These objects work on tasks and are hired by the player/rivals.
BASE_ATTRIBUTE_POINTS (15)
the base amount of attribute points to start out with.
ATTRIBUTE_POINTS_PER_LEVEL (1)
per every level, we get this many attribute points. A total of 25 at level 10.
MAX_LEVEL (10)
the maximum employee level.
BASE_LEVEL_EXP (-200)
the base amount of EXP needed for 1 level.
EXP_PER_LEVEL (300)
add this much experience needed for the next level, per each level.
EXPONENT_PER_LEVEL (1.4)
apply an exponent of this much to the sum of EXP_PER_LEVEL multiplied by the dev level.
EXPERIENCE_SEGMENT (50)
round the resulting required experience into segments of this.
WALK_SPEED ({72, 108})
min max, the walk speed to set on the developer objects.
ACTION_DELAY (60)
delay between performing another developerAction.
PREFERRED_GENRE_DRIVE_LOSS_MULTIPLIER (0.75)
when working on a game of a genre this dev prefers, multiply the drive loss by this much.
CHANCE_TO_LEAVE_WHEN_NO_PAYCHECK (5)
when the player isn't able to pay out the full salary, the chance that an employee will try to leave is this much.
SKILL_EXP_TO_LEVEL_EXP (5)
every SKILL_EXP_TO_LEVEL_EXP amount of skill experience gained is converted into a single experience point.
START_DRIVE ({MIN = 60, MAX = 80})
min max, the drive to set to after hiring a new employee.
MAX_DRIVE (100)
maximum drive level.
MIN_DRIVE (0)
minimum drive level.
DRIVE_BOOST_THRESHOLD (50)
if our drive is higher than this, we get a speed boost from a high drive value.
DRIVE_MAX_BOOST (0.3)
maximum boost we can get from a high drive.
DRIVE_MIN_DETER (-0.4)
maximum deterioration we can get from a low drive.
SALARY_ROUND_SEGMENTS (5)
round salaries in segments of this much.
BASE_SALARY ({base = 150, perLevel = 250, addMin = 1, addMax = 10, addMultiplier = 25})
config for calculating the base salary.
MAX_SALARY_FROM_MAIN_SKILL (25600)
the maximum salary we can get from the main skill.
SALARY_OFFSET_SKILL_LEVEL (-7)
offset the main skill level by this much when calculating the impact of the main skill on the salary.
SALARY_EXPONENT_SKILL_LEVEL (2)
apply an exponent of this much when calculating the salary from the main skill level.
SALARY_ADD_PER_LEVEL (75)
how much extra we'll ask for per each level.
SALARY_ADD_PER_SKILL_LEVEL (20)
how much extra we'll ask for per each main skill point, OLD SALARY MODEL.
SALARY_ADD_PER_DEVELOPMENT_LEVEL (15)
how much extra we'll ask for per each 'development' skill point.
TIME_BETWEEN_RAISE_REQUESTS ({90, 200})
in points, not days/etc
these points are decreased by doing tasks, getting better at something, once they reach 0 - the employee will ask for a raise.
RAISE_DENY_POINT_MULTIPLIER (1)
multiply required progression points by this much when we deny a raise.
POST_HIRE_RAISE_ASK_DELAY (60)
delay in days before we can ask for a raise after being hired.
POST_DENY_RAISE_ASK_DELAY ({100, 160})
delay the time until the developer can ask for another raise by this much time.
RAISE_REQUEST_CHANCE (40)
the daily chance that an employee will ask for a raise if they're eligible for it.
RAISE_POINTS_DECREASE_PER_SKILL_UP (5)
per every skill level increased, the "points until raise" value is decreased by this much. This affects how soon the employee will ask for a raise again.
APPROVE_RAISE_DRIVE_INCREASE (25)
increase in drive when approving a raise.
RAISE_DENY_TIME_DIVIDER (1)
every time we deny an employee of a raise, we increase the time divider until next raise request by this much.
DRIVE_DROP_PER_RAISE_DENY (10)
how much drive an employee loses every time we deny him a raise.
MAX_DRIVE_DROP_FROM_RAISE_DENY (10)
how much max drive we decrease for this specific employee when we deny his request for a raise.
LOW_DRIVE_LEVEL (30)
when drive is below this, it's considered low.
MEDIUM_DRIVE_LEVEL (65)
when drive is below this it's considered average, anything else and it's high.
CONSIDER_LEAVING_DRIVE (25)
if drive is lower or equal to this value for an extended period of time, then the employee will announce that he is leaving the studio one day.
LOW_DRIVE_LEAVE_CHANCE (20)
every day, if the consideration time has run out during low drive, the employee has this chance to say "boss, I'm leaving".
LOW_DRIVE_LEAVE_TIME ({base = 40, addMin = -3, addMax = 10, daysPerMonthWorked = 2.5, maxDaysPerMonthWorked = 100, chance = 25, chanceAdd = 20})
config used for calculating the amount of days until an employee decides to leave the studio.
LEAVE_RECONSIDERATION_CHANCE_ON_RAISE (60)
when a person is leaving due to not getting a raise, this is the chance there will be that he will reconsider in case the boss offers him a raise.
