5)--per every denied vacation the chance to consider leaving increases by this much.;
LEAVE_CONSIDER_CHANCE_PER_YEAR_IN_STUDIO (-3)--for every year (not days!) spent in the studio, the chance to consider leaving will lower by this much; in other words - loyal employees will be less likely to leave.;
LEAVE_CONSIDER_CHANCE_PER_YEAR_IN_STUDIO_MAX (-15)--the maximum affector for leaving the studio after spending time there.;
LEAVE_CONSIDER_CHANCE_PER_DENIED_SALARY (10)--per every salary we denied, the chance to consider leaving increases by this much for the employee.;
LEAVE_CONSIDER_CHANCE_MINIMUM_CHANCE (0)--the minimum chance that an employee will consider leaving.;
LEAVE_CONSIDER_CHANCE_MAXIMUM_CHANCE (75)--the maximum chance that an employee will consider leaving.
DEFAULT_SWITCH_TIME (10)--the amount of time the employee has to spend in the rival studio before switching over to your studio.;
SUSPICION_MAX (150)--suspicion of a potential slander campaign is increased after a slander campaign, greater than 100 to make it so that rival discovery and public discovery chances reach their highest chance at different times, also so that suspicion sticks around for a while.;
SUSPICION_TO_DISCOVERY_CHANCE (1)--convert each point in suspicion into chance that the rival will find out it's you who started the slander.;
SUSPICION_DROP_PER_DAY (0.8)--how much suspicion is dropped per each passing day.
PROCEDURAL_GENERATION_COOLDOWN ({12, 15})--amount of months to wait after a rival closes down before generating a new rival game company.

Methods

Events

LOCKED

fired when the library is locked.

UNLOCKED

fired when the library is unlocked.

OPENED_MENU

fired when opening the rival menu.

COMPANY_DEFUNCT

fired when a rival game company goes defunct.