// 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;
}