// Check to see if Grubbin's thief thinks you are armed to the teeth int StartingConditional() { object oPC=GetPCSpeaker(); object oItem; int nGold; oItem=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+GetGoldPieceValue(oItem); oItem=GetItemInSlot(INVENTORY_SLOT_HEAD,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+GetGoldPieceValue(oItem); oItem=GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+GetGoldPieceValue(oItem); oItem=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+GetGoldPieceValue(oItem); int nLevel=GetLevelByPosition(1,oPC)+GetLevelByPosition(2,oPC)+GetLevelByPosition(3,oPC); nGold=nGold+(nLevel*100); oItem=GetAssociate(ASSOCIATE_TYPE_FAMILIAR,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+100; oItem=GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+100; oItem=GetAssociate(ASSOCIATE_TYPE_DOMINATED,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+100; oItem=GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+100; oItem=GetAssociate(ASSOCIATE_TYPE_SUMMONED,oPC); if (GetIsObjectValid(oItem)) nGold=nGold+100; if (nGold>999) return TRUE; return FALSE; }