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Text File  |  2001-10-24  |  46.2 KB  |  886 lines

  1. ---------------------------------------------------------------------------------------------------------------
  2. -- Set each character's preference for number of building floors
  3. --                    Floors    1    2    3    4    5    6    7    8    9    10
  4. ---------------------------------------------------------------------------------------------------------------
  5. --30, 70, 15, 8,    4,    2,    0,    0,    0,    0);
  6.  
  7. AiChars[CAR]:SetFloors(        30, 70, 15, 8,    4,    2,    0,    0,    0,    0);
  8. AiChars[HAT]:SetFloors(        30, 15, 70, 8,    4,    2,    0,    0,    0,    0);
  9. AiChars[GUN]:SetFloors(        30, 15, 15, 70,    4,    2,    0,    0,    0,    0);
  10. AiChars[DOG]:SetFloors(        30, 70, 15, 8,    4,    2,    0,    0,    0,    0);
  11. AiChars[IRON]:SetFloors(    30, 15, 15, 8,    70,    2,    0,    0,    0,    0);
  12. AiChars[SHIP]:SetFloors(    30, 15, 15, 8,    4,    70,    0,    0,    0,    0);
  13. AiChars[SHOE]:SetFloors(    30, 15, 70, 8,    5,    2,    0,    0,    0,    0);
  14. AiChars[HORSE]:SetFloors(    30, 70, 15, 8,    4,    2,    0,    0,    0,    0);
  15. AiChars[BARROW]:SetFloors(    30, 15, 8,  70,    4,    2,    0,    0,    0,    0);
  16. AiChars[THIMBLE]:SetFloors(    30, 70, 15, 8,    4,    2,    0,    0,    0,    0);
  17.  
  18. --AiChars[CAR]:SetFloors(        3, 30, 30, 15,    8,    5,    0,    0,    0,    0);
  19. --AiChars[HAT]:SetFloors(        70, 30, 12, 4,    2,    1,    0,    0,    0,    0);
  20. --AiChars[GUN]:SetFloors(        40, 30, 15, 10,    6,    3,    0,    0,    0,    0);
  21. --AiChars[DOG]:SetFloors(        70, 30, 12, 4,    2,    1,    0,    0,    0,    0);
  22. --AiChars[IRON]:SetFloors(        70, 30, 15, 8,    4,    2,    0,    0,    0,    0);
  23. --AiChars[SHIP]:SetFloors(        30, 30, 30, 5,    3,    2,    0,    0,    0,    0);
  24. --AiChars[SHOE]:SetFloors(        70, 30, 12, 4,    2,    1,    0,    0,    0,    0);
  25. --AiChars[HORSE]:SetFloors(        3, 30, 25, 20,    8,    3,    0,    0,    0,    0);
  26. --AiChars[BARROW]:SetFloors(    70, 30, 12, 4,    2,    1,    0,    0,    0,    0);
  27. --AiChars[THIMBLE]:SetFloors(    20, 40, 30, 10,    3,    1,    0,    0,    0,    0);
  28.  
  29.  
  30. -------------------------------------------------------------------------------------------------------------------
  31. -------------------------------    SB    MIN    MAX    PREF 
  32. -------------------------------------------------------------------------------------------------------------------
  33. --1
  34. --2
  35. --4
  36. --6
  37. --8
  38.  
  39.  
  40.  
  41. ------------------------------------------------------------------------------------------------------------------                                
  42. AiChars[HAT]:SetFootprint(        0,    1,    4,    2 );    
  43. AiChars[HAT]:SetFootprint(        1,    2,    8,    4 );
  44. AiChars[HAT]:SetFootprint(        2,    4,    9,    4 );
  45. AiChars[HAT]:SetFootprint(        3,    6,    16,    8 );
  46. AiChars[HAT]:SetFootprint(        4,    8,    24,    12);
  47. ------------------------------------------------------------------------------------------------------------------    
  48. AiChars[GUN]:SetFootprint(        0,    1,    4,    1 );    
  49. AiChars[GUN]:SetFootprint(        1,    2,    8,    2 );
  50. AiChars[GUN]:SetFootprint(        2,    4,    9,    4 );
  51. AiChars[GUN]:SetFootprint(        3,    6,    16,    6 );
  52. AiChars[GUN]:SetFootprint(        4,    8,    24,    8 );
  53. ------------------------------------------------------------------------------------------------------------------    
  54. AiChars[SHIP]:SetFootprint(        0,    1,    4,    2 );    
  55. AiChars[SHIP]:SetFootprint(        1,    2,    8,    4 );
  56. AiChars[SHIP]:SetFootprint(        2,    4,    9,    4 );
  57. AiChars[SHIP]:SetFootprint(        3,    6,    16,    8 );
  58. AiChars[SHIP]:SetFootprint(        4,    8,    24,    12);
  59. ------------------------------------------------------------------------------------------------------------------    
  60. AiChars[DOG]:SetFootprint(        0,    1,    4,    1 );    
  61. AiChars[DOG]:SetFootprint(        1,    2,    8,    2 );
  62. AiChars[DOG]:SetFootprint(        2,    4,    9,    4 );
  63. AiChars[DOG]:SetFootprint(        3,    6,    16,    6 );
  64. AiChars[DOG]:SetFootprint(        4,    8,    24,    8 );
  65. ------------------------------------------------------------------------------------------------------------------    
  66. AiChars[IRON]:SetFootprint(        0,    1,    4,    1);    
  67. AiChars[IRON]:SetFootprint(        1,    2,    8,    2);
  68. AiChars[IRON]:SetFootprint(        2,    4,    9,    4);
  69. AiChars[IRON]:SetFootprint(        3,    6,    16,    6);
  70. AiChars[IRON]:SetFootprint(        4,    8,    24,    8);
  71. ------------------------------------------------------------------------------------------------------------------    
  72. AiChars[CAR]:SetFootprint(        0,    1,    4,    2 );    
  73. AiChars[CAR]:SetFootprint(        1,    2,    8,    4 );
  74. AiChars[CAR]:SetFootprint(        2,    4,    9,    4 );
  75. AiChars[CAR]:SetFootprint(        3,    6,    16,    8 );
  76. AiChars[CAR]:SetFootprint(        4,    8,    24,    12);
  77. ------------------------------------------------------------------------------------------------------------------    
  78. AiChars[THIMBLE]:SetFootprint(    0,    1,    4,    1);    
  79. AiChars[THIMBLE]:SetFootprint(    1,    2,    8,    2);
  80. AiChars[THIMBLE]:SetFootprint(    2,    4,    9,    4);
  81. AiChars[THIMBLE]:SetFootprint(    3,    6,    16,    6);
  82. AiChars[THIMBLE]:SetFootprint(    4,    8,    24,    8);
  83. ------------------------------------------------------------------------------------------------------------------    
  84. AiChars[HORSE]:SetFootprint(    0,    1,    4,    1);    
  85. AiChars[HORSE]:SetFootprint(    1,    2,    8,    2);
  86. AiChars[HORSE]:SetFootprint(    2,    4,    9,    4);
  87. AiChars[HORSE]:SetFootprint(    3,    6,    16,    6);
  88. AiChars[HORSE]:SetFootprint(    4,    8,    24,    8);
  89. ------------------------------------------------------------------------------------------------------------------    
  90. AiChars[SHOE]:SetFootprint(        0,    1,    4,    1);    
  91. AiChars[SHOE]:SetFootprint(        1,    2,    8,    2);
  92. AiChars[SHOE]:SetFootprint(        2,    4,    9,    4);
  93. AiChars[SHOE]:SetFootprint(        3,    6,    16,    6);
  94. AiChars[SHOE]:SetFootprint(        4,    8,    24,    8);
  95. ------------------------------------------------------------------------------------------------------------------    
  96. AiChars[BARROW]:SetFootprint(    0,    1,    4,    2 );    
  97. AiChars[BARROW]:SetFootprint(    1,    2,    8,    4 );
  98. AiChars[BARROW]:SetFootprint(    2,    4,    9,    4 );
  99. AiChars[BARROW]:SetFootprint(    3,    6,    16,    8 );
  100. AiChars[BARROW]:SetFootprint(    4,    8,    24,    12);
  101.  
  102.  
  103. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  104. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  105.  
  106. AiChars[HAT]:SetPrestigeBias(PP_HIGH);
  107. AiChars[DOG]:SetPrestigeBias(PP_HIGH);
  108. AiChars[GUN]:SetPrestigeBias(PP_MED);
  109. AiChars[CAR]:SetPrestigeBias(PP_ANY);
  110. AiChars[IRON]:SetPrestigeBias(PP_ANY);
  111. AiChars[SHOE]:SetPrestigeBias(PP_ANY);
  112. AiChars[SHIP]:SetPrestigeBias(PP_MED);
  113. AiChars[HORSE]:SetPrestigeBias(PP_MED);
  114. AiChars[BARROW]:SetPrestigeBias(PP_ANY);
  115. AiChars[THIMBLE]:SetPrestigeBias(PP_ANY);
  116.  
