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//----------------------------------------------------------------------------------------------------------------- // AI CHARACTERS PARAMETER FILE //----------------------------------------------------------------------------------------------------------------- //****************************************************************************************************************************** // DEFINITIONS //****************************************************************************************************************************** //----------------------------------------------------------------------------------------------------------------- // TIME TABLE EVENTS - Definitions //----------------------------------------------------------------------------------------------------------------- //CHECK_FAULTS -- Player checks his building faults. //CHECK_BUS_TOP_INFO -- Player considers businesses'top line Info. //CHECK_PROFIT_AND_LOSS -- Analysis of profit & loss. //CHECK_WAGES -- Analysis of wages. //CHECK_STOCK -- Analysis of stock levels. //CHECK_PRICES -- Analysis of Prices. //CHECK_OPINIONS -- Analysis of Customers' opinions. //CHECK_MAINTENENCE -- Analysis of Maintenence // - -- No specific event, allows for routine processes //--------------------------------------------------------------------------------------------------------------------- // AI Scenario key word definitions -- syntax: "AISCENARIO (character) GOAL (goal number) (key work) (value/data) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO -- Instructs parser to call the AddAIScenario() function. //GOAL x -- Informes the AI scenario parser that the instruction pertains to goal x //GOAL_CHECKS x -- Time lapsed before player checks his current and previous goals. 'x' is in seconds. //OWN_BLOCK <name> -- Assigns a specific block to own in the long term. //TARGET_BLOCK <name> -- Assigns a specific block for goal (e.g., block from which businesses are to be acquired if objective is GET_BUSINESS). //NUM_TARGET_BUS -- Number of businesses to own (e.g., if objective is GET_BUSINESS). //KEEP_BUS_PROFIT -- Businesses must be kept in profit. //PROFIT_CHECK_DAYS -- Days that the AI will worry about the profit of its businesses (IF PROFIT IS REQUIRED FOR THE SCENARIO)-- "YYNY" means that profit is checked on all but the 3rd day. //PROFIT_CHECK_HRS -- The hour on which the profit check is to begin. -- "2020" means that 'forced' profit checks are done at 2 o'clock on the first and third days only. //****************************************************************************************************************************** // HAT //****************************************************************************************************************************** //-------------------------------------------------------------- //Building Height Preferences -- FOR ALL DECADES !!! //-------------------------------------------------------------- //FLOORS 1 2 3 4 5 6 7 8 9 10 //-------------------------------------------------------------- AIFLOORS HAT 70 30 12 4 2 1 0 0 0 0 AIFLOORS IRON 60 10 8 6 5 4 3 2 1 0 AIFLOORS GUN 20 25 30 20 10 8 4 2 1 0 AIFLOORS SHIP 40 35 25 10 5 2 1 1 0 0 AIFLOORS DOG 30 25 15 10 5 4 3 2 1 0 AIFLOORS CAR 12 12 10 10 9 8 7 6 5 0 AIFLOORS THIMBLE 30 30 12 6 4 3 2 1 1 0 AIFLOORS HORSE 50 25 10 8 5 3 2 2 1 0 AIFLOORS SHOE 30 30 15 10 6 4 2 1 0 0 AIFLOORS WHEELBARROW 10 30 25 15 12 10 8 5 3 0 //----------------------------------------------------------------------------------------------------------------- //Building Footprint -- (One per character) //----------------------------------------------------------------------------------------------------------------- //HAT Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT HAT 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HAT 1 1 2 70 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HAT 2 1 4 27 27 26 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HAT 3 1 8 9 26 25 9 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HAT 4 2 8 0 10 27 27 10 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HAT 5 4 8 0 0 0 20 35 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HAT 6 4 16 0 0 0 22 18 15 9 8 7 6 5 4 3 2 1 0 0 0 AIFOOTPRINT HAT 7 4 20 0 0 0 2 12 20 12 15 8 7 6 5 4 3 2 2 2 0 AIFOOTPRINT HAT 8 6 24 0 0 0 0 0 0 2 5 12 20 20 11 9 8 5 4 3 1 //----------------------------------------------------------------------------------------------------------------- //IRON Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT IRON 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT IRON 1 1 2 90 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT IRON 2 1 4 40 30 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT IRON 3 1 8 20 30 25 10 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT IRON 4 2 8 0 30 30 15 30 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT IRON 5 4 8 0 0 0 30 40 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT IRON 6 4 16 0 0 0 30 40 15 9 8 7 6 5 4 3 2 1 0 0 0 AIFOOTPRINT IRON 7 4 20 0 0 0 20 40 20 12 15 8 7 6 5 4 3 2 2 2 0 AIFOOTPRINT IRON 8 6 24 0 0 0 0 0 0 2 10 8 40 20 11 9 8 5 4 3 1 //----------------------------------------------------------------------------------------------------------------- //GUN Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT GUN 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT GUN 1 1 2 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT GUN 2 1 4 30 20 15 10 40 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT GUN 3 1 8 13 30 15 9 40 8 5 20 10 0 0 0 0 0 0 0 0 0 AIFOOTPRINT GUN 4 2 8 0 10 20 15 40 8 4 30 30 0 0 0 0 0 0 0 0 0 AIFOOTPRINT GUN 5 4 8 0 0 0 20 50 18 7 35 12 0 0 0 0 0 0 0 0 0 AIFOOTPRINT GUN 6 4 16 0 0 0 20 30 15 9 50 20 30 5 2 15 2 5 0 0 0 AIFOOTPRINT GUN 7 4 20 0 0 0 2 12 20 12 15 8 7 6 5 4 3 2 2 2 0 AIFOOTPRINT GUN 8 6 24 0 0 0 0 0 0 2 5 12 20 20 11 9 8 5 4 3 1 //----------------------------------------------------------------------------------------------------------------- //SHIP Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT SHIP 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHIP 1 1 2 80 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHIP 2 1 4 30 50 15 12 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHIP 3 1 8 9 26 30 30 10 15 5 3 1 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHIP 4 2 8 0 10 25 50 10 40 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHIP 5 4 8 0 0 0 20 10 30 30 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHIP 6 4 16 0 0 0 20 10 25 40 10 15 6 5 8 3 2 1 0 0 0 AIFOOTPRINT SHIP 7 4 20 0 0 0 2 6 20 12 15 8 6 15 30 4 3 2 2 2 0 AIFOOTPRINT SHIP 8 6 24 0 0 0 0 0 0 5 2 12 5 20 30 9 8 5 8 3 1 //----------------------------------------------------------------------------------------------------------------- //DOG Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT DOG 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT DOG 1 1 2 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT DOG 2 1 4 20 40 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT DOG 3 1 8 9 20 40 20 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT DOG 4 2 8 0 10 20 40 40 20 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT DOG 5 4 8 0 0 0 40 40 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT DOG 6 4 16 0 0 0 22 18 20 40 40 20 6 5 4 3 2 1 0 0 0 AIFOOTPRINT DOG 7 4 20 0 0 0 2 12 12 12 15 40 40 40 5 4 3 2 2 2 0 AIFOOTPRINT DOG 8 6 24 0 0 0 0 0 0 2 5 12 20 20 20 20 8 5 4 3 1 //----------------------------------------------------------------------------------------------------------------- //CAR Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT CAR 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT CAR 1 1 2 80 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT CAR 2 1 4 27 27 26 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT CAR 3 1 8 9 26 25 9 8 8 3 2 10 0 0 0 0 0 0 0 0 0 AIFOOTPRINT CAR 4 2 8 0 10 27 27 10 8 5 2 10 0 0 0 0 0 0 0 0 0 AIFOOTPRINT CAR 5 4 8 0 0 0 20 35 18 7 5 15 0 0 0 0 0 0 0 0 0 AIFOOTPRINT CAR 6 4 16 0 0 0 18 15 15 9 8 7 6 5 4 13 2 5 0 0 0 AIFOOTPRINT CAR 7 4 20 0 0 0 2 12 20 12 15 8 7 6 5 10 3 6 2 2 0 AIFOOTPRINT CAR 8 6 24 0 0 0 0 0 0 2 5 12 20 20 11 10 8 10 4 3 2 //----------------------------------------------------------------------------------------------------------------- //THIMBLE Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT THIMBLE 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT THIMBLE 1 1 2 70 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT THIMBLE 2 1 4 27 40 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT THIMBLE 3 1 8 9 26 30 30 30 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT THIMBLE 4 2 8 0 10 27 30 30 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT THIMBLE 5 4 8 0 0 0 20 35 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT THIMBLE 6 4 16 0 0 0 22 18 15 9 8 7 6 5 2 1 1 1 0 0 0 AIFOOTPRINT THIMBLE 7 4 20 0 0 0 2 12 20 12 15 8 7 6 5 4 2 1 1 1 0 AIFOOTPRINT THIMBLE 8 6 24 0 0 0 0 0 0 2 5 12 20 20 11 9 8 5 1 1 1 //----------------------------------------------------------------------------------------------------------------- //HORSE Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT HORSE 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HORSE 1 1 2 30 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HORSE 2 1 4 27 27 40 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HORSE 3 1 8 9 26 25 30 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HORSE 4 2 8 0 10 27 27 30 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HORSE 5 4 8 0 0 0 20 35 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT HORSE 6 4 16 0 0 0 22 18 15 9 8 7 6 5 4 3 2 1 0 0 0 AIFOOTPRINT HORSE 7 4 20 0 0 0 2 12 20 12 15 8 7 6 5 4 3 2 2 2 0 AIFOOTPRINT HORSE 8 6 24 0 0 0 0 0 0 2 5 12 20 20 11 9 8 5 4 3 1 //----------------------------------------------------------------------------------------------------------------- //SHOE Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT SHOE 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 1 1 2 70 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 2 1 4 27 30 26 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 3 1 8 9 30 25 9 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 4 2 8 0 30 27 27 10 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 5 4 8 0 0 0 30 35 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 6 4 16 0 0 0 18 30 15 9 8 7 6 5 4 3 2 1 0 0 0 AIFOOTPRINT SHOE 7 4 20 0 0 0 12 30 20 12 15 8 7 6 5 4 3 2 2 2 0 AIFOOTPRINT SHOE 8 6 24 0 0 0 0 0 0 2 30 12 20 20 11 9 8 5 4 3 1 //----------------------------------------------------------------------------------------------------------------- //WHEELBAROW Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT WHEELBARROW 0 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT WHEELBARROW 1 1 2 90 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT WHEELBARROW 2 1 4 50 40 26 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT WHEELBARROW 3 1 8 9 26 25 9 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT WHEELBARROW 4 2 8 0 10 27 27 10 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT WHEELBARROW 5 4 8 0 0 0 20 35 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT WHEELBARROW 6 4 16 0 0 0 10 20 30 9 40 7 6 5 4 3 2 1 0 0 0 AIFOOTPRINT WHEELBARROW 7 4 20 0 0 0 2 12 20 12 40 8 30 6 5 4 3 2 2 2 0 AIFOOTPRINT WHEELBARROW 8 6 24 0 0 0 0 0 0 2 5 12 40 20 11 30 8 5 4 3 1 //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE HAT 1 1 - AITIMETABLE HAT 1 2 - AITIMETABLE HAT 1 3 - AITIMETABLE HAT 1 4 - AITIMETABLE HAT 1 5 - AITIMETABLE HAT 1 6 - AITIMETABLE HAT 1 7 - AITIMETABLE HAT 1 8 - AITIMETABLE HAT 1 9 - AITIMETABLE HAT 1 10 CHECK_STOCK AITIMETABLE HAT 1 11 - AITIMETABLE HAT 1 12 - AITIMETABLE HAT 1 13 - AITIMETABLE HAT 1 14 - AITIMETABLE HAT 1 15 - AITIMETABLE HAT 1 16 - AITIMETABLE HAT 1 17 - AITIMETABLE HAT 1 18 - AITIMETABLE HAT 1 19 - AITIMETABLE HAT 1 20 - AITIMETABLE HAT 1 21 - AITIMETABLE HAT 1 22 - AITIMETABLE HAT 1 23 - AITIMETABLE HAT 1 24 - AITIMETABLE HAT 2 1 - AITIMETABLE HAT 2 2 - AITIMETABLE HAT 2 3 - AITIMETABLE HAT 2 4 - AITIMETABLE HAT 2 5 - AITIMETABLE HAT 2 6 - AITIMETABLE HAT 2 7 - AITIMETABLE HAT 2 8 - AITIMETABLE HAT 2 9 - AITIMETABLE HAT 2 10 CHECK_STOCK AITIMETABLE HAT 2 11 - AITIMETABLE HAT 2 12 - AITIMETABLE HAT 2 13 - AITIMETABLE HAT 2 14 - AITIMETABLE HAT 2 15 - AITIMETABLE HAT 2 16 - AITIMETABLE HAT 2 17 - AITIMETABLE HAT 2 18 - AITIMETABLE HAT 2 19 - AITIMETABLE HAT 2 20 - AITIMETABLE HAT 2 21 - AITIMETABLE HAT 2 22 - AITIMETABLE HAT 2 23 - AITIMETABLE HAT 2 24 - AITIMETABLE HAT 3 1 - AITIMETABLE HAT 3 2 - AITIMETABLE HAT 3 3 - AITIMETABLE HAT 3 4 - AITIMETABLE HAT 3 5 - AITIMETABLE HAT 3 6 - AITIMETABLE HAT 3 7 - AITIMETABLE HAT 3 8 - AITIMETABLE HAT 3 9 - AITIMETABLE HAT 3 10 CHECK_STOCK AITIMETABLE HAT 3 11 - AITIMETABLE HAT 3 12 - AITIMETABLE HAT 3 13 - AITIMETABLE HAT 3 14 - AITIMETABLE HAT 3 15 - AITIMETABLE HAT 3 16 - AITIMETABLE HAT 3 17 - AITIMETABLE HAT 3 18 - AITIMETABLE HAT 3 19 - AITIMETABLE HAT 3 20 - AITIMETABLE HAT 3 21 - AITIMETABLE HAT 3 22 - AITIMETABLE HAT 3 23 - AITIMETABLE HAT 3 24 - AITIMETABLE HAT 4 1 - AITIMETABLE HAT 4 2 - AITIMETABLE HAT 4 3 - AITIMETABLE HAT 4 4 - AITIMETABLE HAT 4 5 - AITIMETABLE HAT 4 6 - AITIMETABLE HAT 4 7 - AITIMETABLE HAT 4 8 - AITIMETABLE HAT 4 9 - AITIMETABLE HAT 4 10 CHECK_STOCK AITIMETABLE HAT 4 11 - AITIMETABLE HAT 4 12 - AITIMETABLE HAT 4 13 - AITIMETABLE HAT 4 14 - AITIMETABLE HAT 4 15 - AITIMETABLE HAT 4 16 - AITIMETABLE HAT 4 17 - AITIMETABLE HAT 4 18 - AITIMETABLE HAT 4 19 - AITIMETABLE HAT 4 20 - AITIMETABLE HAT 4 21 - AITIMETABLE HAT 4 22 - AITIMETABLE HAT 4 23 - AITIMETABLE HAT 4 24 - //--------------------------------------------------------------------------------------------------------------------- //HAT -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM HAT ACTIVITYSTART 0 //Activity Start Time AIPRM HAT RESTSTART 0 //Inactivity Start Time AIPRM HAT DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM HAT TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM HAT TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM HAT TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM HAT TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM HAT TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM HAT TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM HAT TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM HAT TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM HAT TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM HAT TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM HAT TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM HAT TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM HAT TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM HAT TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM HAT TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //HAT -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO HAT GOAL_CHECKS 30 //AISCENARIO HAT GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO HAT GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO HAT GOAL 0 KEEP_BUS_PROFIT //AISCENARIO HAT GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO HAT GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO HAT GOAL 1 KEEP_BUS_PROFIT //AISCENARIO HAT GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO HAT GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO HAT GOAL 2 KEEP_BUS_PROFIT //AISCENARIO HAT GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO HAT GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO HAT GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO HAT GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO HAT GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO HAT GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // IRON //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE IRON 1 1 - AITIMETABLE IRON 1 2 - AITIMETABLE IRON 1 3 - AITIMETABLE IRON 1 4 - AITIMETABLE IRON 1 5 - AITIMETABLE IRON 1 6 - AITIMETABLE IRON 1 7 - AITIMETABLE IRON 1 8 - AITIMETABLE IRON 1 9 - AITIMETABLE IRON 1 10 CHECK_STOCK AITIMETABLE IRON 1 11 - AITIMETABLE IRON 1 12 - AITIMETABLE IRON 1 13 - AITIMETABLE IRON 1 14 - AITIMETABLE IRON 1 15 - AITIMETABLE IRON 1 16 - AITIMETABLE IRON 1 17 - AITIMETABLE IRON 1 18 - AITIMETABLE IRON 1 19 - AITIMETABLE IRON 1 20 - AITIMETABLE IRON 1 21 - AITIMETABLE IRON 1 22 - AITIMETABLE IRON 1 23 - AITIMETABLE IRON 1 24 - AITIMETABLE IRON 2 1 - AITIMETABLE IRON 2 2 - AITIMETABLE IRON 2 3 - AITIMETABLE