DRIVE_INCREASE_PER_DAY (2)
the amount of drive regained each day.
DRIVE_INCREASE_DECREASE_MODIFIER_PER_DAY_DENIED_RAISES (0.25)
subtract DRIVE_INCREASE_PER_DAY by DRIVE_INCREASE_DECREASE_MODIFIER_PER_DAY_DENIED_RAISES * deniedRaises every time a new day begins.
DRIVE_RECOVER_MULTIPLIER_INCREASE_PER_DAY (0.1)
every day we recover this much to the multiplier of the amount of the drive we regain per day.
MIN_DAYS_UNTIL_DRIVE_LOSS (20)
how many days have to pass after coming back from a vacation until we start losing drive regen (and eventually start losing motivation).
DAY_TO_DRIVE_LOSS (0.01666)
how much drive regen we lose per each day without vacation, keep in mind, 1 work week = 5 days, therefore 1 work month = 20 days.
DRIVE_FOR_VACATION (35)
when drive is lower or equal to this, the employee will begin to want to go on vacation.
VACATION_REQUEST_BASE_CHANCE (20)
when the employee can ask for vacation, this is the base chance to roll every day.
VACATION_REQUEST_CHANCE_INCREASE_PER_DRIVE_POINT (2)
increase the base chance for vacation request by (DRIVE_FOR_VACATION - curDrive) * VACATION_REQUEST_CHANCE_INCREASE_PER_DRIVE_POINT.
VACATION_REQUEST_COOLDOWN ({60, 80})
minmax, if our vacation request is turned down, we set a cooldown for the next request by this much time.
DRIVE_DROP_FROM_DENIED_VACATION (5)
how much drive we lose from a denied vacation.
VACATION_DURATION (10)
duration of a vacation in days.
NO_WORK_NO_VACATION_DRIVE_LOSS_MULTIPLIER (0.2)
multiply drive loss from no vacation by this much when the person has no task.
MAX_DRIVE_LOSS_PER_DAY (-1)
max drive we can lose on the beginning of a new day.
MAX_DRIVE_RECOVER_MULT_VACATION (5)
we recover drive this much faster while on a vacation.
GENERATE_AGE_MIN (18)
the youngest a generated dev can be.
GENERATE_AGE_MAX (50)
the oldest a generated dev can be.
RETIREMENT_AGE_MIN (55)
minimum age for retirement.
RETIREMENT_AGE_MAX (65)
maximum age for retirement.
GENERATE_LEVEL_MIN (1)
the minimum level of a generated employee.
GENERATE_LEVEL_MAX (10)
the maximum level of a generated employee.
FORGET_THANK_CHANCE (50)
chance we'll forget to thank in case we aren't able to thank (popup was already created on the same day).
MINIMUM_KNOWLEDGE_FOR_DISPLAY (10)
our knowledge must be >= to be shown in the employee menu.
LEAVE_DUE_REPUTATION_CHANCE (35)
the chance that the employee will leave the studio due to low rep.
JUSTAS_CHANCE (3)
chance that the grumpyness will reach Justas level.
JUSTAS_GRUMPYNESS (0.95)
Justas grumpyness level.
GRUMPYNESS_CHANCE (50)
chance in general to be somewhat grumpy.
MIN_GRUMPYNESS (0)
the minimum grumpyness level.
MAX_GRUMPYNESS (0.75)
the maximum grumpyness level.
LEAVE_AT_FRUSTRATION (60)
when frustration reaches this level, the employee will leave the studio.
MANAGING_OVERLOAD_TIME_PERIOD (0)
a manager will become overloaded with people when he manages too many people for this many days.
NO_MANAGEMENT_PENALTY_MAX_DRIVE (60)
if our drive is lower than this much, then we receive a penalty to development speed if the team has no management.
NO_MANAGEMENT_PENALTY_MIN_DRIVE (20)
once our drive reaches this value, then the penalty we receive for no management will be equal to 1 * NO_MANAGEMENT_PENALTY_MAX_DROP.
NO_MANAGEMENT_PENALTY_DRIVE_DIST
the distance between NO_MANAGEMENT_PENALTY_MAX_DRIVE and NO_MANAGEMENT_PENALTY_MIN_DRIVE.
NO_MANAGEMENT_PENALTY_MAX_DROP (0.4)
the maximum dev speed drop from no management.
CONVERSATION_DELAY_MIN (240)
minimum conversation time delay.
CONVERSATION_DELAY_MAX (360)
maximum conversation time delay.
PLAYER_CHARACTER_SKILL_ADVANCE_MODIFIER (3)
the player character's earned skill exp will be multiplied by this much.
FEMALE_CHANCE (20)
the chance that a generated employee will be female.
PRACTICE_TIME_MIN (1.5)
min time until a practice session is finished.
PRACTICE_TIME_MAX (2)
max time until a practice session is finished.
PRACTICE_EXP_MIN (30)
min. exp for a practice session. These values are used for project tasks too, but they're lowered to incentivize assigning employees to skill practice sessions.
PRACTICE_EXP_MAX (40)
max exp for a practice session.