  117. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  118. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                            
  119. --                                            Bld.Bef.Buy        Buy To Bld.        Buy Opp.Blk        Buy Own Blk.
  120. AiChars[HAT]:SetStrategySelectionBias(        60,                20,                10,                10 );
  121. AiChars[DOG]:SetStrategySelectionBias(        60,                10,                25,                5  );                    
  122. AiChars[GUN]:SetStrategySelectionBias(        50,                20,                10,                20 );                    
  123. AiChars[CAR]:SetStrategySelectionBias(        80,                5,                5,                10 );
  124. AiChars[IRON]:SetStrategySelectionBias(        50,                35,                5,                10 );                    
  125. AiChars[SHOE]:SetStrategySelectionBias(        70,                10,                10,                10 );                        
  126. AiChars[SHIP]:SetStrategySelectionBias(        70,                20,                5,                5  );                    
  127. AiChars[HORSE]:SetStrategySelectionBias(    70,                5,                10,                15 );                        
  128. AiChars[BARROW]:SetStrategySelectionBias(    80,                5,                5,                10 );                        
  129. AiChars[THIMBLE]:SetStrategySelectionBias(    70,                10,                5,                5  );
  130.  
  131. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  132. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  133.  
  134. --    1:    First day start-time        
  135. --    2:    Building start-time    
  136. --    3:    Day time building end-time
  137. --    4:    Night time building end-time
  138. --    5:    Construction rate (real seconds)
  139. --    diff: (difficulty 0=easy; 1=medium; 2=hard)
  140.  
  141. function EVENT_LoadBuildTimes(a)
  142. --                                        diff    1 hr/min    2 hr/min    3 hr/min    4 hr/min    5 rate(in real seconds!)    
  143. --                                        ------------------------------------------------------------------------------------------                                                                                
  144.     if a == CAR then                                                                                
  145.         AiChars[CAR]:SetBuildTimes(        0,        10, 00,        02, 07,        15, 07,        22, 07,        48    );
  146.         AiChars[CAR]:SetBuildTimes(        1,        09, 45,        03, 07,        14, 07,        21, 07,        36    );
  147.         AiChars[CAR]:SetBuildTimes(        2,        09, 30,        04, 07,        13, 07,        20, 07,        24    );
  148.                                                 
  149.     elseif a == GUN then                                                                                                    
  150.         AiChars[GUN]:SetBuildTimes(        0,        10, 30,        04, 00,        16, 00,        21, 30,        56    );
  151.         AiChars[GUN]:SetBuildTimes(        1,        10, 00,        05, 30,        15, 45,        20, 30,        42    );
  152.         AiChars[GUN]:SetBuildTimes(        2,        09, 30,        06, 05,        15, 30,        19, 45,        28    );                                                                                                        
  153.                                                 
  154.     elseif a == SHIP then                                                                                                    
  155.         AiChars[SHIP]:SetBuildTimes(    0,        11, 00,        07, 45,        16, 00,        21, 00,        60    );
  156.         AiChars[SHIP]:SetBuildTimes(    1,        10, 30,        07, 15,        14, 30,        19, 30,        50    );
  157.         AiChars[SHIP]:SetBuildTimes(    2,        10, 00,        06, 45,        12, 00,        18, 00,        40    );
  158.                                                 
  159.     elseif a == DOG then                                                                                                            
  160.         AiChars[DOG]:SetBuildTimes(        0,        11, 00,        08, 13,        14, 30,        19, 30,        70    );
  161.         AiChars[DOG]:SetBuildTimes(        1,        10, 30,        07, 13,        14, 15,        19, 15,        56    );
  162.         AiChars[DOG]:SetBuildTimes(        2,        10, 00,        06, 13,        14, 00,        19, 00,        44    );
  163.                                                 
  164.     elseif a == IRON then                                                                                                    
  165.         AiChars[IRON]:SetBuildTimes(    0,        12, 00,        08, 00,        14, 00,        19, 00,        80    );
  166.         AiChars[IRON]:SetBuildTimes(    1,        11, 00,        07, 00,        14, 00,        19, 00,        60    );
  167.         AiChars[IRON]:SetBuildTimes(    2,        10, 00,        06, 03,        14, 00,        19, 00,        40    );
  168.                                                                                         
  169.     elseif a == SHOE then                                                                                                        
  170.         AiChars[SHOE]:SetBuildTimes(    0,        10, 45,        06, 35,        14, 30,        19, 30,        56    );
  171.         AiChars[SHOE]:SetBuildTimes(    1,        10, 15,        06, 20,        14, 15,        19, 15,        46    );
  172.         AiChars[SHOE]:SetBuildTimes(    2,        09, 45,        06, 05,        14, 00,        19, 00,        36    );
  173.                                                                                 
  174.     elseif a == THIMBLE then                                                                                                        
  175.         AiChars[THIMBLE]:SetBuildTimes( 0,        11, 40,        09, 15,        16, 00,        18, 00,        62    );
  176.         AiChars[THIMBLE]:SetBuildTimes( 1,        11, 20,        08, 30,        14, 30,        18, 00,        52    );
  177.         AiChars[THIMBLE]:SetBuildTimes( 2,        11, 05,        08, 00,        12, 00,        18, 00,        36    );
  178.                                                 
  179.     elseif a == HAT then                                                                                                            
  180.         AiChars[HAT]:SetBuildTimes(        0,        10, 20,        04, 33,        17, 17,        21, 17,        52    );
  181.         AiChars[HAT]:SetBuildTimes(        1,        09, 55,        05, 33,        16, 17,        20, 17,        40    );
  182.         AiChars[HAT]:SetBuildTimes(        2,        09, 45,        06, 33,        15, 17,        19, 17,        36    );
  183.                                                 
  184.     elseif a == BARROW then                                                                                                        
  185.         AiChars[BARROW]:SetBuildTimes(    0,        10, 37,        05, 36,        14, 30,        19, 30,        54    );
  186.         AiChars[BARROW]:SetBuildTimes(    1,        10, 04,        06, 05,        14, 15,        19, 15,        40    );
  187.         AiChars[BARROW]:SetBuildTimes(    2,        09, 36,        06, 05,        14, 00,        19, 00,        26    );
  188.                                                 
  189.     elseif a == HORSE then                                                                                                            
  190.         AiChars[HORSE]:SetBuildTimes(    0,        10, 45,        04, 55,        16, 55,        21, 05,        52    );
  191.         AiChars[HORSE]:SetBuildTimes(    1,        10, 15,        05, 15,        15, 55,        20, 05,        44    );
  192.         AiChars[HORSE]:SetBuildTimes(    2,        09, 45,        06, 05,        14, 55,        19, 05,        36    );
  193.     end;                                                                
  194. end;
  195.  
  196.  
  197. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  198. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////    
  199. --    6:  selloffdelay;
  200. --    7:  recoverytarget;
  201. --    8:  pcentcommuters;
  202. --    9:  minrentincrease;
  203. --    10: pcentconsolidation;    
  204. --    11: consolidationmaxcap;
  205. --    12: pcentdemandaccuracy;
  206. --    13: rejectblockhrsvariance;
  207. --    14: maxbidthresholdvariance;
  208. --    15: criticaldaysbeforerefurb;
  209. --    16: auctioncountdownthreshold;
  210. --    17: criticaldaysbeforedemolish;
  211. --    18: minpcentbidthresholdforvoting;
  212. --    19: minpcentbidthresholdnonvoting;
  213. --    20: unfinishedblockscorethreshold;
  214. --    diff: (difficulty 0=easy; 1=medium; 2=hard)
  215.  
  216.  