IRON 2 4 - AITIMETABLE IRON 2 5 - AITIMETABLE IRON 2 6 - AITIMETABLE IRON 2 7 - AITIMETABLE IRON 2 8 - AITIMETABLE IRON 2 9 - AITIMETABLE IRON 2 10 CHECK_STOCK AITIMETABLE IRON 2 11 - AITIMETABLE IRON 2 12 - AITIMETABLE IRON 2 13 - AITIMETABLE IRON 2 14 - AITIMETABLE IRON 2 15 - AITIMETABLE IRON 2 16 - AITIMETABLE IRON 2 17 - AITIMETABLE IRON 2 18 - AITIMETABLE IRON 2 19 - AITIMETABLE IRON 2 20 - AITIMETABLE IRON 2 21 - AITIMETABLE IRON 2 22 - AITIMETABLE IRON 2 23 - AITIMETABLE IRON 2 24 - AITIMETABLE IRON 3 1 - AITIMETABLE IRON 3 2 - AITIMETABLE IRON 3 3 - AITIMETABLE IRON 3 4 - AITIMETABLE IRON 3 5 - AITIMETABLE IRON 3 6 - AITIMETABLE IRON 3 7 - AITIMETABLE IRON 3 8 - AITIMETABLE IRON 3 9 - AITIMETABLE IRON 3 10 CHECK_STOCK AITIMETABLE IRON 3 11 - AITIMETABLE IRON 3 12 - AITIMETABLE IRON 3 13 - AITIMETABLE IRON 3 14 - AITIMETABLE IRON 3 15 - AITIMETABLE IRON 3 16 - AITIMETABLE IRON 3 17 - AITIMETABLE IRON 3 18 - AITIMETABLE IRON 3 19 - AITIMETABLE IRON 3 20 - AITIMETABLE IRON 3 21 - AITIMETABLE IRON 3 22 - AITIMETABLE IRON 3 23 - AITIMETABLE IRON 3 24 - AITIMETABLE IRON 4 1 - AITIMETABLE IRON 4 2 - AITIMETABLE IRON 4 3 - AITIMETABLE IRON 4 4 - AITIMETABLE IRON 4 5 - AITIMETABLE IRON 4 6 - AITIMETABLE IRON 4 7 - AITIMETABLE IRON 4 8 - AITIMETABLE IRON 4 9 - AITIMETABLE IRON 4 10 CHECK_STOCK AITIMETABLE IRON 4 11 - AITIMETABLE IRON 4 12 - AITIMETABLE IRON 4 13 - AITIMETABLE IRON 4 14 - AITIMETABLE IRON 4 15 - AITIMETABLE IRON 4 16 - AITIMETABLE IRON 4 17 - AITIMETABLE IRON 4 18 - AITIMETABLE IRON 4 19 - AITIMETABLE IRON 4 20 - AITIMETABLE IRON 4 21 - AITIMETABLE IRON 4 22 - AITIMETABLE IRON 4 23 - AITIMETABLE IRON 4 24 - //--------------------------------------------------------------------------------------------------------------------- //IRON -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM IRON ACTIVITYSTART 0 //Activity Start Time AIPRM IRON RESTSTART 0 //Inactivity Start Time AIPRM IRON DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM IRON TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM IRON TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM IRON TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM IRON TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM IRON TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM IRON TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM IRON TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM IRON TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM IRON TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM IRON TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM IRON TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM IRON TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM IRON TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM IRON TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM IRON TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //IRON -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO IRON GOAL_CHECKS 30 //AISCENARIO IRON GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO IRON GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO IRON GOAL 0 KEEP_BUS_PROFIT //AISCENARIO IRON GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO IRON GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO IRON GOAL 1 KEEP_BUS_PROFIT //AISCENARIO IRON GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO IRON GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO IRON GOAL 2 KEEP_BUS_PROFIT //AISCENARIO IRON GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO IRON GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO IRON GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO IRON GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO IRON GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO IRON GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // GUN //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE GUN 1 1 - AITIMETABLE GUN 1 2 - AITIMETABLE GUN 1 3 - AITIMETABLE GUN 1 4 - AITIMETABLE GUN 1 5 - AITIMETABLE GUN 1 6 - AITIMETABLE GUN 1 7 - AITIMETABLE GUN 1 8 - AITIMETABLE GUN 1 9 - AITIMETABLE GUN 1 10 CHECK_STOCK AITIMETABLE GUN 1 11 - AITIMETABLE GUN 1 12 - AITIMETABLE GUN 1 13 - AITIMETABLE GUN 1 14 - AITIMETABLE GUN 1 15 - AITIMETABLE GUN 1 16 - AITIMETABLE GUN 1 17 - AITIMETABLE GUN 1 18 - AITIMETABLE GUN 1 19 - AITIMETABLE GUN 1 20 - AITIMETABLE GUN 1 21 - AITIMETABLE GUN 1 22 - AITIMETABLE GUN 1 23 - AITIMETABLE GUN 1 24 - AITIMETABLE GUN 2 1 - AITIMETABLE GUN 2 2 - AITIMETABLE GUN 2 3 - AITIMETABLE GUN 2 4 - AITIMETABLE GUN 2 5 - AITIMETABLE GUN 2 6 - AITIMETABLE GUN 2 7 - AITIMETABLE GUN 2 8 - AITIMETABLE GUN 2 9 - AITIMETABLE GUN 2 10 CHECK_STOCK AITIMETABLE GUN 2 11 - AITIMETABLE GUN 2 12 - AITIMETABLE GUN 2 13 - AITIMETABLE GUN 2 14 - AITIMETABLE GUN 2 15 - AITIMETABLE GUN 2 16 - AITIMETABLE GUN 2 17 - AITIMETABLE GUN 2 18 - AITIMETABLE GUN 2 19 - AITIMETABLE GUN 2 20 - AITIMETABLE GUN 2 21 - AITIMETABLE GUN 2 22 - AITIMETABLE GUN 2 23 - AITIMETABLE GUN 2 24 - AITIMETABLE GUN 3 1 - AITIMETABLE GUN 3 2 - AITIMETABLE GUN 3 3 - AITIMETABLE GUN 3 4 - AITIMETABLE GUN 3 5 - AITIMETABLE GUN 3 6 - AITIMETABLE GUN 3 7 - AITIMETABLE GUN 3 8 - AITIMETABLE GUN 3 9 - AITIMETABLE GUN 3 10 CHECK_STOCK AITIMETABLE GUN 3 11 - AITIMETABLE GUN 3 12 - AITIMETABLE GUN 3 13 - AITIMETABLE GUN 3 14 - AITIMETABLE GUN 3 15 - AITIMETABLE GUN 3 16 - AITIMETABLE GUN 3 17 - AITIMETABLE GUN 3 18 - AITIMETABLE GUN 3 19 - AITIMETABLE GUN 3 20 - AITIMETABLE GUN 3 21 - AITIMETABLE GUN 3 22 - AITIMETABLE GUN 3 23 - AITIMETABLE GUN 3 24 - AITIMETABLE GUN 4 1 - AITIMETABLE GUN 4 2 - AITIMETABLE GUN 4 3 - AITIMETABLE GUN 4 4 - AITIMETABLE GUN 4 5 - AITIMETABLE GUN 4 6 - AITIMETABLE GUN 4 7 - AITIMETABLE GUN 4 8 - AITIMETABLE GUN 4 9 - AITIMETABLE GUN 4 10 CHECK_STOCK AITIMETABLE GUN 4 11 - AITIMETABLE GUN 4 12 - AITIMETABLE GUN 4 13 - AITIMETABLE GUN 4 14 - AITIMETABLE GUN 4 15 - AITIMETABLE GUN 4 16 - AITIMETABLE GUN 4 17 - AITIMETABLE GUN 4 18 - AITIMETABLE GUN 4 19 - AITIMETABLE GUN 4 20 - AITIMETABLE GUN 4 21 - AITIMETABLE GUN 4 22 - AITIMETABLE GUN 4 23 - AITIMETABLE GUN 4 24 - //--------------------------------------------------------------------------------------------------------------------- //GUN -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM GUN ACTIVITYSTART 0 //Activity Start Time AIPRM GUN RESTSTART 0 //Inactivity Start Time AIPRM GUN DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM GUN TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM GUN TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM GUN TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM GUN TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM GUN TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM GUN TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM GUN TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM GUN TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM GUN TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM GUN TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM GUN TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM GUN TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM GUN TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM GUN TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM GUN TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //IRON -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO GUN GOAL_CHECKS 30 //AISCENARIO GUN GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO GUN GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO GUN GOAL 0 KEEP_BUS_PROFIT //AISCENARIO GUN GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO GUN GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO GUN GOAL 1 KEEP_BUS_PROFIT //AISCENARIO GUN GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO GUN GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO GUN GOAL 2 KEEP_BUS_PROFIT //AISCENARIO GUN GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO GUN GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO GUN GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO GUN GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO GUN GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO GUN GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // SHIP //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE SHIP 1 1 - AITIMETABLE SHIP 1 2 - AITIMETABLE SHIP 1 3 - AITIMETABLE SHIP 1 4 - AITIMETABLE SHIP 1 5 - AITIMETABLE SHIP 1 6 - AITIMETABLE SHIP 1 7 - AITIMETABLE SHIP 1 8 - AITIMETABLE SHIP 1 9 - AITIMETABLE SHIP 1 10 CHECK_STOCK AITIMETABLE SHIP 1 11 - AITIMETABLE SHIP 1 12 - AITIMETABLE SHIP 1 13 - AITIMETABLE SHIP 1 14 - AITIMETABLE SHIP 1 15 - AITIMETABLE SHIP 1 16 - AITIMETABLE SHIP 1 17 - AITIMETABLE SHIP 1 18 - AITIMETABLE SHIP 1 19 - AITIMETABLE SHIP 1 20 - AITIMETABLE SHIP 1 21 - AITIMETABLE SHIP 1 22 - AITIMETABLE SHIP 1 23 - AITIMETABLE SHIP 1 24 - AITIMETABLE SHIP 2 1 - AITIMETABLE SHIP 2 2 - AITIMETABLE SHIP 2 3 - AITIMETABLE SHIP 2 4 - AITIMETABLE SHIP 2 5 - AITIMETABLE SHIP 2 6 - AITIMETABLE SHIP 2 7 - AITIMETABLE SHIP 2 8 - AITIMETABLE SHIP 2 9 - AITIMETABLE SHIP 2 10 CHECK_STOCK AITIMETABLE SHIP 2 11 - AITIMETABLE SHIP 2 12 - AITIMETABLE SHIP 2 13 - AITIMETABLE SHIP 2 14 - AITIMETABLE SHIP 2 15 - AITIMETABLE SHIP 2 16 - AITIMETABLE SHIP 2 17 - AITIMETABLE SHIP 2 18 - AITIMETABLE SHIP 2 19 - AITIMETABLE SHIP 2 20 - AITIMETABLE SHIP 2 21 - AITIMETABLE SHIP 2 22 - AITIMETABLE SHIP 2 23 - AITIMETABLE SHIP 2 24 - AITIMETABLE SHIP 3 1 - AITIMETABLE SHIP 3 2 - AITIMETABLE SHIP 3 3 - AITIMETABLE SHIP 3 4 - AITIMETABLE SHIP 3 5 - AITIMETABLE SHIP 3 6 - AITIMETABLE SHIP 3 7 - AITIMETABLE SHIP 3 8 - AITIMETABLE SHIP 3 9 - AITIMETABLE SHIP 3 10 CHECK_STOCK AITIMETABLE SHIP 3 11 - AITIMETABLE SHIP 3 12 - AITIMETABLE SHIP 3 13 - AITIMETABLE SHIP 3 14 - AITIMETABLE SHIP 3 15 - AITIMETABLE SHIP 3 16 - AITIMETABLE SHIP 3 17 - AITIMETABLE SHIP 3 18 - AITIMETABLE SHIP 3 19 - AITIMETABLE SHIP 3 20 - AITIMETABLE SHIP 3 21 - AITIMETABLE SHIP 3 22 - AITIMETABLE SHIP 3 23 - AITIMETABLE SHIP 3 24 - AITIMETABLE SHIP 4 1 - AITIMETABLE SHIP 4 2 - AITIMETABLE SHIP 4 3 - AITIMETABLE SHIP 4 4 - AITIMETABLE SHIP 4 5 - AITIMETABLE SHIP 4 6 - AITIMETABLE SHIP 4 7 - AITIMETABLE SHIP 4 8 - AITIMETABLE SHIP 4 9 - AITIMETABLE SHIP 4 10 CHECK_STOCK AITIMETABLE SHIP 4 11 - AITIMETABLE SHIP 4 12 - AITIMETABLE SHIP 4 13 - AITIMETABLE SHIP 4 14 - AITIMETABLE SHIP 4 15 - AITIMETABLE SHIP 4 16 - AITIMETABLE SHIP 4 17 - AITIMETABLE SHIP 4 18 - AITIMETABLE SHIP 4 19 - AITIMETABLE SHIP 4 20 - AITIMETABLE SHIP 4 21 - AITIMETABLE SHIP 4 22 - AITIMETABLE SHIP 4 23 - AITIMETABLE SHIP 4 24 - //--------------------------------------------------------------------------------------------------------------------- //SHIP -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM SHIP ACTIVITYSTART 0 //Activity Start Time AIPRM SHIP RESTSTART 0 //Inactivity Start Time AIPRM SHIP DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM SHIP TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM SHIP TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM SHIP TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM SHIP TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM SHIP TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM SHIP TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM SHIP TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM SHIP TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM SHIP TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM SHIP TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM SHIP TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM SHIP TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM SHIP TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM SHIP TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM SHIP TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //SHIP -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO SHIP GOAL_CHECKS 30 //AISCENARIO SHIP GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO SHIP GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO SHIP GOAL 0 KEEP_BUS_PROFIT //AISCENARIO SHIP GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO SHIP GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO SHIP GOAL 1 KEEP_BUS_PROFIT //AISCENARIO SHIP GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO SHIP GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO SHIP GOAL 2 KEEP_BUS_PROFIT //AISCENARIO SHIP GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO SHIP GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO SHIP GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO SHIP GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO SHIP GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO SHIP GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // DOG //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE DOG 1 1 - AITIMETABLE DOG 1 2 - AITIMETABLE DOG 1 3 - AITIMETABLE DOG 1 4 - AITIMETABLE DOG 1 5 - AITIMETABLE DOG 1 6 - AITIMETABLE DOG 1 7 - AITIMETABLE DOG 1 8 - AITIMETABLE DOG 1 9 - AITIMETABLE DOG 1 10 CHECK_STOCK AITIMETABLE DOG 1 11 - AITIMETABLE DOG 1 12 - AITIMETABLE DOG 1 13 - AITIMETABLE DOG 1 14 - AITIMETABLE DOG 1 15 - AITIMETABLE DOG 1 16 - AITIMETABLE DOG 1 17 - AITIMETABLE DOG 1 18 - AITIMETABLE DOG 1 19 - AITIMETABLE DOG 1 20 - AITIMETABLE DOG 1 21 - AITIMETABLE DOG 1 22 - AITIMETABLE DOG 1 23 - AITIMETABLE DOG 1 24 - AITIMETABLE DOG 2 1 - AITIMETABLE DOG 2 2 - AITIMETABLE DOG 2 3 - AITIMETABLE DOG 2 4 - AITIMETABLE DOG 2 5 - AITIMETABLE DOG 2 6 - AITIMETABLE DOG 2 7 - AITIMETABLE DOG 2 8 - AITIMETABLE DOG 2 9 - AITIMETABLE DOG 2 10 CHECK_STOCK AITIMETABLE DOG 2 11 - AITIMETABLE DOG 2 12 - AITIMETABLE DOG 2 13 - AITIMETABLE DOG 2 14 - AITIMETABLE DOG 2 15 - AITIMETABLE DOG 2 16 - AITIMETABLE DOG 2 17 - AITIMETABLE DOG 2 18 - AITIMETABLE DOG 2 19 - AITIMETABLE DOG 2 20 - AITIMETABLE DOG 2 21 - AITIMETABLE DOG 2 22 - AITIMETABLE DOG 2 23 - AITIMETABLE DOG 2 24 - AITIMETABLE DOG 3 1 - AITIMETABLE DOG 3 2 - AITIMETABLE DOG 3 3 - AITIMETABLE DOG 3 4 - AITIMETABLE DOG 3 5 - AITIMETABLE DOG 3 6 - AITIMETABLE DOG 3 7 - AITIMETABLE DOG 3 8 - AITIMETABLE DOG 3 9 - AITIMETABLE DOG 3 10 CHECK_STOCK AITIMETABLE DOG 3 11 - AITIMETABLE DOG 3 12 - AITIMETABLE DOG 3 13 - AITIMETABLE DOG 3 14 - AITIMETABLE DOG 3 15 - AITIMETABLE DOG 3 16 - AITIMETABLE DOG 3 17 - AITIMETABLE DOG 3 18 - AITIMETABLE DOG 3 19 - AITIMETABLE DOG 3 20 - AITIMETABLE DOG 3 21 - AITIMETABLE DOG 3 22 - AITIMETABLE DOG 3 23 - AITIMETABLE DOG 3 24 - AITIMETABLE DOG 4 1 - AITIMETABLE DOG 4 2 - AITIMETABLE DOG 4 3 - AITIMETABLE DOG 4 4 - AITIMETABLE DOG 4 5 - AITIMETABLE DOG 4 6 - AITIMETABLE DOG 4 7 - AITIMETABLE DOG 4 8 - AITIMETABLE DOG 4 9 - AITIMETABLE DOG 4 10 CHECK_STOCK AITIMETABLE DOG 4 11 - AITIMETABLE DOG 4 12 - AITIMETABLE DOG 4 13 - AITIMETABLE DOG 4 14 - AITIMETABLE DOG 4 15 - AITIMETABLE DOG 4 16 - AITIMETABLE DOG 4 17 - AITIMETABLE DOG 4 18 - AITIMETABLE DOG 4 19 - AITIMETABLE DOG 4 20 - AITIMETABLE DOG 4 21 - AITIMETABLE DOG 4 22 - AITIMETABLE DOG 4 23 - AITIMETABLE DOG 4 24 - //--------------------------------------------------------------------------------------------------------------------- //DOG -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM DOG ACTIVITYSTART 0 //Activity Start Time AIPRM DOG RESTSTART 0 //Inactivity Start Time AIPRM DOG DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM DOG TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM DOG TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM DOG TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM DOG TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM DOG TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM DOG TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM DOG TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM DOG TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM DOG TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM DOG TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM DOG TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM DOG TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM DOG TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM DOG TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM DOG TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //DOG -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO DOG GOAL_CHECKS 30 //AISCENARIO DOG GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO DOG GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO DOG GOAL 0 KEEP_BUS_PROFIT //AISCENARIO DOG GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO DOG GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO DOG GOAL 1 KEEP_BUS_PROFIT //AISCENARIO DOG GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO DOG GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO DOG GOAL 2 KEEP_BUS_PROFIT //AISCENARIO DOG GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO DOG GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO DOG GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO DOG GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO DOG GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO DOG GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // CAR //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE CAR 1 1 - AITIMETABLE CAR 1 2 - AITIMETABLE CAR 1 3 - AITIMETABLE CAR 1 4 - AITIMETABLE CAR 1 5 - AITIMETABLE CAR 1 6 - AITIMETABLE CAR 1 7 - AITIMETABLE CAR 1 8 - AITIMETABLE CAR 1 9 - AITIMETABLE CAR 1 10 CHECK_STOCK AITIMETABLE CAR 1 11 - AITIMETABLE CAR 1 12 - AITIMETABLE CAR 1 13 - AITIMETABLE CAR 1 14 - AITIMETABLE CAR 1 15 - AITIMETABLE CAR 1 16 - AITIMETABLE CAR 1 17 - AITIMETABLE CAR 1 18 - AITIMETABLE CAR 1 19 - AITIMETABLE CAR 1 20 - AITIMETABLE CAR 1 21 - AITIMETABLE CAR 1 22 - AITIMETABLE CAR 1 23 - AITIMETABLE CAR 1 24 - AITIMETABLE CAR 2 1 - AITIMETABLE CAR 2 2 - AITIMETABLE CAR 2 3 - AITIMETABLE CAR 2 4 - AITIMETABLE CAR 2 5 - AITIMETABLE CAR 2 6 - AITIMETABLE CAR 2 7 - AITIMETABLE CAR 2 8 - AITIMETABLE CAR 2 9 - AITIMETABLE CAR 2 10 CHECK_STOCK AITIMETABLE CAR 2 11 - AITIMETABLE CAR 2 12 - AITIMETABLE CAR 2 13 - AITIMETABLE CAR 2 14 - AITIMETABLE CAR 2 15 - AITIMETABLE CAR 2 16 - AITIMETABLE CAR 2 17 - AITIMETABLE CAR 2 18 - AITIMETABLE CAR 2 19 - AITIMETABLE CAR 2 20 - AITIMETABLE CAR 2 21 - AITIMETABLE CAR 2 22 - AITIMETABLE CAR 2 23 - AITIMETABLE CAR 2 24 - AITIMETABLE CAR 3 1 - AITIMETABLE CAR 3 2 - AITIMETABLE CAR 3 3 - AITIMETABLE CAR 3 4 - AITIMETABLE CAR 3 5 - AITIMETABLE CAR 3 6 - AITIMETABLE CAR 3 7 - AITIMETABLE CAR 3 8 - AITIMETABLE CAR 3 9 - AITIMETABLE CAR 3 10 CHECK_STOCK AITIMETABLE CAR 3 11 - AITIMETABLE CAR 3 12 - AITIMETABLE CAR 3 13 - AITIMETABLE CAR 3 14 - AITIMETABLE CAR 3 15 - AITIMETABLE CAR 3 16 - AITIMETABLE CAR 3 17 - AITIMETABLE CAR 3 18 - AITIMETABLE CAR 3 19 - AITIMETABLE CAR 3 20 - AITIMETABLE CAR 3 21 - AITIMETABLE CAR 3 22 - AITIMETABLE CAR 3 23 - AITIMETABLE CAR 3 24 - AITIMETABLE CAR 4 1 - AITIMETABLE CAR 4 2 - AITIMETABLE CAR 4 3 - AITIMETABLE CAR 4 4 - AITIMETABLE CAR 4 5 - AITIMETABLE CAR 4 6 - AITIMETABLE CAR 4 7 - AITIMETABLE CAR 4 8 - AITIMETABLE CAR 4 9 - AITIMETABLE CAR 4 10 CHECK_STOCK AITIMETABLE CAR 4 11 - AITIMETABLE CAR 4 12 - AITIMETABLE CAR 4 13 - AITIMETABLE CAR 4 14 - AITIMETABLE CAR 4 15 - AITIMETABLE CAR 4 16 - AITIMETABLE CAR 4 17 - AITIMETABLE CAR 4 18 - AITIMETABLE CAR 4 19 - AITIMETABLE CAR 4 20 - AITIMETABLE CAR 4 21 - AITIMETABLE CAR 4 22 - AITIMETABLE CAR 4 23 - AITIMETABLE CAR 4 24 - //--------------------------------------------------------------------------------------------------------------------- //CAR -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM CAR ACTIVITYSTART 0 //Activity Start Time AIPRM CAR RESTSTART 0 //Inactivity Start Time AIPRM CAR DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM CAR TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM CAR TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM CAR TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM CAR TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM CAR TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM CAR TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM CAR TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM CAR TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM CAR TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM CAR TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM CAR TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM CAR TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM CAR TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM CAR TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM CAR TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //CAR -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO CAR GOAL_CHECKS 30 //AISCENARIO CAR GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO CAR GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO CAR GOAL 0 KEEP_BUS_PROFIT //AISCENARIO CAR GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO CAR GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO CAR GOAL 1 KEEP_BUS_PROFIT //AISCENARIO CAR GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO CAR GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO CAR GOAL 2 KEEP_BUS_PROFIT //AISCENARIO CAR GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO CAR GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO CAR GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO CAR GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO CAR GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO CAR GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // THIMBLE //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE THIMBLE 1 1 - AITIMETABLE THIMBLE 1 2 - AITIMETABLE THIMBLE 1 3 - AITIMETABLE THIMBLE 1 4 - AITIMETABLE THIMBLE 1 5 - AITIMETABLE THIMBLE 1 6 - AITIMETABLE THIMBLE 1 7 - AITIMETABLE THIMBLE 1 8 - AITIMETABLE THIMBLE 1 9 - AITIMETABLE THIMBLE 1 10 CHECK_STOCK AITIMETABLE THIMBLE 1 11 - AITIMETABLE THIMBLE 1 12 - AITIMETABLE THIMBLE 1 13 - AITIMETABLE THIMBLE 1 14 - AITIMETABLE THIMBLE 1 15 - AITIMETABLE THIMBLE 1 16 - AITIMETABLE THIMBLE 1 17 - AITIMETABLE THIMBLE 1 18 - AITIMETABLE THIMBLE 1 19 - AITIMETABLE THIMBLE 1 20 - AITIMETABLE THIMBLE 1 21 - AITIMETABLE THIMBLE 1 22 - AITIMETABLE THIMBLE 1 23 - AITIMETABLE THIMBLE 1 24 - AITIMETABLE THIMBLE 2 1 - AITIMETABLE THIMBLE 2 2 - AITIMETABLE THIMBLE 2 3 - AITIMETABLE THIMBLE 2 4 - AITIMETABLE THIMBLE 2 5 - AITIMETABLE THIMBLE 2 6 - AITIMETABLE THIMBLE 2 7 - AITIMETABLE THIMBLE 2 8 - AITIMETABLE THIMBLE 2 9 - AITIMETABLE THIMBLE 2 10 CHECK_STOCK AITIMETABLE THIMBLE 2 11 - AITIMETABLE THIMBLE 2 12 - AITIMETABLE THIMBLE 2 13 - AITIMETABLE THIMBLE 2 14 - AITIMETABLE THIMBLE 2 15 - AITIMETABLE THIMBLE 2 16 - AITIMETABLE THIMBLE 2 17 - AITIMETABLE THIMBLE 2 18 - AITIMETABLE THIMBLE 2 19 - AITIMETABLE THIMBLE 2 20 - AITIMETABLE THIMBLE 2 21 - AITIMETABLE THIMBLE 2 22 - AITIMETABLE THIMBLE 2 23 - AITIMETABLE THIMBLE 2 24 - AITIMETABLE THIMBLE 3 1 - AITIMETABLE THIMBLE 3 2 - AITIMETABLE THIMBLE 3 3 - AITIMETABLE THIMBLE 3 4 - AITIMETABLE THIMBLE 3 5 - AITIMETABLE THIMBLE 3 6 - AITIMETABLE THIMBLE 3 7 - AITIMETABLE THIMBLE 3 8 - AITIMETABLE THIMBLE 3 9 - AITIMETABLE THIMBLE 3 10 CHECK_STOCK AITIMETABLE THIMBLE 3 11 - AITIMETABLE THIMBLE 3 12 - AITIMETABLE THIMBLE 3 13 - AITIMETABLE THIMBLE 3 14 - AITIMETABLE THIMBLE 3 15 - AITIMETABLE THIMBLE 3 16 - AITIMETABLE THIMBLE 3 17 - AITIMETABLE THIMBLE 3 18 - AITIMETABLE THIMBLE 3 19 - AITIMETABLE THIMBLE 3 20 - AITIMETABLE THIMBLE 3 21 - AITIMETABLE THIMBLE 3 22 - AITIMETABLE THIMBLE 3 23 - AITIMETABLE THIMBLE 3 24 - AITIMETABLE THIMBLE 4 1 - AITIMETABLE THIMBLE 4 2 - AITIMETABLE THIMBLE 4 3 - AITIMETABLE THIMBLE 4 4 - AITIMETABLE THIMBLE 4 5 - AITIMETABLE THIMBLE 4 6 - AITIMETABLE THIMBLE 4 7 - AITIMETABLE THIMBLE 4 8 - AITIMETABLE THIMBLE 4 9 - AITIMETABLE THIMBLE 4 10 CHECK_STOCK AITIMETABLE THIMBLE 4 11 - AITIMETABLE THIMBLE 4 12 - AITIMETABLE THIMBLE 4 13 - AITIMETABLE THIMBLE 4 14 - AITIMETABLE THIMBLE 4 15 - AITIMETABLE THIMBLE 4 16 - AITIMETABLE THIMBLE 4 17 - AITIMETABLE THIMBLE 4 18 - AITIMETABLE THIMBLE 4 19 - AITIMETABLE THIMBLE 4 20 - AITIMETABLE THIMBLE 4 21 - AITIMETABLE THIMBLE 4 22 - AITIMETABLE THIMBLE 4 23 - AITIMETABLE THIMBLE 4 24 - //--------------------------------------------------------------------------------------------------------------------- //THIMBLE -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM THIMBLE ACTIVITYSTART 0 //Activity Start Time AIPRM THIMBLE RESTSTART 0 //Inactivity Start Time AIPRM THIMBLE DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM THIMBLE TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM THIMBLE TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM THIMBLE TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM THIMBLE TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM THIMBLE TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM THIMBLE TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM THIMBLE TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM THIMBLE TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM THIMBLE TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM THIMBLE TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM THIMBLE TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM THIMBLE TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM THIMBLE TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM THIMBLE TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM THIMBLE TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //THIMBLE -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO THIMBLE GOAL_CHECKS 30 //AISCENARIO THIMBLE GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO THIMBLE GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO THIMBLE GOAL 0 KEEP_BUS_PROFIT //AISCENARIO THIMBLE GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO THIMBLE GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO THIMBLE GOAL 1 KEEP_BUS_PROFIT //AISCENARIO THIMBLE GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO THIMBLE GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO THIMBLE GOAL 2 KEEP_BUS_PROFIT //AISCENARIO THIMBLE GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO THIMBLE GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO THIMBLE GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO THIMBLE GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO THIMBLE GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO THIMBLE GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // HORSE //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE HORSE 1 1 - AITIMETABLE HORSE 1 2 - AITIMETABLE HORSE 1 3 - AITIMETABLE HORSE 1 4 - AITIMETABLE HORSE 1 5 - AITIMETABLE HORSE 1 6 - AITIMETABLE HORSE 1 7 - AITIMETABLE HORSE 1 8 - AITIMETABLE HORSE 1 9 - AITIMETABLE HORSE 1 10 CHECK_STOCK AITIMETABLE HORSE 1 11 - AITIMETABLE HORSE 1 12 - AITIMETABLE HORSE 1 13 - AITIMETABLE HORSE 1 14 - AITIMETABLE HORSE 1 15 - AITIMETABLE HORSE 1 16 - AITIMETABLE HORSE 1 17 - AITIMETABLE HORSE 1 18 - AITIMETABLE HORSE 1 19 - AITIMETABLE HORSE 1 20 - AITIMETABLE HORSE 1 21 - AITIMETABLE HORSE 1 22 - AITIMETABLE HORSE 1 23 - AITIMETABLE HORSE 1 24 - AITIMETABLE HORSE 2 1 - AITIMETABLE HORSE 2 2 - AITIMETABLE HORSE 2 3 - AITIMETABLE HORSE 2 4 - AITIMETABLE HORSE 2 5 - AITIMETABLE HORSE 2 6 - AITIMETABLE HORSE 2 7 - AITIMETABLE HORSE 2 8 - AITIMETABLE HORSE 2 9 - AITIMETABLE HORSE 2 10 CHECK_STOCK AITIMETABLE HORSE 2 11 - AITIMETABLE HORSE 2 12 - AITIMETABLE HORSE 2 13 - AITIMETABLE HORSE 2 14 - AITIMETABLE HORSE 2 15 - AITIMETABLE HORSE 2 16 - AITIMETABLE HORSE 2 17 - AITIMETABLE HORSE 2 18 - AITIMETABLE HORSE 2 19 - AITIMETABLE HORSE 2 20 - AITIMETABLE HORSE 2 21 - AITIMETABLE HORSE 2 22 - AITIMETABLE HORSE 2 23 - AITIMETABLE HORSE 2 24 - AITIMETABLE HORSE 3 1 - AITIMETABLE HORSE 3 2 - AITIMETABLE HORSE 3 3 - AITIMETABLE HORSE 3 4 - AITIMETABLE HORSE 3 5 - AITIMETABLE HORSE 3 6 - AITIMETABLE HORSE 3 7 - AITIMETABLE HORSE 3 8 - AITIMETABLE HORSE 3 9 - AITIMETABLE HORSE 3 10 CHECK_STOCK AITIMETABLE HORSE 3 11 - AITIMETABLE HORSE 3 12 - AITIMETABLE HORSE 3 13 - AITIMETABLE HORSE 3 14 - AITIMETABLE HORSE 3 15 - AITIMETABLE HORSE 3 16 - AITIMETABLE HORSE 3 17 - AITIMETABLE HORSE 3 18 - AITIMETABLE HORSE 3 19 - AITIMETABLE HORSE 3 20 - AITIMETABLE HORSE 3 21 - AITIMETABLE HORSE 3 22 - AITIMETABLE HORSE 3 23 - AITIMETABLE HORSE 3 24 - AITIMETABLE HORSE 4 1 - AITIMETABLE HORSE 4 2 - AITIMETABLE HORSE 4 3 - AITIMETABLE HORSE 4 4 - AITIMETABLE HORSE 4 5 - AITIMETABLE HORSE 4 6 - AITIMETABLE HORSE 4 7 - AITIMETABLE HORSE 4 8 - AITIMETABLE HORSE 4 9 - AITIMETABLE HORSE 4 10 CHECK_STOCK AITIMETABLE HORSE 4 11 - AITIMETABLE HORSE 4 12 - AITIMETABLE HORSE 4 13 - AITIMETABLE HORSE 4 14 - AITIMETABLE HORSE 4 15 - AITIMETABLE HORSE 4 16 - AITIMETABLE HORSE 4 17 - AITIMETABLE HORSE 4 18 - AITIMETABLE HORSE 4 19 - AITIMETABLE HORSE 4 20 - AITIMETABLE HORSE 4 21 - AITIMETABLE HORSE 4 22 - AITIMETABLE HORSE 4 23 - AITIMETABLE HORSE 4 24 - //--------------------------------------------------------------------------------------------------------------------- //HORSE -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM HORSE ACTIVITYSTART 0 //Activity Start Time AIPRM HORSE RESTSTART 0 //Inactivity Start Time AIPRM HORSE DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM HORSE TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM HORSE TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM HORSE TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM HORSE TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM HORSE TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM HORSE TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM HORSE TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM HORSE TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM HORSE TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM HORSE TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM HORSE TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM HORSE TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM HORSE TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM HORSE TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM HORSE TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //HORSE -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO HORSE GOAL_CHECKS 30 //AISCENARIO HORSE GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO HORSE GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO HORSE GOAL 0 KEEP_BUS_PROFIT //AISCENARIO HORSE GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO HORSE GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO HORSE GOAL 1 KEEP_BUS_PROFIT //AISCENARIO HORSE GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO HORSE GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO HORSE GOAL 2 KEEP_BUS_PROFIT //AISCENARIO HORSE GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO HORSE GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO HORSE GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO HORSE GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO HORSE GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO HORSE GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // SHOE //****************************************************************************************************************************** //----------------------------------------------------------------------------------------------------------------- //Building Footprint -- (One per character) //----------------------------------------------------------------------------------------------------------------- //HAT Size Band MIN MAX 1*1 2*1 3*1 4*1 2*2 5*1 6*1 2*3 2*4 3*3 5*2 6*2 4*3 5*3 4*4 6*3 5*4 6*4 //----------------------------------------------------------------------------------------------------------------- AIFOOTPRINT SHOE 2 1 1 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 1 1 2 70 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 2 1 4 27 27 26 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 3 1 8 9 26 25 9 8 8 5 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 4 2 8 0 10 27 27 10 8 8 5 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 5 4 8 0 0 0 20 35 18 7 15 5 0 0 0 0 0 0 0 0 0 AIFOOTPRINT SHOE 6 4 16 0 0 0 22 18 15 9 8 7 6 5 4 3 2 1 0 0 0 AIFOOTPRINT SHOE 7 4 20 0 0 0 2 12 20 12 15 8 7 6 5 4 3 2 2 2 0 AIFOOTPRINT SHOE 8 6 24 0 0 0 0 0 0 2 5 12 20 20 11 9 8 5 4 3 1 //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE SHOE 1 1 - AITIMETABLE SHOE 1 2 - AITIMETABLE SHOE 1 3 - AITIMETABLE SHOE 1 4 - AITIMETABLE SHOE 1 5 - AITIMETABLE SHOE 1 6 - AITIMETABLE SHOE 1 7 - AITIMETABLE SHOE 1 8 - AITIMETABLE SHOE 1 9 - AITIMETABLE SHOE 1 10 CHECK_STOCK AITIMETABLE SHOE 1 11 - AITIMETABLE SHOE 1 12 - AITIMETABLE SHOE 1 13 - AITIMETABLE SHOE 1 14 - AITIMETABLE SHOE 1 15 - AITIMETABLE SHOE 1 16 - AITIMETABLE SHOE 1 17 - AITIMETABLE SHOE 1 18 - AITIMETABLE SHOE 1 19 - AITIMETABLE SHOE 1 20 - AITIMETABLE SHOE 1 21 - AITIMETABLE SHOE 1 22 - AITIMETABLE SHOE 1 23 - AITIMETABLE SHOE 1 24 - AITIMETABLE SHOE 2 1 - AITIMETABLE SHOE 2 2 - AITIMETABLE SHOE 2 3 - AITIMETABLE SHOE 2 4 - AITIMETABLE SHOE 2 5 - AITIMETABLE