本帖最后由 古丽西恩 于 2025-6-5 22:45 编辑
自用修改笔记分享:
dnSpy修改目标文件 Assembly-CSharp.dll
医院价值 CalculateHospitalValue return Mathf.Max(balance + num + num + num2 + num2 - num3, 0); CalculateTotalPhysicalAssetValue foreach (RoomItem roomItem in room.FloorPlan.Items)
{
num += (float)roomItem.SellValue() * 2f;
}
员工移动速度 GetMaxMovementSpeed num *= this.RankDefinition.WalkSpeedMultiplier;
num *= 2f;
房间尺寸无限制 DoesFloorPlanContainAreaOfSize public static bool DoesFloorPlanContainAreaOfSize(FloorPlan floorPlan, int areaW, int areaH)
{
return true;
}
治疗率+1(避免满治疗率仍然有可能死亡) CalculateEstimatedTreatmentOutcome float minChanceOfSuccess = diagnosisCertainty * num9 / 100f + 1f;
float num10 = num + num6;
num10 = Mathf.Min(num10, 1f);
float num11 = Mathf.Lerp(num3, num4, num10);
float chanceOfSuccess = diagnosisCertainty * num11 / 100f + 1f;
设备耐久度10倍 th20.roomitem GetAttributeMultiplier 0.1f
房间声望10倍 CalculateRoomPrestige foreach (RoomItem roomItem in floorPlan.Items)
{
num3 += roomItem.Prestige* 10f;
}
num2 = num3 + num4;
无等待刷求职员工 GetTimeUntilNextApplicant return 0f;
植物、空调、暖气范围3倍 ModifyMapAttribute 头部增添一句: radiusInCells *=3f;
诊断加成物品50倍 RoomModifierDiagnosis 治疗加成物品50倍 RoomModifierTreatment 改三组100f 改为 2f
研究加成物品50倍 RoomModifierResearchRate 培训加成物品50倍 RoomModifierTrainingRate 改一组100f 改为 2f
培训速度 CalculateTrainingPointLearnRate return trainingLearningSpeed * trainingTeachingSpeed * num * num2 * 100f;
传染病 ChallengeEpidemicVaccinateCharacter 疫苗不减 this._numberOfVaccines--;
改为
this._numberOfVaccines++;
员工0技能 AssignRandomQualifications num++ 改成num =0 以及 i < num改为i> num
员工工资 SetSalary this._salary = Mathf.Max(1, 2); GetSalary return Mathf.Max(1, 2);
休息时间(减半) public float GetBreakDuration(StaffDefinition.Type staffType, int rank)
{
float workLifeBalance = this.GetWorkLifeBalance(staffType, rank);
return Mathf.Lerp(GameAlgorithms.Config.StaffBreakDurationMin, GameAlgorithms.Config.StaffBreakDurationMax, workLifeBalance) * 0.5f;
}
技能效果(3倍) QualificationBaseModifier Calculate 里面两处 return this._modifier * 3f;
晋升经验(初始经验990) HasMaxXP return this.XP != null && this.XP.Value() + 990f >= this.RankDefinition.MaximumXP;
员工体力 UpdateEnergy 添加 float num = base.RoomUsing.Definition.GetStaffEnergyModifier(this, base.RoomUsing) * deltaTime;
if (num > 0f)
{
num *= 100f;
}
else
{
num /= 10f;
}
工资满意度 CalculatePaySatisfactionLevel if (percentDifference < -25f)
{
return StaffDefinition.Satisfaction.VeryUnhappy;
}
if (percentDifference < -20f)
{
return StaffDefinition.Satisfaction.Unhappy;
}
if (percentDifference < -15f)
{
return StaffDefinition.Satisfaction.Satisfied;
}
if (percentDifference < -10f)
{
return StaffDefinition.Satisfaction.Happy;
员工只出现好特性(小洁癖,园艺高手,老师,一学就会, 艺人,) TH20.CharacterTraitsManager.GenerateRandomTraits
public CharacterTraits GenerateRandomTraits(StaffDefinition.Type staffType, Character.Sex sex)
{
List<CharacterTraitDefinition> list = new List<CharacterTraitDefinition>();
int num = new Random().Next(8, 8);
int numTraits = RandomUtils.GlobalRandomInstance.Next(this._config.FlavourTraitsMin, this._config.FlavourTraitsMax + 1);
WeightedList<CharacterTraitDefinition> myTraits = new WeightedList<CharacterTraitDefinition>();
List<string> goods = new List<string>("治愈者, 不知疲倦,精神抖擞,激励者,美颜心悸,有趣的人,魅力十足,乐观主义者,我很便宜".Split(new char[]
{
','
}));
foreach (WeightedCharacterTraitList.Entry entry in this._config.CharacterTraits.List)
{
foreach (string s in goods)
{
if (entry.Definition.Instance.GetShortName(sex).Translation.Contains(s))
{
myTraits.Add(entry.Definition.Instance, entry.Weight);
break;
}
}
}
for (int i = 0; i < num; i++)
{
bool flag = false;
while (!flag)
{
CharacterTraitDefinition characterTraitDefinition = myTraits.Choose(null, RandomUtils.GlobalRandomInstance);
if (characterTraitDefinition != null && characterTraitDefinition.CanAdd(list) && characterTraitDefinition.IsValidFor(staffType))
{
flag = true;
list.Add(characterTraitDefinition);
}
}
}
return new CharacterTraits(list, this._config.FlavourTraits.Instance.GenerateFlavour(numTraits, sex)); } } }
以上。
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