  217. function EVENT_LoadDifficultyVariables(a)                            
  218. --                                            diff:    6        7        8        9        10        11        12        13        14        15        16        17        18        19        20        
  219. --                                        ------------------------------------------------------------------------------------------------------------------------------------
  220.     if a == CAR then
  221.         AiChars[CAR]:SetDifficultyVars(        0,        8,        100,    10,        1,        0.4,    2500,    1,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  222.         AiChars[CAR]:SetDifficultyVars(        1,        8,        100,    10,        1,        0.4,    2500,    5,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  223.         AiChars[CAR]:SetDifficultyVars(        2,        8,        100,    10,        1,        0.4,    2500,    10,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  224.                                                                                                                                                     
  225.     elseif a == GUN then                                                                                                                            
  226.         AiChars[GUN]:SetDifficultyVars(        0,        8,        100,    10,        1,        0.4,    2500,    30,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  227.         AiChars[GUN]:SetDifficultyVars(        1,        8,        100,    10,        1,        0.4,    2500,    40,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  228.         AiChars[GUN]:SetDifficultyVars(        2,        8,        100,    10,        1,        0.4,    2500,    50,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  229.                                                                                                                                                     
  230.     elseif a == SHIP then                                                                                                                            
  231.         AiChars[SHIP]:SetDifficultyVars(    0,        8,        100,    10,        1,        0.4,    2500,    50,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  232.         AiChars[SHIP]:SetDifficultyVars(    1,        8,        100,    10,        1,        0.4,    2500,    60,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  233.         AiChars[SHIP]:SetDifficultyVars(    2,        8,        100,    10,        1,        0.4,    2500,    70,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  234.                                                                                                                                                     
  235.     elseif a == DOG then                                                                                                                            
  236.         AiChars[DOG]:SetDifficultyVars(        0,        8,        100,    10,        1,        0.4,    2500,    60,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  237.         AiChars[DOG]:SetDifficultyVars(        1,        8,        100,    10,        1,        0.4,    2500,    70,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  238.         AiChars[DOG]:SetDifficultyVars(        2,        8,        100,    10,        1,        0.4,    2500,    80,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  239.                                                                                                                                                     
  240.     elseif a == IRON then                                                                                                                            
  241.         AiChars[IRON]:SetDifficultyVars(    0,        8,        100,    10,        1,        0.4,    2500,    70,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );    
  242.         AiChars[IRON]:SetDifficultyVars(    1,        8,        100,    10,        1,        0.4,    2500,    80,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  243.         AiChars[IRON]:SetDifficultyVars(    2,        8,        100,    10,        1,        0.4,    2500,    90,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  244.                                                                                                                                                     
  245.     elseif a == SHOE then                                                                                                                            
  246.         AiChars[SHOE]:SetDifficultyVars(    0,        8,        100,    10,        1,        0.4,    2500,    60,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );    
  247.         AiChars[SHOE]:SetDifficultyVars(    1,        8,        100,    10,        1,        0.4,    2500,    80,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  248.         AiChars[SHOE]:SetDifficultyVars(    2,        8,        100,    10,        1,        0.4,    2500,    100,    8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  249.                                                                                                                                                     
  250.     elseif a == THIMBLE then                                                                                                                        
  251.         AiChars[THIMBLE]:SetDifficultyVars(    0,        8,        100,    10,        1,        0.4,    2500,    5,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  252.         AiChars[THIMBLE]:SetDifficultyVars(    1,        8,        100,    10,        1,        0.4,    2500,    10,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  253.         AiChars[THIMBLE]:SetDifficultyVars(    2,        8,        100,    10,        1,        0.4,    2500,    20,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  254.                                                                                                                                                     
  255.     elseif a == HAT then                                                                                                                            
  256.         AiChars[HAT]:SetDifficultyVars(        0,        8,        100,    10,        1,        0.4,    2500,    10,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  257.         AiChars[HAT]:SetDifficultyVars(        1,        8,        100,    10,        1,        0.4,    2500,    20,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  258.         AiChars[HAT]:SetDifficultyVars(        2,        8,        100,    10,        1,        0.4,    2500,    30,        8,        200,    1,        10,        2,        0.2,    0.4,    30    );
  259.                                                                                                                                                     
  260.     elseif a == BARROW then                                                                                                                            
  261.         AiChars[BARROW]:SetDifficultyVars(    0,        8,        100,    10,        1,        0.4,    2500,    40,        8,        200,    1,        10,        3,        0.2,    0.4,    30    );
  262.         AiChars[BARROW]:SetDifficultyVars(    1,        8,        100,    10,        1,        0.4,    2500,    50,        8,        200,    1,        10,        3,        0.2,    0.4,    30    );
  263.         AiChars[BARROW]:SetDifficultyVars(    2,        8,        100,    10,        1,        0.4,    2500,    60,        8,        200,    1,        10,        3,        0.2,    0.4,    30    );
  264.                                                                                                                                                     
  265.     elseif a == HORSE then                                                                                                                            
  266.         AiChars[HORSE]:SetDifficultyVars(    0,        8,        100,    10,        1,        0.4,    2500,    20,        8,        200,    1,        10,        3,        0.2,    0.4,    30    );
  267.         AiChars[HORSE]:SetDifficultyVars(    1,        8,        100,    10,        1,        0.4,    2500,    30,        8,        200,    1,        10,        3,        0.2,    0.4,    30    );
  268.         AiChars[HORSE]:SetDifficultyVars(    2,        8,        100,    10,        1,        0.4,    2500,    40,        8,        200,    1,        10,        3,        0.2,    0.4,    30    );
  269.     end;
  270. end;
  271.  
  272.  
  273. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  274. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  275. function EVENT_LoadScoreData()
  276.  
  277.     AiChars[HAT]:SetBaseValMultiplier(10);
  278.     AiChars[DOG]:SetBaseValMultiplier(10);
  279.     AiChars[GUN]:SetBaseValMultiplier(10);
  280.     AiChars[CAR]:SetBaseValMultiplier(10);
  281.     AiChars[IRON]:SetBaseValMultiplier(10);
  282.     AiChars[SHOE]:SetBaseValMultiplier(10);
  283.     AiChars[SHIP]:SetBaseValMultiplier(10);
  284.     AiChars[HORSE]:SetBaseValMultiplier(10);
  285.     AiChars[BARROW]:SetBaseValMultiplier(10);
  286.     AiChars[THIMBLE]:SetBaseValMultiplier(10);
  287.  
  288.     AiScores.blk2_Monopoly                = 75;        
  289.     AiScores.blk2_1left_city_owned        = 25;    
  290.     AiScores.blk2_opponent_monopoly        = 60;
  291.  
  292.     AiScores.blk2_Max_LandRent_Income    = 40;
  293.     
  294.     AiScores.blk3_Monopoly                = 75;
  295.     AiScores.blk3_1left_city_owned        = 50;
  296.     AiScores.blk3_2left_city_owned        = 10;
  297.     AiScores.blk3_1left_player_owned    = 25;
  298.     AiScores.blk3_opponent_monopoly        = 60;
  299.     AiScores.blk3_opponent_2blocks        = 20;
  300.     AiScores.blk3_Max_Monopoly            = 75;
  301.     AiScores.blk3_Max_LandRent_Income    = 40;
  302.  
  303.     AiScores.RRUtil_Monopoly            = 35;
  304.     AiScores.RRUtil_1left_city_owned    = 22;
  305.     AiScores.RRUtil_2left_city_owned    = 10;
  306.     AiScores.RRUtil_3left_city_owned    = 3;
  307.     AiScores.RRUtil_3left_Bonus            = 20;
  308.     AiScores.RRUtil_opponent_monopoly    = 25;
  309.     AiScores.RRUtil_Max_LandRent_Income    = 100;
  310.  
  311.     AiScores.MaxScoreCap                = 110;
  312.     
  313.     AiScores.MaxDevelopment                = 30
  314.     AiScores.MaxObjective                = 0;
  315.     AiScores.MaxHindrance                = 0;
  316.     AiScores.BasicBidVariance            = 10;
  317.     AiScores.MaxTTscoreThreshold        = 75;
  318.  
  319. end;
  320.  
  321.  
  322.  
  323.  
  324. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  325. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  326. ------------------------------------------------------------
  327. -- Available actions.....            TType,    Hr, Min, Event
  328. ------------------------------------------------------------
  329. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_POLL );
  330. --    AiChars[BARROW]:LoadTimeTable(    HSE,    00, 00, TT_DEMOLISH );
  331. --  AiChars[BARROW]:LoadTimeTable(    HSE,    00, 00, TT_SPOILAGE );
  332. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_BUY_BLOCK );
  333. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_SELL_BLOCK );
  334. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_CREATE_BUS );
  335. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_TAKEOVER_BUS );
  336. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_REFURBISH_BUS );
  337. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 30, TT_EOD_STOCK_AND_PRICE );
  338. --    AiChars[BARROW]:LoadTimeTable(    TAC,    00, 00, TT_BUSINESS_STATES );
  339. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  340. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  341.  
  342.  
  343. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  344. --                                H O U S E K E E P I N G        T I M E T A B L E
  345. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  346. --** NB *** NOTE THE FOLLOWING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  347. --** "TT_BUSINESS_STATES" must be called before "TT_EOD_STOCK_AND_PRICE"
  348. --** "TT_REFURBISH_BUS"   must be called after  "TT_BUSINESS_STATES"
  349. --** "TT_EOD_STOCK_AND_PRICE" must be called before 6AM!!!!