SHOE 2 6 - AITIMETABLE SHOE 2 7 - AITIMETABLE SHOE 2 8 - AITIMETABLE SHOE 2 9 - AITIMETABLE SHOE 2 10 CHECK_STOCK AITIMETABLE SHOE 2 11 - AITIMETABLE SHOE 2 12 - AITIMETABLE SHOE 2 13 - AITIMETABLE SHOE 2 14 - AITIMETABLE SHOE 2 15 - AITIMETABLE SHOE 2 16 - AITIMETABLE SHOE 2 17 - AITIMETABLE SHOE 2 18 - AITIMETABLE SHOE 2 19 - AITIMETABLE SHOE 2 20 - AITIMETABLE SHOE 2 21 - AITIMETABLE SHOE 2 22 - AITIMETABLE SHOE 2 23 - AITIMETABLE SHOE 2 24 - AITIMETABLE SHOE 3 1 - AITIMETABLE SHOE 3 2 - AITIMETABLE SHOE 3 3 - AITIMETABLE SHOE 3 4 - AITIMETABLE SHOE 3 5 - AITIMETABLE SHOE 3 6 - AITIMETABLE SHOE 3 7 - AITIMETABLE SHOE 3 8 - AITIMETABLE SHOE 3 9 - AITIMETABLE SHOE 3 10 CHECK_STOCK AITIMETABLE SHOE 3 11 - AITIMETABLE SHOE 3 12 - AITIMETABLE SHOE 3 13 - AITIMETABLE SHOE 3 14 - AITIMETABLE SHOE 3 15 - AITIMETABLE SHOE 3 16 - AITIMETABLE SHOE 3 17 - AITIMETABLE SHOE 3 18 - AITIMETABLE SHOE 3 19 - AITIMETABLE SHOE 3 20 - AITIMETABLE SHOE 3 21 - AITIMETABLE SHOE 3 22 - AITIMETABLE SHOE 3 23 - AITIMETABLE SHOE 3 24 - AITIMETABLE SHOE 4 1 - AITIMETABLE SHOE 4 2 - AITIMETABLE SHOE 4 3 - AITIMETABLE SHOE 4 4 - AITIMETABLE SHOE 4 5 - AITIMETABLE SHOE 4 6 - AITIMETABLE SHOE 4 7 - AITIMETABLE SHOE 4 8 - AITIMETABLE SHOE 4 9 - AITIMETABLE SHOE 4 10 CHECK_STOCK AITIMETABLE SHOE 4 11 - AITIMETABLE SHOE 4 12 - AITIMETABLE SHOE 4 13 - AITIMETABLE SHOE 4 14 - AITIMETABLE SHOE 4 15 - AITIMETABLE SHOE 4 16 - AITIMETABLE SHOE 4 17 - AITIMETABLE SHOE 4 18 - AITIMETABLE SHOE 4 19 - AITIMETABLE SHOE 4 20 - AITIMETABLE SHOE 4 21 - AITIMETABLE SHOE 4 22 - AITIMETABLE SHOE 4 23 - AITIMETABLE SHOE 4 24 - //--------------------------------------------------------------------------------------------------------------------- //SHOE -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM SHOE ACTIVITYSTART 0 //Activity Start Time AIPRM SHOE RESTSTART 0 //Inactivity Start Time AIPRM SHOE DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM SHOE TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM SHOE TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM SHOE TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM SHOE TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM SHOE TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM SHOE TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM SHOE TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM SHOE TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM SHOE TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM SHOE TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM SHOE TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM SHOE TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM SHOE TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM SHOE TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM SHOE TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //SHOE -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO SHOE GOAL_CHECKS 30 //AISCENARIO SHOE GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO SHOE GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO SHOE GOAL 0 KEEP_BUS_PROFIT //AISCENARIO SHOE GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO SHOE GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO SHOE GOAL 1 KEEP_BUS_PROFIT //AISCENARIO SHOE GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO SHOE GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO SHOE GOAL 2 KEEP_BUS_PROFIT //AISCENARIO SHOE GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO SHOE GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO SHOE GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO SHOE GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO SHOE GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO SHOE GOAL 0 PROFIT_CHECK_HRS 2020 //****************************************************************************************************************************** // WHEELBARROW //****************************************************************************************************************************** //----------------------------------------- // DAY|HR |EVENT //----------------------------------------- AITIMETABLE WHEELBARROW 1 1 - AITIMETABLE WHEELBARROW 1 2 - AITIMETABLE WHEELBARROW 1 3 - AITIMETABLE WHEELBARROW 1 4 - AITIMETABLE WHEELBARROW 1 5 - AITIMETABLE WHEELBARROW 1 6 - AITIMETABLE WHEELBARROW 1 7 - AITIMETABLE WHEELBARROW 1 8 - AITIMETABLE WHEELBARROW 1 9 - AITIMETABLE WHEELBARROW 1 10 CHECK_STOCK AITIMETABLE WHEELBARROW 1 11 - AITIMETABLE WHEELBARROW 1 12 - AITIMETABLE WHEELBARROW 1 13 - AITIMETABLE WHEELBARROW 1 14 - AITIMETABLE WHEELBARROW 1 15 - AITIMETABLE WHEELBARROW 1 16 - AITIMETABLE WHEELBARROW 1 17 - AITIMETABLE WHEELBARROW 1 18 - AITIMETABLE WHEELBARROW 1 19 - AITIMETABLE WHEELBARROW 1 20 - AITIMETABLE WHEELBARROW 1 21 - AITIMETABLE WHEELBARROW 1 22 - AITIMETABLE WHEELBARROW 1 23 - AITIMETABLE WHEELBARROW 1 24 - AITIMETABLE WHEELBARROW 2 1 - AITIMETABLE WHEELBARROW 2 2 - AITIMETABLE WHEELBARROW 2 3 - AITIMETABLE WHEELBARROW 2 4 - AITIMETABLE WHEELBARROW 2 5 - AITIMETABLE WHEELBARROW 2 6 - AITIMETABLE WHEELBARROW 2 7 - AITIMETABLE WHEELBARROW 2 8 - AITIMETABLE WHEELBARROW 2 9 - AITIMETABLE WHEELBARROW 2 10 CHECK_STOCK AITIMETABLE WHEELBARROW 2 11 - AITIMETABLE WHEELBARROW 2 12 - AITIMETABLE WHEELBARROW 2 13 - AITIMETABLE WHEELBARROW 2 14 - AITIMETABLE WHEELBARROW 2 15 - AITIMETABLE WHEELBARROW 2 16 - AITIMETABLE WHEELBARROW 2 17 - AITIMETABLE WHEELBARROW 2 18 - AITIMETABLE WHEELBARROW 2 19 - AITIMETABLE WHEELBARROW 2 20 - AITIMETABLE WHEELBARROW 2 21 - AITIMETABLE WHEELBARROW 2 22 - AITIMETABLE WHEELBARROW 2 23 - AITIMETABLE WHEELBARROW 2 24 - AITIMETABLE WHEELBARROW 3 1 - AITIMETABLE WHEELBARROW 3 2 - AITIMETABLE WHEELBARROW 3 3 - AITIMETABLE WHEELBARROW 3 4 - AITIMETABLE WHEELBARROW 3 5 - AITIMETABLE WHEELBARROW 3 6 - AITIMETABLE WHEELBARROW 3 7 - AITIMETABLE WHEELBARROW 3 8 - AITIMETABLE WHEELBARROW 3 9 - AITIMETABLE WHEELBARROW 3 10 CHECK_STOCK AITIMETABLE WHEELBARROW 3 11 - AITIMETABLE WHEELBARROW 3 12 - AITIMETABLE WHEELBARROW 3 13 - AITIMETABLE WHEELBARROW 3 14 - AITIMETABLE WHEELBARROW 3 15 - AITIMETABLE WHEELBARROW 3 16 - AITIMETABLE WHEELBARROW 3 17 - AITIMETABLE WHEELBARROW 3 18 - AITIMETABLE WHEELBARROW 3 19 - AITIMETABLE WHEELBARROW 3 20 - AITIMETABLE WHEELBARROW 3 21 - AITIMETABLE WHEELBARROW 3 22 - AITIMETABLE WHEELBARROW 3 23 - AITIMETABLE WHEELBARROW 3 24 - AITIMETABLE WHEELBARROW 4 1 - AITIMETABLE WHEELBARROW 4 2 - AITIMETABLE WHEELBARROW 4 3 - AITIMETABLE WHEELBARROW 4 4 - AITIMETABLE WHEELBARROW 4 5 - AITIMETABLE WHEELBARROW 4 6 - AITIMETABLE WHEELBARROW 4 7 - AITIMETABLE WHEELBARROW 4 8 - AITIMETABLE WHEELBARROW 4 9 - AITIMETABLE WHEELBARROW 4 10 CHECK_STOCK AITIMETABLE WHEELBARROW 4 11 - AITIMETABLE WHEELBARROW 4 12 - AITIMETABLE WHEELBARROW 4 13 - AITIMETABLE WHEELBARROW 4 14 - AITIMETABLE WHEELBARROW 4 15 - AITIMETABLE WHEELBARROW 4 16 - AITIMETABLE WHEELBARROW 4 17 - AITIMETABLE WHEELBARROW 4 18 - AITIMETABLE WHEELBARROW 4 19 - AITIMETABLE WHEELBARROW 4 20 - AITIMETABLE WHEELBARROW 4 21 - AITIMETABLE WHEELBARROW 4 22 - AITIMETABLE WHEELBARROW 4 23 - AITIMETABLE WHEELBARROW 4 24 - //--------------------------------------------------------------------------------------------------------------------- //WHEELBARROW -- Character Profile -- (One per character) //--------------------------------------------------------------------------------------------------------------------- AIPRM WHEELBARROW ACTIVITYSTART 0 //Activity Start Time AIPRM WHEELBARROW RESTSTART 0 //Inactivity Start Time AIPRM WHEELBARROW DEFAULT_CV_STRATEGY 2 //Character's default city-view strategy //Time taken in City-View AIPRM WHEELBARROW TM_CV_FFALL 5 //IN CITY VIEW: Time Spent in Demand Mode considering footfall AIPRM WHEELBARROW TM_CV_TOP10_LIST 5 //IN CITY VIEW: AIPRM WHEELBARROW TM_CV_LOCATOR_LIST 5 //IN CITY VIEW: AIPRM WHEELBARROW TM_CV_COMM_STATS 5 //IN CITY VIEW: AIPRM WHEELBARROW TM_CV_BUS_LOCATION 5 //IN CITY VIEW: AIPRM WHEELBARROW TM_CV_COMBINATION 5 //IN CITY VIEW: Time spent considering a combination of business location and commodity stats. AIPRM WHEELBARROW TM_BV_IDLE 5 //IN BLOCK VIEW: Time spent idling before entering the city-view. AIPRM WHEELBARROW TM_BV_BUS_TOP_INFO 5 //IN BLOCK VIEW: Time spent considering business's top line info. AIPRM WHEELBARROW