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Promos.bb
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Promos.bb
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;//////////////////////////////////////////////////////////////////////////////
;---------------------------- HARD TIME: PROMOS -------------------------------
;//////////////////////////////////////////////////////////////////////////////
;--------------------------------------------------------------------
;///////////////////// RISK SPONTANEOUS PROMO ///////////////////////
;--------------------------------------------------------------------
Function RiskPromo(cyc,v)
;expand range when seated
talkRange=60
If pSeat(cyc)>0 Then talkRange=100
;//////////////////// LAW ENFORCEMENT ////////////////////
If charPromo(pChar(cyc),pChar(v))=0 And pChar(v)=gamChar(slot) And charRole(pChar(v))=0 And charRole(pChar(cyc))=1 And gamBlackout(slot)=0 And AttackViable(cyc)=>1 And AttackViable(cyc)=<2 And pDazed(cyc)=0
;welcome to location
If charExperience(pChar(v))=<2 And gamWarrant(slot)=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If gamLocation(slot)=2 And promoUsed(210)=0 Then charPromo(pChar(cyc),pChar(v))=210
If gamLocation(slot)=4 And promoUsed(211)=0 Then charPromo(pChar(cyc),pChar(v))=211
If gamLocation(slot)=6 And promoUsed(212)=0 Then charPromo(pChar(cyc),pChar(v))=212
If gamLocation(slot)=8 And promoUsed(213)=0 Then charPromo(pChar(cyc),pChar(v))=213
If gamLocation(slot)=10 And promoUsed(215)=0 Then charPromo(pChar(cyc),pChar(v))=215
EndIf
;remind about dinner time
If gamHours(slot)=13 And gamMins(slot)>20 And gamLocation(slot)<>8 And InProximity(cyc,v,30) And charAngerTim(pChar(cyc),pChar(v))=0 And pAnim(v)<>12 And pAnim(v)<>13
If promoUsed(6)=0 Then charPromo(pChar(cyc),pChar(v))=6
EndIf
;out of block during lock down
If LockDown() And GetBlock(gamLocation(slot))<>charBlock(pChar(v)) And InProximity(cyc,v,50)
If charBribeTim(pChar(cyc))=0 And promoUsed(2)=0 Then charPromo(pChar(cyc),pChar(v))=2
EndIf
;out of cell during lock down
If LockDown() And GetBlock(gamLocation(slot))=charBlock(pChar(v)) And InsideCell(pX#(v),pY#(v),pZ#(v))<>charCell(pChar(v)) And InProximity(cyc,v,50) And pAnim(v)<>12 And pAnim(v)<>13
If charBribeTim(pChar(cyc))=0 And promoUsed(3)=0 Then charPromo(pChar(cyc),pChar(v))=3
EndIf
;told off for sleeping in
If LockDown()=0 And pAnim(v)=103 And gamLocation(slot)<>6 And InProximity(cyc,v,100) And CellVisible(pX#(cyc),pY#(cyc),pZ#(cyc),InsideCell(pX#(v),pY#(v),pZ#(v)))
If charBribeTim(pChar(cyc))=0 And promoUsed(11)=0 Then charPromo(pChar(cyc),pChar(v))=11
EndIf
;told off for being in foreign cell
If GetBlock(gamLocation(slot))>0 And InsideCell(pX#(v),pY#(v),pZ#(v))>0 And InProximity(cyc,v,100) And CellVisible(pX#(cyc),pY#(cyc),pZ#(cyc),InsideCell(pX#(v),pY#(v),pZ#(v)))
If InsideCell(pX#(v),pY#(v),pZ#(v))<>charCell(pChar(v)) Or GetBlock(gamLocation(slot))<>charBlock(pChar(v))
If charBribeTim(pChar(cyc))=0 And promoUsed(12)=0 Then charPromo(pChar(cyc),pChar(v))=12
EndIf
EndIf
;caught carrying weapon
If pWeapon(v)>0 And weapHabitat(weapType(pWeapon(v)))<99 And weapHabitat(weapType(pWeapon(v)))<>gamLocation(slot) And InProximity(cyc,v,weapSize#(weapType(pWeapon(v)))*5) And charBribeTim(pChar(cyc))=0
If InLine(cyc,p(v),talkRange)
If gamLocation(slot)=10 And weapCreate(weapType(pWeapon(v)))>0 And pWeapon(v)<>charWeapon(pChar(v)) And promoUsed(53)=0
charPromo(pChar(cyc),pChar(v))=53
Else
If weapHabitat(weapType(pWeapon(v)))=0 And promoUsed(1)=0 Then charPromo(pChar(cyc),pChar(v))=1
If weapHabitat(weapType(pWeapon(v)))>0 And promoUsed(18)=0 Then charPromo(pChar(cyc),pChar(v))=18
EndIf
EndIf
EndIf
;confront about gang membership
randy=Rnd(0,10000)
If randy=0 And charGang(pChar(v))>0 And InProximity(cyc,v,30) And charBribeTim(pChar(cyc))=0
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=51
EndIf
;offers/threats
randy=Rnd(0,10000)
If gamWarrant(slot)=0 And gamMoney(slot)>0 And charBribeTim(pChar(cyc))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If randy=0 And Friendly(cyc,v)=0 Then charPromo(pChar(cyc),pChar(v))=58 ;invent charge
If charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0
If randy=1 Then charPromo(pChar(cyc),pChar(v))=73 ;offer immunity
If randy=2 Then charPromo(pChar(cyc),pChar(v))=74 ;offer protection
If randy=3 And charSentence(pChar(v))>0 Then charPromo(pChar(cyc),pChar(v))=245 ;offer day off
EndIf
EndIf
EndIf
;appeals to your intelligence
randy=Rnd(0,10000)
If randy=0 And gamWarrant(slot)=0 And charIntelligence(pChar(v))>charIntelligence(pChar(cyc)) And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=244
EndIf
;praised for working
If (pAnim(v)=102 And (pState(v)=102 Or pState(v)=104 Or pState(v)=108)) Or pAnim(v)=92
randy=Rnd(0,10000)
If randy=0 And gamWarrant(slot)=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=246
EndIf
EndIf
;working is futile
If (pAnim(v)=102 And pState(v)=104) Or pAnim(v)=92
If LockDown() And gamWarrant(slot)=0 And InProximity(cyc,v,50)
If InLine(cyc,p(v),talkRange) And promoUsed(248)=0 Then charPromo(pChar(cyc),pChar(v))=248
EndIf
EndIf
;cell change
randy=Rnd(0,10000)
If randy=0 And gamWarrant(slot)=0 And charBribeTim(pChar(cyc))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=205
EndIf
;told to clean scars
chance=(20-CountScars(v))*100
If chance<500 Then chance=500
randy=Rnd(0,chance)
If randy=0 And CountScars(v)>2 And gamLocation(slot)<>11 And gamWarrant(slot)=0 And charBribeTim(pChar(cyc))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=257
EndIf
;give yourself in
randy=Rnd(0,100)
If randy=0 And gamWarrant(slot)>0 And ChannelPlaying(chAlarm) And Friendly(cyc,v)=0 And charBribeTim(pChar(cyc))=0 And InProximity(cyc,v,50)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=59
EndIf
;assign mission
