This is a small tutorial on how to create a Emergency
create a <filename>.fsx file named after your emergencies
#load "EmergencyShared.fsx"
open EMT.Modding
open EmergencyShared
//Level 1 - first day
Def.Emergency.Add {
ID = "ImASuperHero"
Type = Type.Police
Difficulty = "Hard"
Level = 1
Weighting = {
Day = 1.0
Night = 1.0
}
Tags = {
Visible = ["Urban"]
Hidden = ["Police"; "Tier1";"USA";"OnLand";]
}
TitleKey = "Im_A_Superhero"
InitialDescriptionKeys = ["Im_A_Superhero_Desc01"]
AssetRequirements = [
"Police", 1, 100
]
PreparationTime = Gt.hours 0.1
ResolutionTime = Gt.hours 100.00
MoneyGainOnSuccess = 0
ReputationGainOnDispatch = 0, 100
ReputationCostToTerminate = Some (1, 1)
Events = [
When.Emergency.Success [
AddXp 1000.0
AddExhaustion 0.1
AddInjury 0.0 0.05 ["Light"]
SetMood 1.0
ForEach.Emergency.Vehicle [Vehicle.Damage 0.0]
]
When.Emergency.Failure [
AddExhaustion 10.0
AddInjury 1.0 1.0 ["Hard"]
SetMood -10.0
ForEach.Emergency.Vehicle [Vehicle.Damage 100.0]
]
]
}
Let me now explain you the what the lines actually mean
#load "EmergencyShared.fsx" open EMT.Modding open EmergencyShared //Comment for your self.
This is the headder that is needed to create a emergency
Def.Emergency.Add {
ID = "CatStuckInTreeHigh" ///This is a id that you use to refere to your emergency in other files
Type = Type.FireDept ///This type tag is used to declare your emergency on a type, for example we selecte a single department Firedepartment emergency here, for example you can also use Type.AllThree
Difficulty = "Easy" ///We offer a visible difficulty indicator on the sidebar (1-3 star rating), you can select between Easy, Medium and Hard
Level = 1 ///The Level is more or less the same a the Difficutly indicator just used internal for spawning your emergencies in the right wave
Weighting = {
Day = 1.0 ///idicator how often your emergency spawn at day compare to other emergencies
Night = 0.0 ///idicator how often your emergency spawn at night emergencies
}
This was the basic setup now lets add some more information to our emergency
Tags = {
Visible = ["Urban"] ///This is used as a vibsile tag, these tags can be used on your people too and used to give your +% in success rate from these
Hidden = ["FireDept"; "Tier1";"USA";"OnLand";"Berlin"] ///Used to spawn your emergency on the right place and where they should be used, this emergency is spawned on the map Berlin on land for example
Now lets add some information to spawn our emergency on the map and give it a view more icons
TitleKey = "CatStuck_Title" ///This is the title refered at the loca kit
InitialDescriptionKeys = ["CatStuck_Desc02"] ///This is the description refered at the loca kit
AssetRequirements = [ ///List the tools, people ....etc you actually need for this emergency
"FireFighter", 2, 48 //96 ///We use 2 firefighter in this emergency each of them add 48% success rate
"Ladder", 1, 4 //4 ///Lets add a ladder to get the cat from the tree, ... 48 + 48 = 96, so the ladder will add 4% to have the 100% fullfilled
]
So a emergency would not be fun without some items to use and people that actually handle it right? Here we add them
PreparationTime = Gt.hours 2.0 ///This much ingame time is needed untill the emergency runs out
ResolutionTime = Gt.hours 0.75 ///This ingame time is taken to solve the emergency by your crew
MoneyGainOnSuccess = 500 ///The money gain after a successfull emergency
ReputationGainOnDispatch = 0, 20 ///The gain reputation if you dispatch your crew
ReputationCostToTerminate = Some (10, 10) ///The call for help button can get more expensive by time if you like
Preparation is everything so are these timers for your emergency
Events = [ ///In events we can handle what actually happen in a emergency, can your people get hurt? Damn you might bring back a new item or prisoner
When.Emergency.Success [ ///If a emergency success we can handle it here
AddXp 7.0 ///Add Xp to your crew members
AddExhaustion 1.0 ///The level of exhausting your people get from that emergency
AddInjury 0.0 0.05 ["Light"] ///Add a chance that they can get Injured
SetMood 1.0 ///People should feel happy if they successfull finish a emergency, dont they?
ForEach.Emergency.Vehicle [Vehicle.Damage 10.0] ///As you use your vehicle add some damage to them
]
When.Emergency.Failure [ ///Set stats as on failed emergencys
AddExhaustion 1.5
AddInjury 0.1 0.2 ["Light"]
SetMood -2.0
ForEach.Emergency.Vehicle [Vehicle.Damage 10.0]
]
]
}
Let's wrap it up with some stats and xp for your people and vehicles