  350.  
  351. function EVENT_LoadHseKeepingTimetable(a)
  352.  
  353.     AiChars[a]:ResetTimeTable(HSE);
  354.  
  355.     if a == IRON then            
  356.         AiChars[IRON]:LoadTimeTable( HSE,00,    30,    TT_RENT );
  357.         AiChars[IRON]:LoadTimeTable( HSE,01,    30,    TT_RENT );
  358.         AiChars[IRON]:LoadTimeTable( HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  359.         AiChars[IRON]:LoadTimeTable( HSE,02,    30,    TT_RENT );
  360.         AiChars[IRON]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  361.         AiChars[IRON]:LoadTimeTable( HSE,03,    30,    TT_RENT );
  362.         AiChars[IRON]:LoadTimeTable( HSE,04,    30,    TT_RENT );
  363.         AiChars[IRON]:LoadTimeTable( HSE,05,    30,    TT_RENT );
  364.         AiChars[IRON]:LoadTimeTable( HSE,06,    30, TT_BUSINESS_STATES );
  365.         AiChars[IRON]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  366.         AiChars[IRON]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  367.         AiChars[IRON]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  368.         AiChars[IRON]:LoadTimeTable( HSE,09,    30,    TT_RENT );
  369.         AiChars[IRON]:LoadTimeTable( HSE,11,    30,    TT_RENT );
  370.         AiChars[IRON]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  371.         AiChars[IRON]:LoadTimeTable( HSE,12,    30,    TT_RENT );
  372.         AiChars[IRON]:LoadTimeTable( HSE,13,    30,    TT_RENT );
  373.         AiChars[IRON]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  374.         AiChars[IRON]:LoadTimeTable( HSE,14,    30,    TT_RENT );
  375.         AiChars[IRON]:LoadTimeTable( HSE,15,    00,    TT_SPOILAGE ); 
  376.         AiChars[IRON]:LoadTimeTable( HSE,15,    30,    TT_RENT );
  377.         AiChars[IRON]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  378.         AiChars[IRON]:LoadTimeTable( HSE,16,    30,    TT_RENT );
  379.         AiChars[IRON]:LoadTimeTable( HSE,17,    30,    TT_RENT );
  380.         AiChars[IRON]:LoadTimeTable( HSE,18,    30,    TT_RENT );
  381.         AiChars[IRON]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  382.         AiChars[IRON]:LoadTimeTable( HSE,19,    30,    TT_RENT );        
  383.         AiChars[IRON]:LoadTimeTable( HSE,20,    30,    TT_RENT );
  384.         AiChars[IRON]:LoadTimeTable( HSE,21,    00,    TT_SPOILAGE ); 
  385.         AiChars[IRON]:LoadTimeTable( HSE,21,    30,    TT_RENT );
  386.         AiChars[IRON]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  387.         AiChars[IRON]:LoadTimeTable( HSE,22,    30,    TT_RENT );
  388.         AiChars[IRON]:LoadTimeTable( HSE,23,    30,    TT_RENT );
  389.     
  390.     elseif a == HAT then        
  391.         AiChars[HAT]:LoadTimeTable(    HSE,00,    30,    TT_RENT );
  392.         AiChars[HAT]:LoadTimeTable(    HSE,01,    30,    TT_RENT );
  393.         AiChars[HAT]:LoadTimeTable(    HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  394.         AiChars[HAT]:LoadTimeTable(    HSE,02,    30,    TT_RENT );
  395.         AiChars[HAT]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  396.         AiChars[HAT]:LoadTimeTable(    HSE,03,    30,    TT_RENT );
  397.         AiChars[HAT]:LoadTimeTable(    HSE,04,    30,    TT_RENT );
  398.         AiChars[HAT]:LoadTimeTable(    HSE,05,    30,    TT_RENT );
  399.         AiChars[HAT]:LoadTimeTable(    HSE,06, 30, TT_BUSINESS_STATES );
  400.         AiChars[HAT]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  401.         AiChars[HAT]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  402.         AiChars[HAT]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  403.         AiChars[HAT]:LoadTimeTable(    HSE,09,    30,    TT_RENT );
  404.         AiChars[HAT]:LoadTimeTable(    HSE,10,    30,    TT_RENT );
  405.         AiChars[HAT]:LoadTimeTable(    HSE,11,    30,    TT_RENT );
  406.         AiChars[HAT]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  407.         AiChars[HAT]:LoadTimeTable(    HSE,12,    30,    TT_RENT );
  408.         AiChars[HAT]:LoadTimeTable(    HSE,13,    30,    TT_RENT );
  409.         AiChars[HAT]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  410.         AiChars[HAT]:LoadTimeTable(    HSE,14,    30,    TT_RENT );
  411.         AiChars[HAT]:LoadTimeTable(    HSE,15,    00,    TT_SPOILAGE ); 
  412.         AiChars[HAT]:LoadTimeTable(    HSE,15,    30,    TT_RENT );
  413.         AiChars[HAT]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  414.         AiChars[HAT]:LoadTimeTable(    HSE,16,    30,    TT_RENT );
  415.         AiChars[HAT]:LoadTimeTable(    HSE,17,    30,    TT_RENT );
  416.         AiChars[HAT]:LoadTimeTable(    HSE,18,    30,    TT_RENT );    
  417.         AiChars[HAT]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  418.         AiChars[HAT]:LoadTimeTable(    HSE,19,    30,    TT_RENT );        
  419.         AiChars[HAT]:LoadTimeTable(    HSE,20,    30,    TT_RENT );
  420.         AiChars[HAT]:LoadTimeTable(    HSE,21,    00,    TT_SPOILAGE ); 
  421.         AiChars[HAT]:LoadTimeTable(    HSE,21,    30,    TT_RENT );
  422.         AiChars[HAT]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  423.         AiChars[HAT]:LoadTimeTable(    HSE,22,    30,    TT_RENT );
  424.         AiChars[HAT]:LoadTimeTable(    HSE,23,    30,    TT_RENT );        
  425.  
  426.     elseif a == BARROW then            
  427.         AiChars[BARROW]:LoadTimeTable( HSE,00,    30,    TT_RENT );    
  428.         AiChars[BARROW]:LoadTimeTable( HSE,01,    30,    TT_RENT );    
  429.         AiChars[BARROW]:LoadTimeTable( HSE,02,    30,    TT_EOD_STOCK_AND_PRICE );     
  430.         AiChars[BARROW]:LoadTimeTable( HSE,02,    30,    TT_RENT );
  431.         AiChars[BARROW]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );    
  432.         AiChars[BARROW]:LoadTimeTable( HSE,03,    30,    TT_RENT );    
  433.         AiChars[BARROW]:LoadTimeTable( HSE,04,    30,    TT_RENT );    
  434.         AiChars[BARROW]:LoadTimeTable( HSE,05,    30,    TT_RENT );
  435.         AiChars[BARROW]:LoadTimeTable( HSE,06,  30, TT_BUSINESS_STATES );    
  436.         AiChars[BARROW]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  437.         AiChars[BARROW]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  438.         AiChars[BARROW]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  439.         AiChars[BARROW]:LoadTimeTable( HSE,09,    30,    TT_RENT );    
  440.         AiChars[BARROW]:LoadTimeTable( HSE,10,    30,    TT_RENT );    
  441.         AiChars[BARROW]:LoadTimeTable( HSE,11,    30,    TT_RENT );    
  442.         AiChars[BARROW]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  443.         AiChars[BARROW]:LoadTimeTable( HSE,12,    30,    TT_RENT );    
  444.         AiChars[BARROW]:LoadTimeTable( HSE,13,    30,    TT_RENT );    
  445.         AiChars[BARROW]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  446.         AiChars[BARROW]:LoadTimeTable( HSE,14,    30,    TT_RENT );    
  447.         AiChars[BARROW]:LoadTimeTable( HSE,15,    00,    TT_SPOILAGE );     
  448.         AiChars[BARROW]:LoadTimeTable( HSE,15,    30,    TT_RENT );    
  449.         AiChars[BARROW]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  450.         AiChars[BARROW]:LoadTimeTable( HSE,16,    30,    TT_RENT );    
  451.         AiChars[BARROW]:LoadTimeTable( HSE,17,    30,    TT_RENT );    
  452.         AiChars[BARROW]:LoadTimeTable( HSE,18,    30,    TT_RENT );    
  453.         AiChars[BARROW]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  454.         AiChars[BARROW]:LoadTimeTable( HSE,19,    30,    TT_RENT );            
  455.         AiChars[BARROW]:LoadTimeTable( HSE,20,    30,    TT_RENT );    
  456.         AiChars[BARROW]:LoadTimeTable( HSE,21,    00,    TT_SPOILAGE );     
  457.         AiChars[BARROW]:LoadTimeTable( HSE,21,    30,    TT_RENT );    
  458.         AiChars[BARROW]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  459.         AiChars[BARROW]:LoadTimeTable( HSE,22,    30,    TT_RENT );    
  460.         AiChars[BARROW]:LoadTimeTable( HSE,23,    30,    TT_RENT );                
  461.  