If gamWarrant(slot)=0 And gamMission(slot)=0 And charSentence(pChar(v))>0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
randy=Rnd(0,10000)
If randy=1 And charStrength(pChar(v))=<80 Then charPromo(pChar(cyc),pChar(v))=141 ;acquire strength
If randy=2 And charAgility(pChar(v))=<80 Then charPromo(pChar(cyc),pChar(v))=142 ;acquire agility
If randy=3 And charIntelligence(pChar(v))=<80 Then charPromo(pChar(cyc),pChar(v))=143 ;acquire intelligence
If randy=5 And charReputation(pChar(v))=>70 Then charPromo(pChar(cyc),pChar(v))=145 ;reduce reputation
If randy=7 And gamMoney(slot)=>0 And gamMoney(slot)=<1000 Then charPromo(pChar(cyc),pChar(v))=147 ;acquire money
If randy=8 And charHairStyle(pChar(v))>1 And charHairStyle(pChar(v))<>charHairStyle(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=148 ;change hairstyle
If randy=9 And charCostume(pChar(v))<>charCostume(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=149 ;change costume
If randy=<10 And gamMoney(slot)<0 Then charPromo(pChar(cyc),pChar(v))=146 ;get out of debt
EndIf
EndIf
;mission reminder
If gamWarrant(slot)=0 And gamMission(slot)>0 And pChar(cyc)=gamClient(slot) And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) And promoUsed(171)=0 Then charPromo(pChar(cyc),pChar(v))=171
EndIf
;give up illegitimate mission
randy=Rnd(0,10000)
If randy=0 And gamMission(slot)>0 And charRole(gamClient(slot))=0 And InProximity(cyc,v,30) And charBribeTim(pChar(cyc))=0
If InLine(cyc,p(v),talkRange) And promoUsed(179)=0 Then charPromo(pChar(cyc),pChar(v))=179
EndIf
;served sentence
If charSentence(pChar(v))=<0 And gamWarrant(slot)=0 And InProximity(cyc,v,30)
If charStrength(pChar(v))=>70 And charAgility(pChar(v))=>70 And charIntelligence(pChar(v))=>70 And gamMoney(slot)=>1000
If promoUsed(60)=0 Then charPromo(pChar(cyc),pChar(v))=60 ;asked to leave
Else
If promoUsed(262)=0 And promoUsed(263)=0
If gamMoney(slot)<1000 Then charPromo(pChar(cyc),pChar(v))=263 ;not rich enough to leave
If charStrength(pChar(v))<70 Or charAgility(pChar(v))<70 Or charIntelligence(pChar(v))<70 Then charPromo(pChar(cyc),pChar(v))=262 ;not fit to leave
EndIf
EndIf
EndIf
;death sentence!
If charSentence(pChar(v))=>100 And gamWarrant(slot)=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If promoUsed(247)=0 Then charPromo(pChar(cyc),pChar(v))=247
EndIf
EndIf
;//////////////////// FELLOW INMATES ////////////////////
If charPromo(pChar(cyc),pChar(v))=0 And pChar(v)=gamChar(slot) And charRole(pChar(cyc))=0 And charFollowTim(pChar(cyc))=0 And (gamMission(slot)<>18 Or pChar(cyc)<>gamClient(slot)) And AttackViable(cyc)=>1 And AttackViable(cyc)=<2 And pDazed(cyc)=0
;welcome to location
If charExperience(pChar(v))=<2 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If GetRace(pChar(v))=GetRace(pChar(cyc)) Or charGang(pChar(cyc))=0 Or charGang(pChar(cyc))=>4
If gamLocation(slot)=9 And promoUsed(214)=0 Then charPromo(pChar(cyc),pChar(v))=214
If gamLocation(slot)=11 And promoUsed(216)=0 Then charPromo(pChar(cyc),pChar(v))=216
EndIf
EndIf
;introductions
If charExperience(pChar(v))=<2 And charSnapped(pChar(cyc))=0 And charRelation(pChar(cyc),pChar(v))=0 And charAngerTim(pChar(cyc),pChar(v))=0 And charGang(pChar(cyc))<>charGang(pChar(v)) And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If GetRace(pChar(v))=GetRace(pChar(cyc)) Or charGang(pChar(cyc))=0 Or charGang(pChar(cyc))=>4
randy=InferiorDice(cyc,v)
If randy=<1 Then charPromo(pChar(cyc),pChar(v))=98 ;friendly
EndIf
If charGang(pChar(cyc))<>6
randy=SuperiorDice(cyc,v)
If randy=<1 Then charPromo(pChar(cyc),pChar(v))=99 ;neutral
If randy=2 Then charPromo(pChar(cyc),pChar(v))=100 ;hostile
EndIf
EndIf
EndIf
;their imminent release
If charSentence(pChar(cyc))=<1 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If Friendly(cyc,v) And promoUsed(221)=0 Then charPromo(pChar(cyc),pChar(v))=221
If charRelation(pChar(cyc),pChar(v))<0 And promoUsed(222)=0 Then charPromo(pChar(cyc),pChar(v))=222
EndIf
EndIf
;your imminent release
If charSentence(pChar(v))=<1 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If InferiorDice(cyc,v)=<5 And Friendly(cyc,v) And promoUsed(223)=0 Then charPromo(pChar(cyc),pChar(v))=223
If SuperiorDice(cyc,v)=<5 And charRelation(pChar(cyc),pChar(v))<0 And promoUsed(224)=0 Then charPromo(pChar(cyc),pChar(v))=224
EndIf
EndIf
;pestered for seat
randy=SuperiorDice(cyc,v)
If pSeat(v)>0 And pSeat(cyc)=0 And Friendly(cyc,v)=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If randy=<1 Or (randy=2 And gamLocation(slot)=8 And trayState(pSeat(cyc))>0) Then charPromo(pChar(cyc),pChar(v))=7
EndIf
EndIf
;pestered for bed
randy=SuperiorDice(cyc,v)
If pBed(v)>0 And pBed(cyc)=0 And Friendly(cyc,v)=0 And InProximity(cyc,v,50)
If InLine(cyc,p(v),talkRange)
If randy=0 Or (randy=1 And LockDown()) Or (randy=2 And gamLocation(slot)=6) Then charPromo(pChar(cyc),pChar(v))=8
EndIf
EndIf
;told off for snooping around cell
cell=InsideCell(pX#(v),pY#(v),pZ#(v))
If GetBlock(gamLocation(slot))=charBlock(pChar(cyc)) And cell=charCell(pChar(cyc)) And Friendly(cyc,v)=0 And InProximity(cyc,v,100) And CellVisible(pX#(cyc),pY#(cyc),pZ#(cyc),cell) And gamBlackout(slot)=0
If InsideCell(pX#(cyc),pY#(cyc),pZ#(cyc))=0 Or LockDown() Or pBed(v)=charCell(pChar(cyc))
If cell<>charCell(pChar(v)) Or GetBlock(gamLocation(slot))<>charBlock(pChar(v))
If InLine(cyc,p(v),talkRange) And promoUsed(13)=0 Then charPromo(pChar(cyc),pChar(v))=13
EndIf
EndIf
EndIf
;caught in friend's cell
If GetBlock(gamLocation(slot))>0 And cell>0 And (cell<>charCell(pChar(v)) Or GetBlock(gamLocation(slot))<>charBlock(pChar(v))) And Friendly(cyc,v)=0 And InProximity(cyc,v,100) And gamBlackout(slot)=0
For char=1 To no_chars
If char<>pChar(cyc) And char<>pChar(v) And charRole(char)=0 And FriendlyChars(pChar(cyc),char) And charPromo(pChar(cyc),pChar(v))=0
