这里是部分源码,楼主做了些微调:
;Part 1 - Difficulty
;[difficulty]
; these are all length-5 arrays for the five difficulties:
; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE
; How many survivors are initially on the map for each passable nonfort square
COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20
; How often survivors join up randomly in survivor arrives type events
SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50
; Added to every survivor's level during all skill checks
COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0
; Game starts with this much food
STARTING_FOOD = 50, 50, 50, 35, 25
; All survivors are created with this happiness, except the main leader
STARTING_HAPPY = 100, 75, 50, 35, 25
; Extra zombies in the squares beside the fort at the start of the game
EXTRA_ADJACENT_STARTING_ZOMBIES = 0, 1, 2, 6, 10
; How many zombies can there be max on one square at the same time?
MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180
; How many zombies spawn on each square (away from the fort)
ZOMBIE_SPAWN_MULTIPLIER = 0.17, 0.50, 1.50, 2.00, 3.25
; Zombie unit strength is 50 * this
ZOMBIE_UNIT_STRENGTH_MULTIPLIER = 0.10, 0.50, 1.00, 1.70, 2.50
; How many days between regular zombie units spawning or attacking, halved while swarming
DAYS_BETWEEN_ZOMBIE_UNITS = 8, 4, 4, 3, 3
; The number of days between mobile horde spawns, halved while swarming
DAYS_BETWEEN_MOB_SPAWN = 20, 13, 12, 11, 10
; How strong are mobile zombie hordes?
MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00
; How quickly faction strength increases naturally over time
FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00
; How much food does a one square farm produce per day
BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00
; How miserable are survivors in the lategame
LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00
; How often do negative events occur compared to other events
BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50
; How quickly do the survivors gain skill
EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50
; How often do any random events happen
EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
; How many zombies on each square when the game starts
STARTING_ZOMBIES_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
; Police stations and banks give this much bonus defense
DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10
; Towers give this much bonus defense
UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5
; Bunkers give this much bonus defense
UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10
; Turrets give this much bonus defense
UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15
; When the average edge square reaches this, the fort's at max defense
MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50,
; Fertilizer tech gives this much extra food per farm square
FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50
; Reclaim missions can't happen if there are more than this many zombies on a square
RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0
; Colins carried over to the next city will be nerfed to this level
DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5
; What survivor level are backstories awarded
BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4
; What survivor level are backstories awarded
BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7
; What survivor level are backstories awarded
BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10
; Amount of total food, fuel etc that raiders take
PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75
; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value
MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60
; How long do we have to wait before meeting with a faction or trading at their fort again
MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3
; Building materials at the start of the game
STARTING_MATERIALS = 20, 20, 20, 20, 20
; Ammunition at the start of the game
STARTING_AMMO = 10, 10, 10, 10, 10
; Fuel at the start of the game
STARTING_FUEL = 5, 5, 5, 5, 5
; Medicine at the start of the game
STARTING_MEDICINE = 5, 5, 5, 5, 5
; Even with no apartments or suburbs, can still house this many survivors
BASE_HOUSES = 2, 2, 2, 2, 2
; How many survivors can live in an apartment or 1x1 suburb
HOUSES_PER_SQUARE = 2, 2, 2, 2, 2
; Any roll for injury vs death has at minimum this chance to be injury
INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10
; Injury vs death rolls will be injury if someone died within this many days
DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0
; The amount of food eating one person gives you. Dogs are half.
FOOD_PER_BODY = 10, 10, 10, 10, 10
; Gifting this value during a trade will net the most respect possible from even the strongest faction
MAX_TRADE_GIFT = 100, 100, 100, 100, 100
; how many regular zombies it takes to become an attack-ready unit
MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5
; Number of attacks or missions takes it takes to use up one unit of ammo per gun
USES_PER_AMMO = 3, 3, 3, 3, 3
; like usesPerAmmo, how many uses does a single unit of bath salts get you
USES_PER_BATHSALT = 2, 2, 2, 2, 2
; A survivor loses this much (0-100) happiness if they are injured
SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20
; All friends lose this much (0-100) happiness when somebody dies; relatives lose double
FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20
; The entire fort loses this much happiness if a building is lost in an attack
TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5
; How many zombies per turn a trap kills
TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5
; How many zombies per turn an upgraded trap kills
TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10
; How many zombies per turn an attractor pulls in
ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5
; Regular zombie units will spawn faster until this many are on the map
MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
; How many regular zombie units can be on the map at once
MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
; How strong should factions be at the start of the game
FACTION_STARTING_STRENGTH_MULTIPLIER = 0.25, 0.25, 0.25, 0.25, 0.25
; How often recruits are leaders compared to other skills
COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1
; How often recruits are soldiers compared to other skills
COLIN_SOLDIER_FREQUENCY = 3, 3, 3, 3, 3
; How often recruits are scavengers compared to other skills
COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2
; How often recruits are builders compared to other skills
COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2
; How often recruits are engineers compared to other skills
COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1