PRACTICE_SESSIONS (25)
amount of practice sessions.
PRACTICE_LEVEL_EXP_MULTIPLIER (2)
multiply gained experience by the skill level by this much.
HUNGRY_LEVEL (50)
when fullness is below this, the employee is considered hungry.
THIRSTY_LEVEL (50)
ditto but for water.
SHIT_LEVEL (75)
same but for going to toilet.
HYDRATION_LOSS_PER_DAY (1)
lose this much hydration per day.
SATIETY_LOSS_PER_DAY (0.5)
same but for satiety.
FULLNESS_INCREASE_PER_DAY(0.4)
how much fullness is gained per game day.
SATIETY_TO_FULLNESS (0.3)
multiplier from satiety to fullness.
FULLNESS_GAIN_FROM_COFFEE (2)
per each coffee drink the employee gains this much fullness.
HYDRATION_CHANGE_FROM_COFFEE (-2)
lose this much hydration from coffee.
SATIETY_CHANGE_FROM_COFFEE (-2)
lose this much satiety from coffee.
DEFAULT_OVERALL_EFFICIENCY (1)
efficiency (work speed) multiplier, separate from all other factors, depends on amount of people in the room.
MAX_PEOPLE_IN_ROOM_UNTIL_EFFICIENCY_DROP (20)
how many maximum people there can be in the same room until we start losing efficiency. Affected by some traits.
EFFICIENCY_DROP_PER_PERSON_OVER_MAX (0.01)
how much efficiency (work speed) we lose per each extra member.
EFFICIENCY_DROP_MIN_VALUE (0.85)
how low we can go from the "too many people" efficiency drop.
LEAVE_REPUTATION_DIFFERENCE(1000)
when the difference in reputation is this big, the employee may leave the studio.
LEAVE_REPUTATION_PERCENTAGE_DIFFERENCE (0.2)
in addition to the value above, the new studio reputation must also be this much lower than what it was originally for the employee to consider leaving.
KEYBOARD_CLICK_SOUND_DELAY ({7, 9})
amount of frames we have to play through the animation to play a keyboard sound.
MIN_FAMILIARITY (0.3)
minimum project familiarity we start out at.
NEW_PROJECT_FAMILIARITY (0.8)
when beginning work on a brand new project our familiarity will be this.
FAMILIARITY_REGAIN_PER_DAY (0.02)
gain this much familiarity each day on the project we're working on.
DAYS_AWAY_FROM_PROJECT_FAMILIARITY_LOSS (10)
if we haven't worked on the game for this long we will begin losing familiarity when we get back to it.
FAMILIARITY_LOSS_PER_DAY (0.002916666)
for each day above DAYS_AWAY_FROM_PROJECT_FAMILIARITY_LOSS, we will lose this much familiarity per each day.
FAMILIARITY_LOSS_FOR_WORK_OFFSET (0.7 / 3000)
we will lose all familiarity when this much work (divisor) was done on the project while we were away.
CLOTHING_TYPE ({TORSO = 1, TROUSERS = 2, SHOES = 3})
enumeration of clothing types.
ASSIGNMENT_STATE ({CAN = 0, CANT = 1, SAME_DESK = 2, NO_DESK = 3})
the workplace assignment state.
TASK_DONE
fired when a task is finished. 1 argument: the developer that finished the task
SKILL_INCREASED
fired when a skill level is increased. 4 arguments: the developer object, the skill ID, the new level, and the old level.
ATTRIBUTE_INCREASED
fired when an attribute is increased, 3 arguments: the developer, the attribute ID, whether it was a free increase.
ATTRIBUTE_POINT_DRAINED
fired when an attribute point is used up by improving an attribute. 1 argument, the employee.
LEVEL_UP
fired when a developer levels up. 1 argument: the developer.
DIED
fired when a developer dies. 1 argument: the death cause data.
WORKPLACE_SET
fired when a developer has been assigned to a workplace. 2 arguments: the developer and the workplace.
ROOM_SET
fired when a developer is assigned to a room. 2 arguments: the developer and the room.
TRAIT_ADDED
fired when adding a trait to a player character in the creation menu. 2 arguments: the employee and the trait ID.
TRAIT_REMOVED
fired when removing a trait in the character designer menu. 2 arguments: the developer and the trait ID.
INTEREST_ADDED
fired when an interest is added in the character designer. 2 arguments: the developer and the interest ID.
INTEREST_REMOVED
fired when an interest is removed from the character designer. 2 arguments: the developer and the interest ID.
SALARY_CHANGED
fired when salary of an employee changes.
TASK_CHANGED
fired when a task is changed on a developer. 1 argument: the developer.
TASK_CANCELED
fired when a developer cancels work on a task. 1 argument: the developer.
SPECIALIZATION_SET
fired when a specialization is set on a developer. 2 arguments: the developer and the specialization ID.
DESIRED_SPECIALIZATION_SET
fired when a desired specialization is set on a developer. 2 arguments: the developer and the specialization ID.
SEX_CHANGED
fire when the sex of the employee is changed (ie. when creating a player character). 1 argument: the developer.