If GetBlock(gamLocation(slot))=charBlock(char) And cell=charCell(char) And CellVisible(pX#(cyc),pY#(cyc),pZ#(cyc),cell)
If InLine(cyc,p(v),talkRange) And promoUsed(91)=0 Then charPromo(pChar(cyc),pChar(v))=91 : charPromoRef(pChar(cyc))=char
EndIf
EndIf
Next
EndIf
;interest in your item
If pWeapon(v)>0 And InProximity(cyc,v,30) And gamBlackout(slot)=0
If InLine(cyc,p(v),talkRange)
randy=InferiorDice(cyc,v)
If randy=<1 Or (randy=2 And pAgenda(cyc)=4 And pWeapon(v)=pWeapFoc(cyc)) Or (randy=3 And weapType(pWeapon(cyc))=>16 And weapType(pWeapon(cyc))=<18)
If charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 Then charPromo(pChar(cyc),pChar(v))=48 ;asks to buy
EndIf
randy=SuperiorDice(cyc,v)
If randy=0 Or (randy=1 And pAgenda(cyc)=4 And pWeapon(v)=pWeapFoc(cyc))
If Friendly(cyc,v)=0 Then charPromo(pChar(cyc),pChar(v))=16 ;bullied
EndIf
EndIf
EndIf
;has item to sell
randy=InferiorDice(cyc,v)
If pWeapon(cyc)>0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If randy=<1 Or (randy=2 And weapType(pWeapon(cyc))=>16 And weapType(pWeapon(cyc))=<18)
If gamMoney(slot)=>weapValue(weapType(pWeapon(cyc))) Then charPromo(pChar(cyc),pChar(v))=49 ;offers to sell
EndIf
If randy=3 Or (randy=4 And charRelation(pChar(cyc),pChar(v))=1) Then charPromo(pChar(cyc),pChar(v))=50 ;offers to give
EndIf
EndIf
;alarmed by dangerous weapon
danger=0 : w=weapType(pWeapon(v))
If w=6 Or w=12 Or (w=>22 And w=<23) Then danger=1
If w=>7 And w=<9 Then danger=3
randy=InferiorDice(cyc,v)
If randy=<danger And danger>0 And pWeapon(v)>0 And weapHabitat(weapType(pWeapon(v)))<>gamLocation(slot) And InProximity(cyc,v,weapSize#(weapType(pWeapon(v)))*5) And Friendly(cyc,v)=0
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=209
EndIf
;insults
If Friendly(cyc,v)=0 And charAngerTim(pChar(cyc),pChar(v))=0 And charGang(pChar(cyc))<>6 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If SuperiorDice(cyc,v)=0 And charStrength(pChar(v))<charStrength(pChar(cyc))-10 Then charPromo(pChar(cyc),pChar(v))=226 ;insult strength
If SuperiorDice(cyc,v)=0 And charAgility(pChar(v))<charAgility(pChar(cyc))-10 Then charPromo(pChar(cyc),pChar(v))=228 ;insult agility
If SuperiorDice(cyc,v)=0 And charIntelligence(pChar(v))<charIntelligence(pChar(cyc))-10 Then charPromo(pChar(cyc),pChar(v))=230 ;insult intelligence
If SuperiorDice(cyc,v)=0 And charReputation(pChar(v))<charReputation(pChar(cyc))-10 Then charPromo(pChar(cyc),pChar(v))=232 ;insult reputation
If SuperiorDice(cyc,v)=0 And gamMoney(slot)>0 And gamMoney(slot)<100 Then charPromo(pChar(cyc),pChar(v))=234 ;insult finances
If SuperiorDice(cyc,v)=0 And charModel(pChar(v))=>4 And charModel(pChar(cyc))=<3 Then charPromo(pChar(cyc),pChar(v))=236 ;too fat
If SuperiorDice(cyc,v)=0 And charModel(pChar(v))=1 And charModel(pChar(cyc))=>2 Then charPromo(pChar(cyc),pChar(v))=237 ;too skinny
If SuperiorDice(cyc,v)=0 And charCrime(pChar(v))<charCrime(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=238 ;inferior crime
If InferiorDice(cyc,v)=0 And charCrime(pChar(v))>charCrime(pChar(cyc))+2 Then charPromo(pChar(cyc),pChar(v))=239 ;superior crime
If GetBlock(gamLocation(slot))>0 And GetBlock(gamLocation(slot))=charBlock(pChar(cyc)) And GetBlock(gamLocation(slot))<>charBlock(pChar(v))
If SuperiorDice(cyc,v)=0 Then charPromo(pChar(cyc),pChar(v))=242 ;block rivalry
EndIf
If InferiorDice(cyc,v)=0 And charReputation(pChar(v))>charReputation(pChar(cyc)) And charReputation(pChar(v))>70
charPromo(pChar(cyc),pChar(v))=260 ;challenge reputation
EndIf
If SuperiorDice(cyc,v)=0 And GetRace(pChar(v))<>GetRace(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=266 ;racial tension
EndIf
EndIf
;praise
If charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If InferiorDice(cyc,v)=0 Then charPromo(pChar(cyc),pChar(v))=240 ;comforted about crime
If InferiorDice(cyc,v)=0 And charStrength(pChar(v))>charStrength(pChar(cyc))+10 Then charPromo(pChar(cyc),pChar(v))=227 ;praise strength
If InferiorDice(cyc,v)=0 And charAgility(pChar(v))>charAgility(pChar(cyc))+10 Then charPromo(pChar(cyc),pChar(v))=229 ;praise agility
If InferiorDice(cyc,v)=0 And charIntelligence(pChar(v))>charIntelligence(pChar(cyc))+10 Then charPromo(pChar(cyc),pChar(v))=231 ;praise intelligence
If InferiorDice(cyc,v)=0 And charReputation(pChar(v))>charReputation(pChar(cyc))+10 Then charPromo(pChar(cyc),pChar(v))=233 ;praise reputation
If InferiorDice(cyc,v)=0 And gamMoney(slot)>1000 Then charPromo(pChar(cyc),pChar(v))=235 ;praise finances
If charSnapped(pChar(cyc))=0 And charRelation(pChar(cyc),pChar(v))=0
If InferiorDice(cyc,v)=0 And GetBlock(gamLocation(slot))=0 And charBlock(pChar(cyc))=charBlock(pChar(v)) Then charPromo(pChar(cyc),pChar(v))=243 ;block comradery
If InferiorDice(cyc,v)=0 And GetRace(pChar(v))=GetRace(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=267 ;racial comradery
EndIf
EndIf
EndIf
;ridiculed for working
If (pAnim(v)=102 And pState(v)=104) Or pAnim(v)=92
randy=SuperiorDice(cyc,v)
If randy=0 And Friendly(cyc,v)=0 And charGang(pChar(cyc))<>6 And InProximity(cyc,v,50)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=241
EndIf
EndIf
;too close for comfort
If Friendly(cyc,v)=0 And charAngerTim(pChar(cyc),pChar(v))=0 And charGang(pChar(cyc))<>6 And InProximity(cyc,v,30)
randy=SuperiorDice(cyc,v)
If randy=<1 And pAnim(cyc)=>12 And pAnim(cyc)=<13 And pAnim(v)<20 And pAgenda(cyc)<>2 And InProximity(cyc,v,15)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=254 ;get out of the way
EndIf
If randy=>2 And randy=<3 And pAnim(cyc)=>12 And pAnim(cyc)=<13 And pAnim(v)=>12 And pAnim(v)=<13
If InLine(v,p(cyc),talkRange) And InLine(cyc,p(v),talkRange)=0 Then charPromo(pChar(cyc),pChar(v))=255 ;following me?!
EndIf
If randy=>4 And randy=<5 And pFoc(cyc)=v And pFoc(v)=cyc And pAnim(cyc)=0 And pAnim(v)=0 And pDazed(v)=0