  462.     elseif a == DOG then    
  463.         AiChars[DOG]:LoadTimeTable(    HSE,00,    30,    TT_RENT );
  464.         AiChars[DOG]:LoadTimeTable(    HSE,01,    30,    TT_RENT );
  465.         AiChars[DOG]:LoadTimeTable(    HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  466.         AiChars[DOG]:LoadTimeTable(    HSE,02,    30,    TT_RENT );
  467.         AiChars[DOG]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  468.         AiChars[DOG]:LoadTimeTable(    HSE,03,    30,    TT_RENT );
  469.         AiChars[DOG]:LoadTimeTable(    HSE,04,    30,    TT_RENT );
  470.         AiChars[DOG]:LoadTimeTable(    HSE,05,    30,    TT_RENT );
  471.         AiChars[DOG]:LoadTimeTable(    HSE,06, 30, TT_BUSINESS_STATES );
  472.         AiChars[DOG]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  473.         AiChars[DOG]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  474.         AiChars[DOG]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  475.         AiChars[DOG]:LoadTimeTable(    HSE,09,    30,    TT_RENT );
  476.         AiChars[DOG]:LoadTimeTable(    HSE,10,    30,    TT_RENT );
  477.         AiChars[DOG]:LoadTimeTable(    HSE,11,    30,    TT_RENT );
  478.         AiChars[DOG]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  479.         AiChars[DOG]:LoadTimeTable(    HSE,12,    30,    TT_RENT );
  480.         AiChars[DOG]:LoadTimeTable(    HSE,13,    30,    TT_RENT );
  481.         AiChars[DOG]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  482.         AiChars[DOG]:LoadTimeTable(    HSE,14,    30,    TT_RENT );
  483.         AiChars[DOG]:LoadTimeTable(    HSE,15,    00,    TT_SPOILAGE ); 
  484.         AiChars[DOG]:LoadTimeTable(    HSE,15,    30,    TT_RENT );
  485.         AiChars[DOG]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  486.         AiChars[DOG]:LoadTimeTable(    HSE,16,    30,    TT_RENT );
  487.         AiChars[DOG]:LoadTimeTable(    HSE,17,    30,    TT_RENT );
  488.         AiChars[DOG]:LoadTimeTable(    HSE,18,    30,    TT_RENT );
  489.         AiChars[DOG]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  490.         AiChars[DOG]:LoadTimeTable(    HSE,19,    30,    TT_RENT );        
  491.         AiChars[DOG]:LoadTimeTable(    HSE,20,    30,    TT_RENT );
  492.         AiChars[DOG]:LoadTimeTable(    HSE,21,    00,    TT_SPOILAGE ); 
  493.         AiChars[DOG]:LoadTimeTable(    HSE,21,    30,    TT_RENT );
  494.         AiChars[DOG]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  495.         AiChars[DOG]:LoadTimeTable(    HSE,22,    30,    TT_RENT );
  496.         AiChars[DOG]:LoadTimeTable(    HSE,23,    30,    TT_RENT );
  497.  
  498.     elseif a == THIMBLE then            
  499.         AiChars[THIMBLE]:LoadTimeTable(    HSE,00,    30,    TT_RENT );
  500.         AiChars[THIMBLE]:LoadTimeTable(    HSE,01,    30,    TT_RENT );
  501.         AiChars[THIMBLE]:LoadTimeTable(    HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  502.         AiChars[THIMBLE]:LoadTimeTable(    HSE,02,    30,    TT_RENT );
  503.         AiChars[THIMBLE]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  504.         AiChars[THIMBLE]:LoadTimeTable(    HSE,03,    30,    TT_RENT );
  505.         AiChars[THIMBLE]:LoadTimeTable(    HSE,04,    30,    TT_RENT );
  506.         AiChars[THIMBLE]:LoadTimeTable(    HSE,05,    30,    TT_RENT );
  507.         AiChars[THIMBLE]:LoadTimeTable(    HSE,06, 30, TT_BUSINESS_STATES );
  508.         AiChars[THIMBLE]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  509.         AiChars[THIMBLE]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  510.         AiChars[THIMBLE]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  511.         AiChars[THIMBLE]:LoadTimeTable(    HSE,09,    30,    TT_RENT );
  512.         AiChars[THIMBLE]:LoadTimeTable(    HSE,10,    30,    TT_RENT );
  513.         AiChars[THIMBLE]:LoadTimeTable(    HSE,11,    30,    TT_RENT );
  514.         AiChars[THIMBLE]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  515.         AiChars[THIMBLE]:LoadTimeTable(    HSE,12,    30,    TT_RENT );
  516.         AiChars[THIMBLE]:LoadTimeTable(    HSE,13,    30,    TT_RENT );
  517.         AiChars[THIMBLE]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  518.         AiChars[THIMBLE]:LoadTimeTable(    HSE,14,    30,    TT_RENT );
  519.         AiChars[THIMBLE]:LoadTimeTable(    HSE,14,    00,    TT_SPOILAGE ); 
  520.         AiChars[THIMBLE]:LoadTimeTable(    HSE,15,    30,    TT_RENT );
  521.         AiChars[THIMBLE]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  522.         AiChars[THIMBLE]:LoadTimeTable(    HSE,16,    30,    TT_RENT );
  523.         AiChars[THIMBLE]:LoadTimeTable(    HSE,17,    30,    TT_RENT );
  524.         AiChars[THIMBLE]:LoadTimeTable(    HSE,18,    30,    TT_RENT );
  525.         AiChars[THIMBLE]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  526.         AiChars[THIMBLE]:LoadTimeTable(    HSE,19,    30,    TT_RENT );        
  527.         AiChars[THIMBLE]:LoadTimeTable(    HSE,20,    30,    TT_RENT );
  528.         AiChars[THIMBLE]:LoadTimeTable(    HSE,21,    00,    TT_SPOILAGE ); 
  529.         AiChars[THIMBLE]:LoadTimeTable(    HSE,21,    30,    TT_RENT );
  530.         AiChars[THIMBLE]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  531.         AiChars[THIMBLE]:LoadTimeTable(    HSE,22,    30,    TT_RENT );
  532.         AiChars[THIMBLE]:LoadTimeTable(    HSE,23,    30,    TT_RENT );         
  533.  
  534.     elseif a == HORSE then            
  535.         AiChars[HORSE]:LoadTimeTable( HSE,00,    30,    TT_RENT );    
  536.         AiChars[HORSE]:LoadTimeTable( HSE,01,    30,    TT_RENT );    
  537.         AiChars[HORSE]:LoadTimeTable( HSE,02,    30,    TT_EOD_STOCK_AND_PRICE );     
  538.         AiChars[HORSE]:LoadTimeTable( HSE,02,    30,    TT_RENT );    
  539.         AiChars[HORSE]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  540.         AiChars[HORSE]:LoadTimeTable( HSE,03,    30,    TT_RENT );    
  541.         AiChars[HORSE]:LoadTimeTable( HSE,04,    30,    TT_RENT );    
  542.         AiChars[HORSE]:LoadTimeTable( HSE,05,    30,    TT_RENT );    
  543.         AiChars[HORSE]:LoadTimeTable( HSE,06,    30, TT_BUSINESS_STATES );
  544.         AiChars[HORSE]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  545.         AiChars[HORSE]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  546.         AiChars[HORSE]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  547.         AiChars[HORSE]:LoadTimeTable( HSE,09,    30,    TT_RENT );    
  548.         AiChars[HORSE]:LoadTimeTable( HSE,10,    30,    TT_RENT );    
  549.         AiChars[HORSE]:LoadTimeTable( HSE,11,    30,    TT_RENT );
  550.         AiChars[HORSE]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );    
  551.         AiChars[HORSE]:LoadTimeTable( HSE,12,    30,    TT_RENT );    
  552.         AiChars[HORSE]:LoadTimeTable( HSE,13,    30,    TT_RENT );
  553.         AiChars[HORSE]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );    
  554.         AiChars[HORSE]:LoadTimeTable( HSE,14,    30,    TT_RENT );    
  555.         AiChars[HORSE]:LoadTimeTable( HSE,15,    00,    TT_SPOILAGE );     
  556.         AiChars[HORSE]:LoadTimeTable( HSE,15,    30,    TT_RENT );    
  557.         AiChars[HORSE]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  558.         AiChars[HORSE]:LoadTimeTable( HSE,16,    30,    TT_RENT );    
  559.         AiChars[HORSE]:LoadTimeTable( HSE,17,    30,    TT_RENT );    
  560.         AiChars[HORSE]:LoadTimeTable( HSE,18,    30,    TT_RENT );    
  561.         AiChars[HORSE]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  562.         AiChars[HORSE]:LoadTimeTable( HSE,19,    30,    TT_RENT );            
  563.         AiChars[HORSE]:LoadTimeTable( HSE,20,    30,    TT_RENT );    
  564.         AiChars[HORSE]:LoadTimeTable( HSE,21,    00,    TT_SPOILAGE );     
  565.         AiChars[HORSE]:LoadTimeTable( HSE,21,    30,    TT_RENT );    
  566.         AiChars[HORSE]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  567.         AiChars[HORSE]:LoadTimeTable( HSE,22,    30,    TT_RENT );    
  568.         AiChars[HORSE]:LoadTimeTable( HSE,23,    30,    TT_RENT );        
  569.  