TM_BV_ANALYSE_PROFIT_AND_LOSS 5 //IN BLOCK VIEW: Time spent analysing a business's profit and loss. AIPRM WHEELBARROW TM_BV_ANALYSE_WAGES 5 //IN BLOCK VIEW: Time spent analysing a business's wages. AIPRM WHEELBARROW TM_BV_ANALYSE_STOCK 5 //IN BLOCK VIEW: Time spent analysing a business's stock levels. AIPRM WHEELBARROW TM_BV_ANALYSE_PRICES 5 //IN BLOCK VIEW: Time spent analysing a business's prices. AIPRM WHEELBARROW TM_BV_ANALYSE_OPINIONS 5 //IN BLOCK VIEW: Time spent analysing the customer opinions for a business. AIPRM WHEELBARROW TM_BV_ANALYSE_MAINTENANCE 5 //IN BLOCK VIEW: Time spent considering maintenence AIPRM WHEELBARROW TM_BV_DEFINE_BLD 5 //IN BLOCK VIEW: Time taken to define type and size of building to be created in own block. //--------------------------------------------------------------------------------------------------------------------- //WHEELBARROW -- Test Scenario -- (One per character) //--------------------------------------------------------------------------------------------------------------------- //AISCENARIO WHEELBARROW GOAL_CHECKS 30 //AISCENARIO WHEELBARROW GOAL 0 TARGET_BLOCK ILLINOIS_AVENUE //AISCENARIO WHEELBARROW GOAL 0 NUM_TARGET_BUS 3 //AISCENARIO WHEELBARROW GOAL 0 KEEP_BUS_PROFIT //AISCENARIO WHEELBARROW GOAL 1 TARGET_BLOCK NEW_YORK_AVENUE //AISCENARIO WHEELBARROW GOAL 1 NUM_TARGET_BUS 3 //AISCENARIO WHEELBARROW GOAL 1 KEEP_BUS_PROFIT //AISCENARIO WHEELBARROW GOAL 2 TARGET_BLOCK PARK_PLACE //AISCENARIO WHEELBARROW GOAL 2 NUM_TARGET_BUS 2 //AISCENARIO WHEELBARROW GOAL 2 KEEP_BUS_PROFIT //AISCENARIO WHEELBARROW GOAL 3 TARGET_BLOCK MARVIN_GARDENS //AISCENARIO WHEELBARROW GOAL 3 NUM_TARGET_BUS 2 //AISCENARIO WHEELBARROW GOAL 4 KEEP_BUS_PROFIT //OBJECTIVE -- Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s)) //AISCENARIO WHEELBARROW GOAL 0 OBJECTIVE GET_BUSINESS //AISCENARIO WHEELBARROW GOAL 0 PROFIT_CHECK_DAYS YNYN //AISCENARIO WHEELBARROW GOAL 0 PROFIT_CHECK_HRS 2020 //--------------------------------------------------------------------------------------------------------------------- //CITY-VIEW STRATEGY Key word definitions //--------------------------------------------------------------------------------------------------------------------- //COMM_PICK_METHOD -- Method for picking the commodity //RND_ALL_LIST -- Possible method: Random commodity from whole list of commodities //RND_TOP10 -- Possible method: Random commodity from the top10 demand list only //TOP10_RANK -- Possible method: Choice of commodity is based on the player's rank preference for top10 list //BLOCK_PICK_METHOD -- Method for picking the block //BLK_HI_FFALL -- Pick the block with the highest footfall //BLK_LO_FFALL -- Pick the block with the lowest footfall //BLK_NO_BUS -- Possible method: Pick a block containing no businesses of said commodity type. //BLK_ONE_BUS -- Possible method: Pick a block containing only 1 business of said commodity type. //BLK_TWO_BUS -- Possible method: Pick a block containing only 2 businesses of said commodity type. //BLK_MOST_BUS -- Possible method: Pick a block containing the most businesses of said commodity type. //BLK_RND -- Possible method: Pick a random block. //BLK_MOST_UNSAT -- Possible method: Pick the block with the highest unsatisfied demand. //BLK_MOST_RAW -- Possible method: Pick the block with the highest raw demand. //BLK_MOST_PURCHASE -- Possible method: Pick the block with the highest number of purchases. //Block to pick cont. - Combinations. //BLK_NO_BUS_AND_HI_RAW, //Pick a block with no business of said type, and with the highest raw demand. //BLK_NO_BUS_AND_HI_PURCH, //Pick a block with no business of said type, and with the highest number of purchases. //BLK_ONE_BUS_AND_HI_RAW, //Pick a block with one other business of said type, and with the highest raw demand. //BLK_ONE_BUS_AND_HI_PURCH, //Pick a block with one other business of said type, and with the highest number of purchases. //BLK_TWO_BUS_AND_HI_RAW, //Pick a block with two other businesses of said type, and with the highest raw demand. //BLK_TWO_BUS_AND_HI_PURCH, //Pick a block with two other businesses of said type, and with the highest number of purchases. //BLK_MOST_BUS_AND_HI_RAW, //Pick a block with the most businesses of said type, and with the highest raw demand. //BLK_MOST_BUS_AND_HI_PURCH,//Pick a block with the most businesses of said type, and with the highest number of purchases. //BLOCK_PICK_CGCY -- Choice of contingency for block selection //CGCY_MORE_RND -- Possible method: If more than one block matches the description, select one at random. //CGCY_NONE_LEAST -- Possible method: If required block is not available, then select one with least number of businesses of said type. //CGCY_NONE_MOST -- Possible method: If required block is not available, then select one with most number of businesses of said type. //CGCY_NONE_DIFF -- Possible method: If required business is not available, the select a different business type (different commodity). //CGCY_THRESH_UNSAT -- Possible method: If unsatisfied demand is less that player's threshold, then select a different commodity. //CGCY_THRESH_RAW -- Possible method: If raw demand is less that player's threshold, then select a different commodity. //CGCY_THRESH_PURCH -- Possible method: If the number of purchases is less that player's threshold, then select a different commodity. AI_CV_STRATEGY 0 COMM_PICK_METHOD RND_ALL_LIST AI_CV_STRATEGY 0 BLOCK_PICK_METHOD BLK_HI_FFALL AI_CV_STRATEGY 0 BLOCK_PICK_CGCY CGCY_NONE_LEAST //contigencies need doing AI_CV_STRATEGY 1 COMM_PICK_METHOD RND_ALL_LIST AI_CV_STRATEGY 1 BLOCK_PICK_METHOD BLK_ONE_BUS AI_CV_STRATEGY 1 BLOCK_PICK_CGCY CGCY_NONE_MOST AI_CV_STRATEGY 2 COMM_PICK_METHOD RND_ALL_LIST AI_CV_STRATEGY 2 BLOCK_PICK_METHOD BLK_NO_BUS AI_CV_STRATEGY 2 BLOCK_PICK_CGCY CGCY_NONE_DIFF AI_CV_STRATEGY 3 COMM_PICK_METHOD RND_TOP10 AI_CV_STRATEGY 3 BLOCK_PICK_METHOD BLK_NO_BUS AI_CV_STRATEGY 3 BLOCK_PICK_CGCY CGCY_NONE_LEAST AI_CV_STRATEGY 4 COMM_PICK_METHOD RND_TOP10 AI_CV_STRATEGY 4 BLOCK_PICK_METHOD BLK_NO_BUS AI_CV_STRATEGY 4 BLOCK_PICK_CGCY CGCY_NONE_DIFF AI_CV_STRATEGY 5 COMM_PICK_METHOD TOP10_RANK AI_CV_STRATEGY 5 BLOCK_PICK_METHOD BLK_NO_BUS AI_CV_STRATEGY 5 BLOCK_PICK_CGCY CGCY_NONE_LEAST AI_CV_STRATEGY 6 COMM_PICK_METHOD TOP10_RANK AI_CV_STRATEGY 6 BLOCK_PICK_METHOD BLK_NO_BUS AI_CV_STRATEGY 6 BLOCK_PICK_CGCY CGCY_NONE_DIFF //------------------------------------------------------------------------------------------------------------------------ // ******** SCRATCH AREA & OLD STUFF BELOW THIS POINT ******************************************************************** //------------------------------------------------------------------------------------------------------------------------ //AIPRM HAT BUS_BIAS_CWIDE_DM 1 //Bias for satisfying city-wide demand (1=YES/0=NO) //AIPRM HAT BUS_BIAS_AREA_NO_CWIDE_DM 1 //Bias for opening in an area with no outlet supplying citywide demand. (Must have nearby potential customers) //AIPRM HAT BUS_BIAS_EX_BUS_FOR_DM 0 //Bias for acquiring existing businesses that already cater for demand. //AIPRM HAT BUS_BIAS_DEM_REBLD_DM 1 //Bias for demolishing and rebuilding to cater for demand. //AIPRM HAT BUS_DAYS_LOSS_TOLERATED 3 //Number of days that a business making a loss will be tolerated before it is refurbished. //AIPRM HAT TM_FRQ_SUIT_BLD_DM_TYPE 0 //IN BLOCK VIEW: How often does player assess suitable building for business of demand type. //AIPRM HAT TM_DM_CITYWIDE 5 //IN CITY VIEW: Time Spent in Demand Mode considering city-wide demands //AIPRM HAT TM_CY_BUS_LOC_FOR_DM 50 //IN BLOCK VIEW: Time spent in the city assesing location of businesses that currently cater for highest demands //AIPRM HAT TM_DM_BLK_INFO 5 //IN CITY VIEW: Time spent in Demand Mode deciding which block to request further information for. //AIPRM HAT TM_DM_AFTER_BLK_INFO_UOL 8 //IN CITY VIEW: Time taken after selecting to view further information on a block(Unordered list) //AIPRM HAT TM_DM_AFTER_BLK_INFO_OL 5 //IN CITY VIEW: Time taken after selecting to view further information on a block(Ordered list) //AIPRM HAT TM_BV_SUIT_BLD_DM_TYPE 10 //IN BLOCK VIEW: Time spent assessing suitable building of highest demand type. //AIPRM HAT TM_BV_BEFORE_NEXT_BUS 30 //IN BLOCK VIEW: Time taken after the creation of business, before considering next business to meet demand.