If InLine(cyc,p(v),talkRange) And InLine(v,p(cyc),talkRange) Then charPromo(pChar(cyc),pChar(v))=256 ;staring at me?!
EndIf
EndIf
;gang membership
chance=10000
If charGang(pChar(v))=0 Then chance=chance/2
If charRelation(pChar(cyc),pChar(v))>0 Then chance=chance/2
randy=Rnd(0,chance)
If charGang(pChar(cyc))>0 And charGang(pChar(v))<>charGang(pChar(cyc)) And charGangHistory(pChar(v),charGang(pChar(cyc)))=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) And (GetRace(pChar(v))=GetRace(pChar(cyc)) Or charGang(pChar(cyc))=>4)
If randy=<1 And charGang(pChar(cyc))=>1 And charGang(pChar(cyc))=<3
If charReputation(pChar(v))=>70 Then charPromo(pChar(cyc),pChar(v))=32+charGang(pChar(cyc)) Else charPromo(pChar(cyc),pChar(v))=94
EndIf
If randy=<1 And charGang(pChar(cyc))=4
If charIntelligence(pChar(v))=>70 Then charPromo(pChar(cyc),pChar(v))=36 Else charPromo(pChar(cyc),pChar(v))=94
EndIf
If randy=<1 And charGang(pChar(cyc))=5
If charStrength(pChar(v))+charAgility(pChar(v))=>140 Then charPromo(pChar(cyc),pChar(v))=37 Else charPromo(pChar(cyc),pChar(v))=94
EndIf
If randy=<1 And charGang(pChar(cyc))=6
If charReputation(pChar(v))<70 Then charPromo(pChar(cyc),pChar(v))=38 Else charPromo(pChar(cyc),pChar(v))=94
EndIf
If randy=2 And gamMoney(slot)>100 Then charPromo(pChar(cyc),pChar(v))=93 ;buy in
EndIf
EndIf
;internal gang issues
randy=SuperiorDice(cyc,v)
If charGang(pChar(v))>0 And charGang(pChar(v))=charGang(pChar(cyc)) And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If randy=0 And gamMoney(slot)>100 Then charPromo(pChar(cyc),pChar(v))=95 ;kick up
If promoUsed(96)=0
If charGang(pChar(v))=1 And (charHairStyle(pChar(v))>1 Or charSpecs(pChar(v))<>4) Then charPromo(pChar(cyc),pChar(v))=96 ;conform to Suns
If charGang(pChar(v))=5 And charCostume(pChar(v))>2 Then charPromo(pChar(cyc),pChar(v))=96 ;conform to Gladiators
EndIf
EndIf
EndIf
;asks to join your gang
randy=InferiorDice(cyc,v)
If randy=0 And charGang(pChar(v))>0 And charGang(pChar(v))<>charGang(pChar(cyc)) And charGangHistory(pChar(cyc),charGang(pChar(v)))=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) And (GetRace(pChar(v))=GetRace(pChar(cyc)) Or charGang(pChar(v))=>4)
charPromo(pChar(cyc),pChar(v))=92
EndIf
EndIf
;gang rivalry
randy=SuperiorDice(cyc,v)
If randy=0 And charGang(pChar(cyc))>0 And charGang(pChar(v))>0 And charGang(pChar(v))<>charGang(pChar(cyc)) And charGang(pChar(cyc))<>6 And Friendly(cyc,v)=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=225
EndIf
;asks to bury the hatchet
randy=InferiorDice(cyc,v)
If randy=0 And charRelation(pChar(cyc),pChar(v))<0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=97
EndIf
;witness blackmails
If gamWarrant(slot)>0 And gamMoney(slot)>0 And pChar(cyc)=charWitness(pChar(v)) And Friendly(cyc,v)=0 And InProximity(cyc,v,50)
If InLine(cyc,p(v),talkRange) And promoUsed(55)=0 Then charPromo(pChar(cyc),pChar(v))=55
EndIf
;offers to take blame
randy=InferiorDice(cyc,v)
If gamWarrant(slot)>0 And gamMoney(slot)>0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If randy=0 Or (randy=1 And Friendly(cyc,v)) Then charPromo(pChar(cyc),pChar(v))=56
EndIf
EndIf
;asks you to take blame
randy=Rnd(0,10000)
If gamWarrant(slot)=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If randy=0 Or (randy=1 And Friendly(cyc,v)) Then charPromo(pChar(cyc),pChar(v))=57
EndIf
EndIf
;offers protection
randy=SuperiorDice(cyc,v)
If randy=0 And gamWarrant(slot)=0 And gamMoney(slot)>0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And charFollowTim(pChar(cyc))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=74
EndIf
If charFollowTim(pChar(cyc))=>1 And charFollowTim(pChar(cyc))=<100 Then charPromo(pChar(cyc),pChar(v))=76
;offers to attack enemy
randy=SuperiorDice(cyc,v)
If randy=0 And gamMoney(slot)>0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
charPromoRef(pChar(cyc))=0 : its=0
Repeat
charPromoRef(pChar(cyc))=pChar(Rnd(1,no_plays))
its=its+1
If its>100 Then charPromoRef(pChar(cyc))=0
Until charPromoRef(pChar(cyc))=0 Or charRelation(pChar(v),charPromoRef(pChar(cyc)))<0
If charPromoRef(pChar(cyc))>0 And InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=81
EndIf
;friend of a friend
randy=InferiorDice(cyc,v)
If randy=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
charPromoRef(pChar(cyc))=0 : its=0
Repeat
charPromoRef(pChar(cyc))=Rnd(4,no_chars)
its=its+1
If its>100 Then charPromoRef(pChar(cyc))=0
Until charPromoRef(pChar(cyc))=0 Or (charRelation(pChar(cyc),charPromoRef(pChar(cyc)))>0 And charRelation(pChar(v),charPromoRef(pChar(cyc)))>0)
If charPromoRef(pChar(cyc))>0 And InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=84
EndIf
;enemy by association
randy=SuperiorDice(cyc,v)
If randy=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
charPromoRef(pChar(cyc))=0 : its=0
Repeat
charPromoRef(pChar(cyc))=Rnd(4,no_chars)
its=its+1
If its>100 Then charPromoRef(pChar(cyc))=0
Until charPromoRef(pChar(cyc))=0 Or (charRelation(pChar(cyc),charPromoRef(pChar(cyc)))>0 And charRelation(pChar(v),charPromoRef(pChar(cyc)))<0)
If charPromoRef(pChar(cyc))>0 And InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=85
EndIf
;asked to give up friend
randy=SuperiorDice(cyc,v)
If randy=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
charPromoRef(pChar(cyc))=0 : its=0
Repeat
charPromoRef(pChar(cyc))=Rnd(4,no_chars)
its=its+1
If its>100 Then charPromoRef(pChar(cyc))=0
Until charPromoRef(pChar(cyc))=0 Or (charRelation(pChar(cyc),charPromoRef(pChar(cyc)))<0 And charRelation(pChar(v),charPromoRef(pChar(cyc)))>0)
If charPromoRef(pChar(cyc))>0 And InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=86
EndIf
;assign mission
If charGang(pChar(v))>0 And charGang(pChar(v))=charGang(pChar(cyc)) Then gang=1 Else gang=0
If gamMission(slot)=0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange)
If gang=1 Then randy=Rnd(0,10000) Else randy=Rnd(0,20000)