  570.     elseif a == SHIP then            
  571.         AiChars[SHIP]:LoadTimeTable( HSE,00,    30,    TT_RENT );
  572.         AiChars[SHIP]:LoadTimeTable( HSE,01,    30,    TT_RENT );
  573.         AiChars[SHIP]:LoadTimeTable( HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  574.         AiChars[SHIP]:LoadTimeTable( HSE,02,    30,    TT_RENT );
  575.         AiChars[SHIP]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  576.         AiChars[SHIP]:LoadTimeTable( HSE,03,    30,    TT_RENT );
  577.         AiChars[SHIP]:LoadTimeTable( HSE,04,    30,    TT_RENT );
  578.         AiChars[SHIP]:LoadTimeTable( HSE,05,    30,    TT_RENT );
  579.         AiChars[SHIP]:LoadTimeTable( HSE,06,    30, TT_BUSINESS_STATES );
  580.         AiChars[SHIP]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  581.         AiChars[SHIP]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  582.         AiChars[SHIP]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  583.         AiChars[SHIP]:LoadTimeTable( HSE,09,    30,    TT_RENT );
  584.         AiChars[SHIP]:LoadTimeTable( HSE,10,    30,    TT_RENT );
  585.         AiChars[SHIP]:LoadTimeTable( HSE,11,    30,    TT_RENT );
  586.         AiChars[SHIP]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  587.         AiChars[SHIP]:LoadTimeTable( HSE,12,    30,    TT_RENT );
  588.         AiChars[SHIP]:LoadTimeTable( HSE,13,    30,    TT_RENT );
  589.         AiChars[SHIP]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  590.         AiChars[SHIP]:LoadTimeTable( HSE,14,    30,    TT_RENT );
  591.         AiChars[SHIP]:LoadTimeTable( HSE,15,    00,    TT_SPOILAGE ); 
  592.         AiChars[SHIP]:LoadTimeTable( HSE,15,    30,    TT_RENT );
  593.         AiChars[SHIP]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  594.         AiChars[SHIP]:LoadTimeTable( HSE,16,    30,    TT_RENT );
  595.         AiChars[SHIP]:LoadTimeTable( HSE,17,    30,    TT_RENT );
  596.         AiChars[SHIP]:LoadTimeTable( HSE,18,    30,    TT_RENT );
  597.         AiChars[SHIP]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  598.         AiChars[SHIP]:LoadTimeTable( HSE,19,    30,    TT_RENT );        
  599.         AiChars[SHIP]:LoadTimeTable( HSE,20,    30,    TT_RENT );
  600.         AiChars[SHIP]:LoadTimeTable( HSE,21,    00,    TT_SPOILAGE ); 
  601.         AiChars[SHIP]:LoadTimeTable( HSE,21,    30,    TT_RENT );
  602.         AiChars[SHIP]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  603.         AiChars[SHIP]:LoadTimeTable( HSE,22,    30,    TT_RENT );
  604.         AiChars[SHIP]:LoadTimeTable( HSE,23,    30,    TT_RENT );        
  605.  
  606.     elseif a == GUN then            
  607.         AiChars[GUN]:LoadTimeTable(    HSE,00,    30,    TT_RENT );
  608.         AiChars[GUN]:LoadTimeTable(    HSE,01,    30,    TT_RENT );
  609.         AiChars[GUN]:LoadTimeTable(    HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  610.         AiChars[GUN]:LoadTimeTable(    HSE,02,    30,    TT_RENT );
  611.         AiChars[GUN]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  612.         AiChars[GUN]:LoadTimeTable(    HSE,03,    30,    TT_RENT );
  613.         AiChars[GUN]:LoadTimeTable(    HSE,04,    30,    TT_RENT );
  614.         AiChars[GUN]:LoadTimeTable(    HSE,05,    30,    TT_RENT );
  615.         AiChars[GUN]:LoadTimeTable(    HSE,06, 30, TT_BUSINESS_STATES );
  616.         AiChars[GUN]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  617.         AiChars[GUN]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  618.         AiChars[GUN]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  619.         AiChars[GUN]:LoadTimeTable(    HSE,09,    30,    TT_RENT );
  620.         AiChars[GUN]:LoadTimeTable(    HSE,10,    30,    TT_RENT );
  621.         AiChars[GUN]:LoadTimeTable(    HSE,11,    30,    TT_RENT );
  622.         AiChars[GUN]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  623.         AiChars[GUN]:LoadTimeTable(    HSE,12,    30,    TT_RENT );
  624.         AiChars[GUN]:LoadTimeTable(    HSE,13,    30,    TT_RENT );
  625.         AiChars[GUN]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  626.         AiChars[GUN]:LoadTimeTable(    HSE,14,    30,    TT_RENT );
  627.         AiChars[GUN]:LoadTimeTable(    HSE,15,    00,    TT_SPOILAGE ); 
  628.         AiChars[GUN]:LoadTimeTable(    HSE,15,    30,    TT_RENT );
  629.         AiChars[GUN]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  630.         AiChars[GUN]:LoadTimeTable(    HSE,16,    30,    TT_RENT );
  631.         AiChars[GUN]:LoadTimeTable(    HSE,17,    30,    TT_RENT );
  632.         AiChars[GUN]:LoadTimeTable(    HSE,18,    30,    TT_RENT );
  633.         AiChars[GUN]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  634.         AiChars[GUN]:LoadTimeTable(    HSE,19,    30,    TT_RENT );        
  635.         AiChars[GUN]:LoadTimeTable(    HSE,20,    30,    TT_RENT );
  636.         AiChars[GUN]:LoadTimeTable(    HSE,21,    00,    TT_SPOILAGE ); 
  637.         AiChars[GUN]:LoadTimeTable(    HSE,21,    30,    TT_RENT );
  638.         AiChars[GUN]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  639.         AiChars[GUN]:LoadTimeTable(    HSE,22,    30,    TT_RENT );
  640.         AiChars[GUN]:LoadTimeTable(    HSE,23,    30,    TT_RENT );    
  641.  
  642.     elseif a == SHOE then            
  643.         AiChars[SHOE]:LoadTimeTable( HSE,00,    30,    TT_RENT );
  644.         AiChars[SHOE]:LoadTimeTable( HSE,01,    30,    TT_RENT );
  645.         AiChars[SHOE]:LoadTimeTable( HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  646.         AiChars[SHOE]:LoadTimeTable( HSE,02,    30,    TT_RENT );
  647.         AiChars[SHOE]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  648.         AiChars[SHOE]:LoadTimeTable( HSE,03,    30,    TT_RENT );
  649.         AiChars[SHOE]:LoadTimeTable( HSE,04,    30,    TT_RENT );
  650.         AiChars[SHOE]:LoadTimeTable( HSE,05,    30,    TT_RENT );
  651.         AiChars[SHOE]:LoadTimeTable( HSE,06,    30, TT_BUSINESS_STATES );
  652.         AiChars[SHOE]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  653.         AiChars[SHOE]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  654.         AiChars[SHOE]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  655.         AiChars[SHOE]:LoadTimeTable( HSE,09,    30,    TT_RENT );
  656.         AiChars[SHOE]:LoadTimeTable( HSE,10,    30,    TT_RENT );
  657.         AiChars[SHOE]:LoadTimeTable( HSE,11,    30,    TT_RENT );
  658.         AiChars[SHOE]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  659.         AiChars[SHOE]:LoadTimeTable( HSE,12,    30,    TT_RENT );
  660.         AiChars[SHOE]:LoadTimeTable( HSE,13,    30,    TT_RENT );
  661.         AiChars[SHOE]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );        
  662.         AiChars[SHOE]:LoadTimeTable( HSE,14,    30,    TT_RENT );
  663.         AiChars[SHOE]:LoadTimeTable( HSE,15,    00,    TT_SPOILAGE ); 
  664.         AiChars[SHOE]:LoadTimeTable( HSE,15,    30,    TT_RENT );
  665.         AiChars[SHOE]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  666.         AiChars[SHOE]:LoadTimeTable( HSE,16,    30,    TT_RENT );
  667.         AiChars[SHOE]:LoadTimeTable( HSE,17,    30,    TT_RENT );
  668.         AiChars[SHOE]:LoadTimeTable( HSE,18,    30,    TT_RENT );
  669.         AiChars[SHOE]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  670.         AiChars[SHOE]:LoadTimeTable( HSE,19,    30,    TT_RENT );        
  671.         AiChars[SHOE]:LoadTimeTable( HSE,20,    30,    TT_RENT );
  672.         AiChars[SHOE]:LoadTimeTable( HSE,21,    00,    TT_SPOILAGE ); 
  673.         AiChars[SHOE]:LoadTimeTable( HSE,21,    30,    TT_RENT );
  674.         AiChars[SHOE]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  675.         AiChars[SHOE]:LoadTimeTable( HSE,22,    30,    TT_RENT );
  676.         AiChars[SHOE]:LoadTimeTable( HSE,23,    30,    TT_RENT );    
  677.  