If gang=1
If randy=1 And charStrength(pChar(v))=<80 Then charPromo(pChar(cyc),pChar(v))=141 ;acquire strength
If randy=2 And charAgility(pChar(v))=<80 Then charPromo(pChar(cyc),pChar(v))=142 ;acquire agility
If randy=3 And charIntelligence(pChar(v))=<80 Then charPromo(pChar(cyc),pChar(v))=143 ;acquire intelligence
If randy=4 And charReputation(pChar(v))=<80 And charGang(pChar(v))<>6 Then charPromo(pChar(cyc),pChar(v))=144 ;acquire reputation
If randy=5 And charReputation(pChar(v))=>70 And charGang(pChar(v))=6 Then charPromo(pChar(cyc),pChar(v))=145 ;reduce reputation
If randy=7 And gamMoney(slot)=>0 And gamMoney(slot)=<1000 Then charPromo(pChar(cyc),pChar(v))=147 ;acquire money
If randy=8 And charHairStyle(pChar(v))>1 And charHairStyle(pChar(v))<>charHairStyle(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=148 ;change hairstyle
If randy=9 And charCostume(pChar(v))<>charCostume(pChar(cyc)) Then charPromo(pChar(cyc),pChar(v))=149 ;change costume
If randy=<9 And gamMoney(slot)<0 Then charPromo(pChar(cyc),pChar(v))=146 ;get out of debt
If randy=19 And gamWarrant(slot)=0 And charGang(pChar(v))<>6 Then charPromo(pChar(cyc),pChar(v))=159 ;get arrested
EndIf
If randy=10 Then charPromo(pChar(cyc),pChar(v))=150 ;bring item
If randy=11 And pWeapon(cyc)>0 Then charPromo(pChar(cyc),pChar(v))=151 ;deliver given item
If randy=12 Then charPromo(pChar(cyc),pChar(v))=152 ;find & deliver item
If randy=13 And charGang(pChar(cyc))<>6 Then charPromo(pChar(cyc),pChar(v))=153 ;kill character
If randy=14 And charGang(pChar(cyc))<>6 Then charPromo(pChar(cyc),pChar(v))=154 ;injure character
If randy=15 And charGang(pChar(cyc))<>6 Then charPromo(pChar(cyc),pChar(v))=155 ;assault character
If randy=16 Then charPromo(pChar(cyc),pChar(v))=156 ;meet character
If randy=17 Then charPromo(pChar(cyc),pChar(v))=157 ;identify character
If randy=18 And gamHours(slot)=<20 Then charPromo(pChar(cyc),pChar(v))=158 ;guard character
If randy=20 And charGang(pChar(v))=0 Then charPromo(pChar(cyc),pChar(v))=160 ;join gang
EndIf
EndIf
;mission reminder
If gamMission(slot)>0 And pChar(cyc)=gamClient(slot) And InProximity(cyc,v,50)
If InLine(cyc,p(v),talkRange) And promoUsed(171)=0 Then charPromo(pChar(cyc),pChar(v))=171
EndIf
EndIf
;//////////////////// UNIVERSAL ISSUES ////////////////////
If charPromo(pChar(cyc),pChar(v))=0 And pChar(v)=gamChar(slot)
If charFollowTim(pChar(cyc))=0 And (gamMission(slot)<>18 Or pChar(cyc)<>gamClient(slot)) And AttackViable(cyc)=>1 And AttackViable(cyc)=<2 And pDazed(cyc)=0
;offers to heal you
randy=Rnd(0,5000)
If gamLocation(slot)=6 Then randy=Rnd(0,1000)
If randy=0 And gamMoney(slot)>0 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
injury=0
For limb=1 To 40
If pScar(v,limb)=>5 Then injury=injury+1
Next
If injury>0 And InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=250
EndIf
;offers to forge qualifications
randy=Rnd(0,10000)
If gamLocation(slot)=4 Then randy=Rnd(0,5000)
If randy=0 And gamMoney(slot)>100 And charIntelligence(pChar(v))=<75 And charRelation(pChar(cyc),pChar(v))=>0 And charAngerTim(pChar(cyc),pChar(v))=0 And InProximity(cyc,v,30)
If InLine(cyc,p(v),talkRange) Then charPromo(pChar(cyc),pChar(v))=253
EndIf
EndIf
;time up on bribes
If charBribeTim(pChar(cyc))=>1 And charBribeTim(pChar(cyc))=<100 And charFollowTim(pChar(cyc))=0 Then charPromo(pChar(cyc),pChar(v))=75
If charFollowTim(pChar(cyc))=>1 And charFollowTim(pChar(cyc))=<100 Then charPromo(pChar(cyc),pChar(v))=76
EndIf
;//////////////////// LAST MINUTE LOGIC ////////////////////
If charPromo(pChar(cyc),pChar(v))>0
;no longer carrying weapon
If charPromo(pChar(cyc),pChar(v))=1 Or charPromo(pChar(cyc),pChar(v))=16 Or charPromo(pChar(cyc),pChar(v))=18 Or charPromo(pChar(cyc),pChar(v))=48 Or charPromo(pChar(cyc),pChar(v))=53 Or charPromo(pChar(cyc),pChar(v))=72
If pWeapon(v)=0 Then charPromo(pChar(cyc),pChar(v))=0
EndIf
If charPromo(pChar(cyc),pChar(v))=49 Or charPromo(pChar(cyc),pChar(v))=50
If pWeapon(cyc)=0 Then charPromo(pChar(cyc),pChar(v))=0
EndIf
;no longer in a gang
If charPromo(pChar(cyc),pChar(v))=42 And charGang(pChar(cyc))=0 Then charPromo(pChar(cyc),pChar(v))=0
If charPromo(pChar(cyc),pChar(v))=47
If charGang(pChar(cyc))=0 Or charGang(pChar(v))=0 Then charPromo(pChar(cyc),pChar(v))=0
EndIf
If charPromo(pChar(cyc),pChar(v))=45 And charGang(pChar(v))=0 Then charPromo(pChar(cyc),pChar(v))=0
If charPromo(pChar(cyc),pChar(v))=46 And charGang(pChar(cyc))=0 Then charPromo(pChar(cyc),pChar(v))=0
;no longer wanted
If charPromo(pChar(cyc),pChar(v))=55 Or charPromo(pChar(cyc),pChar(v))=56 Or charPromo(pChar(cyc),pChar(v))=59
If gamWarrant(slot)=0 Then charPromo(pChar(cyc),pChar(v))=0
EndIf
;victim no longer dead
If charPromo(pChar(cyc),pChar(v))=82 Or charPromo(pChar(cyc),pChar(v))=83
If charLocation(charPromoRef(pChar(cyc)))>0 Then charPromo(pChar(cyc),pChar(v))=0
EndIf
;life no longer in danger
If charPromo(pChar(cyc),pChar(v))=258 And pHealth(cyc)=<0 Then charPromo(pChar(cyc),pChar(v))=0
;already used
If promoUsed(charPromo(pChar(cyc),pChar(v)))<>0 Then charPromo(pChar(cyc),pChar(v))=0
EndIf
End Function
;--------------------------------------------------------------------
;/////////////////////////// PROMO TEXT /////////////////////////////
;--------------------------------------------------------------------
Function DisplayPromo()
;translate identities
cyc=promoActor(1)
v=promoActor(2)
oldFoc=camFoc
;introduce widescreen
If gamPromo>0
y#=60
If promoTim=<25 Then y#=PercentOf#(60,promoTim*4)
If promoTim=>9975 Then y#=PercentOf#(60,(10000-promoTim)*4)
Color 0,0,0 : Rect rX#(0),rY#(0),rX#(800),rY#(y#),1
y#=480
If promoTim=<25 Then y#=600-PercentOf#(120,promoTim*4)
If promoTim=>9975 Then y#=600-PercentOf#(120,(10000-promoTim)*4)
Color 0,0,0 : Rect rX#(0),rY#(y#),rX#(800),rY#(600),1
EndIf
;determine font