  678.     elseif a == CAR then            
  679.         AiChars[CAR]:LoadTimeTable(    HSE,00,    30,    TT_RENT );
  680.         AiChars[CAR]:LoadTimeTable(    HSE,01,    30,    TT_RENT );
  681.         AiChars[CAR]:LoadTimeTable(    HSE,02,    30,    TT_EOD_STOCK_AND_PRICE ); 
  682.         AiChars[CAR]:LoadTimeTable(    HSE,02,    30,    TT_RENT );
  683.         AiChars[CAR]:LoadTimeTable( HSE,02,    40,    TT_TAKEOVER_BUS );
  684.         AiChars[CAR]:LoadTimeTable(    HSE,03,    30,    TT_RENT );
  685.         AiChars[CAR]:LoadTimeTable(    HSE,04,    30,    TT_RENT );
  686.         AiChars[CAR]:LoadTimeTable(    HSE,05,    30,    TT_RENT );
  687.         AiChars[CAR]:LoadTimeTable(    HSE,06, 30, TT_BUSINESS_STATES );
  688.         AiChars[CAR]:LoadTimeTable( HSE,07,    00,    TT_DEMOLISH );
  689.         AiChars[CAR]:LoadTimeTable( HSE,07,    30,    TT_REFURBISH_BUS );
  690.         AiChars[CAR]:LoadTimeTable( HSE,07,    30,    TT_TAKEOVER_BUS );
  691.         AiChars[CAR]:LoadTimeTable(    HSE,09,    30,    TT_RENT );
  692.         AiChars[CAR]:LoadTimeTable(    HSE,10,    30,    TT_RENT );
  693.         AiChars[CAR]:LoadTimeTable(    HSE,11,    30,    TT_RENT );
  694.         AiChars[CAR]:LoadTimeTable( HSE,11,    45,    TT_TAKEOVER_BUS );
  695.         AiChars[CAR]:LoadTimeTable(    HSE,12,    30,    TT_RENT );
  696.         AiChars[CAR]:LoadTimeTable(    HSE,13,    30,    TT_RENT );
  697.         AiChars[CAR]:LoadTimeTable( HSE,13,    45,    TT_TAKEOVER_BUS );
  698.         AiChars[CAR]:LoadTimeTable(    HSE,14,    30,    TT_RENT );
  699.         AiChars[CAR]:LoadTimeTable(    HSE,15,    00,    TT_SPOILAGE ); 
  700.         AiChars[CAR]:LoadTimeTable(    HSE,15,    30,    TT_RENT );
  701.         AiChars[CAR]:LoadTimeTable( HSE,15,    45,    TT_TAKEOVER_BUS );
  702.         AiChars[CAR]:LoadTimeTable(    HSE,16,    30,    TT_RENT );
  703.         AiChars[CAR]:LoadTimeTable(    HSE,17,    30,    TT_RENT );
  704.         AiChars[CAR]:LoadTimeTable(    HSE,18,    30,    TT_RENT );
  705.         AiChars[CAR]:LoadTimeTable( HSE,18,    45,    TT_TAKEOVER_BUS );
  706.         AiChars[CAR]:LoadTimeTable(    HSE,19,    30,    TT_RENT );        
  707.         AiChars[CAR]:LoadTimeTable(    HSE,20,    30,    TT_RENT );
  708.         AiChars[CAR]:LoadTimeTable(    HSE,21,    00,    TT_SPOILAGE ); 
  709.         AiChars[CAR]:LoadTimeTable(    HSE,21,    30,    TT_RENT );
  710.         AiChars[CAR]:LoadTimeTable( HSE,21,    45,    TT_TAKEOVER_BUS );
  711.         AiChars[CAR]:LoadTimeTable(    HSE,22,    30,    TT_RENT );
  712.         AiChars[CAR]:LoadTimeTable(    HSE,23,    30,    TT_RENT );    
  713.     end;
  714. end;
  715.  
  716.  
  717. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  718. --                                    B U Y   B L O C K   T I M E T A B L E 
  719. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  720. function EVENT_LoadBuyBlockTimetable(a)
  721.  
  722.     AiChars[a]:ResetTimeTable(BLK);
  723.  
  724.     if a == IRON then    
  725.         AiChars[IRON]:LoadTimeTable(    BLK, 08, 00, TT_BUY_BLOCK );
  726.         AiChars[IRON]:LoadTimeTable(    BLK, 13, 00, TT_BUY_BLOCK );        
  727.         AiChars[IRON]:LoadTimeTable(    BLK, 16, 00, TT_BUY_BLOCK );
  728.  
  729.     elseif a == HAT    then    
  730.         AiChars[HAT]:LoadTimeTable(        BLK, 08, 00, TT_BUY_BLOCK );
  731.         AiChars[HAT]:LoadTimeTable(        BLK, 13, 00, TT_BUY_BLOCK );
  732.         AiChars[HAT]:LoadTimeTable(        BLK, 18, 00, TT_BUY_BLOCK );        
  733.         
  734.     elseif a == BARROW then    
  735.         AiChars[BARROW]:LoadTimeTable(    BLK, 08, 00, TT_BUY_BLOCK );
  736.         AiChars[BARROW]:LoadTimeTable(    BLK, 13, 00, TT_BUY_BLOCK );
  737.         AiChars[BARROW]:LoadTimeTable(    BLK, 18, 00, TT_BUY_BLOCK );
  738.         
  739.     elseif a == DOG then    
  740.         AiChars[DOG]:LoadTimeTable(        BLK, 08, 00, TT_BUY_BLOCK );
  741.         AiChars[DOG]:LoadTimeTable(        BLK, 13, 00, TT_BUY_BLOCK );
  742.         AiChars[DOG]:LoadTimeTable(        BLK, 18, 00, TT_BUY_BLOCK );        
  743.         
  744.     elseif a == THIMBLE then    
  745.         AiChars[THIMBLE]:LoadTimeTable(    BLK, 08, 00, TT_BUY_BLOCK );
  746.         AiChars[THIMBLE]:LoadTimeTable(    BLK, 13, 00, TT_BUY_BLOCK );
  747.         AiChars[THIMBLE]:LoadTimeTable(    BLK, 18, 00, TT_BUY_BLOCK );        
  748.         
  749.     elseif a == HORSE then    
  750.         AiChars[HORSE]:LoadTimeTable(    BLK, 08, 00, TT_BUY_BLOCK );
  751.         AiChars[HORSE]:LoadTimeTable(    BLK, 13, 00, TT_BUY_BLOCK );
  752.         AiChars[HORSE]:LoadTimeTable(    BLK, 18, 00, TT_BUY_BLOCK );
  753.         
  754.     elseif a == SHIP then    
  755.         AiChars[SHIP]:LoadTimeTable(    BLK, 08, 00, TT_BUY_BLOCK );
  756.         AiChars[SHIP]:LoadTimeTable(    BLK, 13, 00, TT_BUY_BLOCK );
  757.         AiChars[SHIP]:LoadTimeTable(    BLK, 18, 00, TT_BUY_BLOCK );
  758.         
  759.     elseif a == GUN then    
  760.         AiChars[GUN]:LoadTimeTable(        BLK, 08, 00, TT_BUY_BLOCK );
  761.         AiChars[GUN]:LoadTimeTable(        BLK, 13, 00, TT_BUY_BLOCK );
  762.         AiChars[GUN]:LoadTimeTable(        BLK, 18, 00, TT_BUY_BLOCK );
  763.         