SetFont font(2)
If GraphicsWidth()<800 Then SetFont font(3)
If GraphicsWidth()>800 Then SetFont font(5)
If GraphicsWidth()>1024 Then SetFont font(6)
;1. GUARD CONFRONTS ABOUT ILLEGAL WEAPON
If gamPromo=1
;intro
optionA$=translate("Yes, drop weapon...") : optionB$=translate("No, it's mine!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, stop where you are! What", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("are you doing with that #FIRST#?", Lower$(weapName$(weapType(pWeapon(v))))),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promoTim>350 And promoTim<650
Speak(cyc,1)
Outline(translate("You know you're not allowed to carry weapons!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Put it down immediately or there'll be trouble..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promotim>650 Then camFoc=v
If promoStage=0 And promoTim>675 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,2)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-5
charReputation(pChar(v))=charReputation(pChar(v))-1
charAngerTim(pChar(cyc),pChar(v))=0 : promoEffect=1
EndIf
Outline(translate("That's right. Step away from the weapon and"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("perhaps we won't have to take this any further..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=3 And promoTim>325 And promoTim<625
Speak(cyc,1)
If promoEffect=0
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
randy=Rnd(0,5)
If randy=0 And gamWarrant(slot)<1 Then gamWarrant(slot)=1
If randy=1 And gamWarrant(slot)<4 And pWeapon(v)>0 And gamMission(slot)<>11 And gamMission(slot)<>12 Then gamWarrant(slot)=4 : gamItem(slot)=pWeapon(v)
promoEffect=1
EndIf
Outline(translate("Well, you better know how to use it because"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("i'm gonna kick your ass until you give it up!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=>2 And promoTim>625 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;2. TOLD TO RETURN TO HOME BLOCK
If gamPromo=2
If promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, didn't you hear the buzzer? This", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("place has been locked down for the night!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>350 And promoTim<650
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))-1
promoEffect=1
EndIf
Outline(translate("You're supposed to be in the #FIRST# Block.", textBlock$(charBlock(pChar(v)))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Make your way there before i drag your sorry ass!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>650 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;3. TOLD TO RETURN TO HOME CELL
If gamPromo=3
If promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Come on, #FIRST#, get back to your cell! We're", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("trying to lock this place down for the night..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>350 And promoTim<650
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))-1
promoEffect=1
EndIf
Outline(translate("Your bed is in Cell #FIRST#. Use that one or", charCell(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("i'll have to put you in a HOSPITAL bed!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>650 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;4. TOLD OFF FOR FIGHTING
If gamPromo=4
If promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, what's the problem here?", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("If there's any fighting to do, i'll do it!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>350 And promoTim<650
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
charAngerTim(pChar(cyc),pChar(v))=0 : promoEffect=1
EndIf
Outline(translate("All you animals have to worry about is the rules,"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("so stop bickering before i really lose my temper!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>650 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;5. TOLD OFF FOR ATTACKING GUARD
If gamPromo=5
If promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, you've got no business", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("putting your hands on a police officer!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>350 And promoTim<650
Speak(cyc,1)
Outline(translate("If you want to pick a fight with us, we'll make"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("your life even more unbearable inside these walls!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>675 And promoTim<975
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
DamageRelationship(pChar(cyc),pChar(v),-1)
promoEffect=1
EndIf
Outline(translate("Now straighten up and fly right before i"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("show you how hard a REAL man can hit!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>975 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;6. REMINDED ABOUT DINNER TIME
If gamPromo=6
If promoTim>25 And promoTim<325
Speak(cyc,2)
Outline(translate("Hey, #FIRST#, didn't you hear the bell? Dinner", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("is served! Go and get something to eat..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>325 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;7. TOLD TO GIVE UP SEAT
If gamPromo=7
;intro
optionA$=translate("Yes, give up seat...") : optionB$=translate("No, go away!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1) : promoVariable=pSeat(v)
Outline(translate("Hey, #FIRST#, get out of that seat!", charName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("You've been hogging it all day. It's MY turn!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promotim>325 Then camFoc=v
If promoStage=0 And promoTim>350 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,2)
If promoVariable>0
target=FindChild(world,"Chair"+Dig$(promoVariable,10))
pTX#(cyc)=EntityX(target,1) : pTZ#(cyc)=EntityZ(target,1)
pAgenda(cyc)=-1 : pSubX#(cyc)=9999 : pSubZ#(cyc)=9999
EndIf
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-5
charReputation(pChar(v))=charReputation(pChar(v))-1
ChangeRelationship(pChar(cyc),pChar(v),0)
promoEffect=1
EndIf
Outline(translate("That's right - take your lazy ass somewhere else!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("I'm the king of this place and i deserve a throne..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=3 And promoTim>325 And promoTim<625
Speak(cyc,1)
If promoEffect=0
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
promoEffect=1
EndIf
Outline(translate("Fine! If you won't abdicate the throne, i'll"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("just have to drag your sorry ass from it!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=>2 And promoTim>625 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;8. TOLD TO GIVE UP BED
If gamPromo=8
;intro
optionA$=translate("Yes, give up bed...") : optionB$=translate("No, go away!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1) : promoVariable=pBed(v)
Outline(translate("Hey, #FIRST#, get out of that bed!", charName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("I need to sleep too - and we're not sharing!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promotim>325 Then camFoc=v
If promoStage=0 And promoTim>350 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,2)
If promoVariable>0
target=FindChild(world,"Bed"+Dig$(promoVariable,10))
pTX#(cyc)=EntityX(target,1) : pTZ#(cyc)=EntityZ(target,1)
pAgenda(cyc)=-1 : pSubX#(cyc)=9999 : pSubZ#(cyc)=9999
EndIf
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-5
charReputation(pChar(v))=charReputation(pChar(v))-1
ChangeRelationship(pChar(cyc),pChar(v),0)
promoEffect=1
EndIf
Outline(translate("That's right - take your lazy ass somewhere else!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("And don't disturb me while i'm trying to sleep..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=3 And promoTim>325 And promoTim<625
Speak(cyc,1)
If promoEffect=0
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
promoEffect=1
EndIf
Outline(translate("Fine! If you won't stop dreaming, i'll"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("give you a NIGHTMARE to wake up to!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=>2 And promoTim>625 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;9. COMPLAIN ABOUT LOSING SEAT
If gamPromo=9
If promoTim>25 And promoTim<325
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
DamageRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
promoEffect=1
EndIf
Outline(translate("Hey, #FIRST#, i was sitting there!", charName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Since i'm on my feet, i should kick your ass!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>325 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;10. COMPLAIN ABOUT LOSING BED
If gamPromo=10
If promoTim>25 And promoTim<325
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
DamageRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
promoEffect=1
EndIf
Outline(translate("Hey, #FIRST#, i was sleeping there!", charName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("You don't wake me up unless you want a fight!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>325 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;11. TOLD TO STOP SLEEPING
If gamPromo=11
;intro
optionA$=translate("Yes, get up...") : optionB$=translate("No, leave me alone!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, sleeping time is over!", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Get out of bed before i drag you out!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promotim>325 Then camFoc=v
If promoStage=0 And promoTim>350 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,2)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-5
charReputation(pChar(v))=charReputation(pChar(v))-1
charAngerTim(pChar(cyc),pChar(v))=0 : promoEffect=1
EndIf
Outline(translate("That's right - wake your lazy ass up!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("There's plenty you could be doing..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=3 And promoTim>325 And promoTim<625
Speak(cyc,1)
If promoEffect=0
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
randy=Rnd(0,5)
If randy=0 And gamWarrant(slot)<1 Then gamWarrant(slot)=1
promoEffect=1
EndIf
Outline(translate("Fine! If you want to sleep all day, i'll"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("give you a reason to be flat on your back!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=>2 And promoTim>625 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;12. GUARD TELLS YOU TO LEAVE FOREIGN CELL
If gamPromo=12
If promoTim>25 And promoTim<325
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
pSubX#(cyc)=9999 : pSubZ#(cyc)=9999
randy=Rnd(0,10)
If randy=0 And gamWarrant(slot)<1 Then gamWarrant(slot)=1
promoEffect=1
EndIf
Outline(translate("Hey, #FIRST#, get out of that cell!", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("You've got no business being in there..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>325 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;13. INMATE TELLS YOU TO LEAVE HIS CELL
If gamPromo=13
If promoTim>25 And promoTim<325
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
pSubX#(cyc)=9999 : pSubZ#(cyc)=9999
promoEffect=1
EndIf