  764.     elseif a == SHOE then            
  765.         AiChars[SHOE]:LoadTimeTable(    BLK, 08, 00, TT_BUY_BLOCK );
  766.         AiChars[SHOE]:LoadTimeTable(    BLK, 13, 00, TT_BUY_BLOCK );
  767.         AiChars[SHOE]:LoadTimeTable(    BLK, 18, 00, TT_BUY_BLOCK );
  768.         
  769.     elseif a == CAR then            
  770.         AiChars[CAR]:LoadTimeTable(        BLK, 08, 00, TT_BUY_BLOCK );
  771.         AiChars[CAR]:LoadTimeTable(        BLK, 13, 00, TT_BUY_BLOCK );        
  772.         AiChars[CAR]:LoadTimeTable(        BLK, 18, 00, TT_BUY_BLOCK );        
  773.     end;
  774. end;
  775.  
  776.  
  777. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  778. function EVENT_Wait4CashTT(a)
  779.     AiChars[a]:ResetTimeTable(TAC);
  780.         
  781. end;
  782.  
  783. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  784. function EVENT_LoadLandscapeBlockTT(a)
  785.     AiChars[a]:ResetTimeTable(TAC);
  786.  
  787.     AiChars[a]:LoadTimeTable( TAC, 00, 00, TT_CREATE_BUS );    
  788.     AiChars[a]:LoadTimeTable( TAC, 00, 30, TT_CREATE_BUS );    
  789.     AiChars[a]:LoadTimeTable( TAC, 01, 00, TT_CREATE_BUS );    
  790.     AiChars[a]:LoadTimeTable( TAC, 01, 30, TT_CREATE_BUS );        
  791.     AiChars[a]:LoadTimeTable( TAC, 02, 00, TT_CREATE_BUS );    
  792.     AiChars[a]:LoadTimeTable( TAC, 02, 30, TT_CREATE_BUS );    
  793.     AiChars[a]:LoadTimeTable( TAC, 03, 00, TT_CREATE_BUS );    
  794.     AiChars[a]:LoadTimeTable( TAC, 03, 30, TT_CREATE_BUS );    
  795.     AiChars[a]:LoadTimeTable( TAC, 04, 00, TT_CREATE_BUS );    
  796.     AiChars[a]:LoadTimeTable( TAC, 04, 30, TT_CREATE_BUS );    
  797.     AiChars[a]:LoadTimeTable( TAC, 05, 00, TT_CREATE_BUS );    
  798.     AiChars[a]:LoadTimeTable( TAC, 05, 30, TT_CREATE_BUS );    
  799.     AiChars[a]:LoadTimeTable( TAC, 06, 00, TT_CREATE_BUS );        
  800.     AiChars[a]:LoadTimeTable( TAC, 06, 30, TT_CREATE_BUS );    
  801.     AiChars[a]:LoadTimeTable( TAC, 07, 00, TT_CREATE_BUS );    
  802.     AiChars[a]:LoadTimeTable( TAC, 07, 30, TT_CREATE_BUS );    
  803.     AiChars[a]:LoadTimeTable( TAC, 08, 00, TT_CREATE_BUS );    
  804.     AiChars[a]:LoadTimeTable( TAC, 08, 30, TT_CREATE_BUS );    
  805.     AiChars[a]:LoadTimeTable( TAC, 09, 00, TT_CREATE_BUS );    
  806.     AiChars[a]:LoadTimeTable( TAC, 09, 30, TT_CREATE_BUS );    
  807.     AiChars[a]:LoadTimeTable( TAC, 10, 00, TT_CREATE_BUS );        
  808.     AiChars[a]:LoadTimeTable( TAC, 10, 30, TT_CREATE_BUS );        
  809.     AiChars[a]:LoadTimeTable( TAC, 11, 00, TT_CREATE_BUS );    
  810.     AiChars[a]:LoadTimeTable( TAC, 11, 30, TT_CREATE_BUS );    
  811.     AiChars[a]:LoadTimeTable( TAC, 12, 00, TT_CREATE_BUS );    
  812.     AiChars[a]:LoadTimeTable( TAC, 12, 30, TT_CREATE_BUS );    
  813.     AiChars[a]:LoadTimeTable( TAC, 13, 00, TT_CREATE_BUS );    
  814.     AiChars[a]:LoadTimeTable( TAC, 13, 30, TT_CREATE_BUS );    
  815.     AiChars[a]:LoadTimeTable( TAC, 14, 00, TT_CREATE_BUS );    
  816.     AiChars[a]:LoadTimeTable( TAC, 14, 30, TT_CREATE_BUS );    
  817.     AiChars[a]:LoadTimeTable( TAC, 15, 00, TT_CREATE_BUS );    
  818.     AiChars[a]:LoadTimeTable( TAC, 15, 30, TT_CREATE_BUS );    
  819.     AiChars[a]:LoadTimeTable( TAC, 16, 00, TT_CREATE_BUS );    
  820.     AiChars[a]:LoadTimeTable( TAC, 16, 30, TT_CREATE_BUS );    
  821.     AiChars[a]:LoadTimeTable( TAC, 17, 00, TT_CREATE_BUS );        
  822.     AiChars[a]:LoadTimeTable( TAC, 17, 30, TT_CREATE_BUS );        
  823.     AiChars[a]:LoadTimeTable( TAC, 18, 00, TT_CREATE_BUS );    
  824.     AiChars[a]:LoadTimeTable( TAC, 18, 30, TT_CREATE_BUS );    
  825.     AiChars[a]:LoadTimeTable( TAC, 19, 00, TT_CREATE_BUS );    
  826.     AiChars[a]:LoadTimeTable( TAC, 19, 30, TT_CREATE_BUS );    
  827.     AiChars[a]:LoadTimeTable( TAC, 20, 00, TT_CREATE_BUS );    
  828.     AiChars[a]:LoadTimeTable( TAC, 20, 30, TT_CREATE_BUS );    
  829.     AiChars[a]:LoadTimeTable( TAC, 21, 00, TT_CREATE_BUS );                
  830.     AiChars[a]:LoadTimeTable( TAC, 21, 30, TT_CREATE_BUS );                
  831.     AiChars[a]:LoadTimeTable( TAC, 22, 00, TT_CREATE_BUS );                
  832.     AiChars[a]:LoadTimeTable( TAC, 22, 30, TT_CREATE_BUS );                
  833. end;
  834.  
  835. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  836. function EVENT_Kill_TAC_Timetable(a)
  837.     AiChars[a]:ResetTimeTable(TAC);
  838. end;
  839.  
  840.  
  841. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  842. --//////////////////////////////////////// MISC. FUNCTIONS //////////////////////////////////////////////
  843.  
  844. function EVENT_SetPlayerMoney(a, b)
  845.     AiChars[a]:SetMoney(b);
  846. end;
  847.  
  848. function EVENT_IncreasePlayerMoney(a)
  849.     AiChars[a]:IncreaseMoney(100);
  850. end;
  851.  
  852. function EVENT_DecreasePlayerMoney(a)
  853.     AiChars[a]:DecreaseMoney(-100);
  854. end;
  855.  
  856. function EVENT_Twiddle_Thumbs(a)
  857.     AiChars[a]:SetTwiddleThumbs();
  858. end;
  859.  
  860. --///////////////////////////////////////////////////////////////////////////////////////////////////////
  861. --////////////////////////////////////////DEBUG FLAGS ///////////////////////////////////////////////////
  862.  
  863. function EVENT_LoadDebugFlags(a)
  864. --    AiChars[a]:SetDebugFlags(FORCE_AUCTION);
  865. --    AiChars[a]:SetDebugFlags(STOP_STRAT_BLOCKS);
  866. --    AiChars[a]:SetDebugFlags(SHOW_SPELL_CARDS);
  867. end;
  868.  
  869. --AiChars[IRON]:SetTwiddleThumbs();
  870.  
  871.  
  872.  
  873. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  874. --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  875. --AiChars[CAR]:SetPlayerDifficulty(0);    
  876. --AiChars[GUN]:SetPlayerDifficulty(0);    
  877. --AiChars[SHIP]:SetPlayerDifficulty(0);    
  878. --AiChars[DOG]:SetPlayerDifficulty(0);    
  879. --AiChars[IRON]:SetPlayerDifficulty(0);    
  880. --AiChars[SHOE]:SetPlayerDifficulty(0);    
  881. --AiChars[THIMBLE]:SetPlayerDifficulty(0);    
  882. --AiChars[HAT]:SetPlayerDifficulty(0);    
  883. --AiChars[BARROW]:SetPlayerDifficulty(0);    
  884. --AiChars[HORSE]:SetPlayerDifficulty(0);    
  885.  
  886.