Outline(translate("Hey, what are you doing in MY cell?!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Get out of there before i kick you out!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>325 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;14. COMPLAIN ABOUT UNPROVOKED ATTACK
If gamPromo=14
If promoTim>25 And promoTim<325
Speak(cyc,1)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
DamageRelationship(pChar(cyc),pChar(v),-1)
promoEffect=1
EndIf
Outline(translate("Hey, what's your problem?! Touch me again"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("and it'll be the last thing you ever do..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>325 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;15. CONFRONT ABOUT ATTACKING FRIEND
If gamPromo=15
If promoTim>25 And promoTim<325
Speak(cyc,1) : ShowPhoto(charPromoRef(pChar(cyc)))
Outline(translate("Hey, #FIRST#, watch who you mess with!", charName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("#FIRST# is a personal friend of mine...", charName$(charPromoRef(pChar(cyc)))),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>350 And promoTim<650
Speak(cyc,1)
If promoEffect=0
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=2 : pFollowFoc(cyc)=v
pSubX#(cyc)=9999 : pSubZ#(cyc)=9999
promoEffect=1
EndIf
Outline(translate("An attack on MY friends is an attack on"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("ME, so let's see how tough you are now!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>650 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;16. INMATE DEMANDS ITEM
If gamPromo=16
;intro
optionA$=translate("Yes, give item...") : optionB$=translate("No, it's mine!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, i need that #SECOND#!", charName$(pChar(v)), Lower$(weapName$(weapType(pWeapon(v))))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Give it to me or i'll take it by force..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promotim>325 Then camFoc=v
If promoStage=0 And promoTim>350 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,3)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-5
charReputation(pChar(v))=charReputation(pChar(v))-1
DamageRelationship(pChar(cyc),pChar(v),1)
promoEffect=1
EndIf
Outline(translate("Thanks, this should come in handy!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Maybe i'll return the favour some time..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=3 And promoTim>325 And promoTim<625
Speak(cyc,1)
If promoEffect=0
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=4 : pWeapFoc(cyc)=pWeapon(v)
promoEffect=1
EndIf
Outline(translate("Well, it better be worth it because i'm"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("gonna kick your ass until you give it up!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=>2 And promoTim>625 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;17. COMPLAIN ABOUT STOLEN ITEM
If gamPromo=17
;intro
optionA$=translate("Yes, return item...") : optionB$=translate("No, it's mine!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1)
Outline(translate("Hey, #FIRST#, that's my #SECOND#!", charName$(pChar(v)), Lower$(weapName$(weapType(pWeapon(v))))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Give it back or i'll show you what it's for..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promotim>325 Then camFoc=v
If promoStage=0 And promoTim>350 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,2)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-1
charReputation(pChar(v))=charReputation(pChar(v))-1
ChangeRelationship(pChar(cyc),pChar(v),0)
charAngerTim(pChar(cyc),pChar(v))=0
promoEffect=1
EndIf
Outline(translate("I should think so too! If you ever touch my stuff"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("again, i won't give you a choice in the matter..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=3 And promoTim>325 And promoTim<625
Speak(cyc,1)
If promoEffect=0
charReputation(pChar(v))=charReputation(pChar(v))+1
If charAngerTim(pChar(cyc),pChar(v))<100 Then charAngerTim(pChar(cyc),pChar(v))=100
ChangeRelationship(pChar(cyc),pChar(v),-1)
pAgenda(cyc)=4 : pWeapFoc(cyc)=pWeapon(v)
randy=Rnd(0,5)
If randy=0 And charRole(pChar(cyc))=1 And gamWarrant(slot)<1 Then gamWarrant(slot)=1
If pWeapon(v)>0 And gamMission(slot)<>11 And gamMission(slot)<>12
If randy=1 And charRole(pChar(cyc))=1 And gamWarrant(slot)<4 Then gamWarrant(slot)=4 : gamItem(slot)=pWeapon(v)
If randy=2 And gamWarrant(slot)<7 Then gamWarrant(slot)=7 : gamItem(slot)=pWeapon(v)
EndIf
promoEffect=1
EndIf
Outline(translate("Well, it better be worth it because i'm"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("gonna kick your ass until you give it up!"),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=>2 And promoTim>625 And promoTim<9975 Then promoTim=9975 : promoUsed(gamPromo)=1
EndIf
;18. CARRYING ITEM OUT OF CONTEXT
If gamPromo=18
;intro
optionA$=translate("Yes, drop item...") : optionB$=translate("No, it's mine!")
If promoStage=0 And promoTim>25 And promoTim<325
Speak(cyc,1) : promoVariable=weapType(pWeapon(v))
Outline(translate("Hey, #FIRST#, stop where you are! What", CellName$(pChar(v))),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("are you doing with that #FIRST#?", Lower$(weapName$(promoVariable))),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promoTim>350 And promoTim<650
Speak(cyc,1)
Outline(translate("You know that kind of thing doesn't belong here!"),rX#(400),rY#(520),30,30,30,250,250,250)
Outline(translate("Put it down immediately or there'll be trouble..."),rX#(400),rY#(560),30,30,30,250,250,250)
EndIf
If promoStage=0 And promoTim>650 Then camFoc=v
If promoStage=0 And promoTim>675 Then promoStage=1 : foc=1 : keytim=20
;responses
If promoStage=2 And promoTim>325 And promoTim<625
Speak(cyc,2)
If promoEffect=0
charHappiness(pChar(v))=charHappiness(pChar(v))-5