Changes in python\vamputil.py
	278:	#changes made by dan_upright 28/11/04
	279:	if(container.HasItem("item_g_garys_photo") and G.Gary_Damsel == 1):
	280:	container.RemoveItem("item_g_garys_photo")
	281:	G.Velvet_Poster = 1
	282:	if(container.HasItem("item_g_garys_tape") and G.Velvet_Poster == 1):
	283:	#changes end
	
	
	336:	#changes made by dan_upright 29/11/04
	337:	#HAVEN:Setting Quest State Four for Tommy Quest
	338:	def tomSetQuestFour():
	339:	__main__.FindPlayer().SetQuest("Tommy", 4)
	340:	Find = __main__.FindEntityByName
	341:	container = Find("mailbox_haven")
	342:	if(container):
	343:	cash = __main__.CreateEntityNoSpawn("item_m_money_envelope", (0, 0, 0), (0,0,0) )
	344:	cash.SetName("critic_reward")
	345:	cash.SetMoney(100)
	346:	__main__.CallEntitySpawn(cash)
	347:	container.AddEntityToContainer("critic_reward")
	348:	#changes end
	349:	
	350:	#HAVEN: called to cause the malk newscaster conversation
	

Changes in python\tutorial\tutorial.py
	72:	#changes made by dan_upright 29/11/04
	73:	G.Story_State = -2
	74:	pc = __main__.FindPlayer()
	75:	if pc:
	76:	pc.GiveItem("item_g_lockpick")
	77:	pc.GiveItem("item_w_thirtyeight")
	78:	pc.GiveAmmo("item_w_thirtyeight", 12)
	79:	pc.AwardExperience("Tutor01")
	80:	pc.MakePlayerKillable()
	81:	__main__.ChangeMap(2.5, "newgame", "trig_leave_tutorial")
	82:	#changes end
	83:	
	

Changes in python\leopold\leopold.py
	60:	#changed by dan_upright 30/11/04
	61:	__main__.FindPlayer().AwardExperience("Society03")
	62:	#changes end
	63:	
	
	67:	#changed by dan_upright 30/11/04
	68:	__main__.FindPlayer().AwardExperience("Society01")
	69:	#changes end
	

Changes in python\warehouse\warehouse.py
	38:	#changes made by dan_upright 02/12/04
	39:	pc = __main__.FindPlayer()
	40:	if pc:
	41:	pc.AwardExperience("Explosive04")
	42:	#changes end
	
	46:	#changes made by dan_upright 03/12/04
	47:	warehouseBonusPoints()
	48:	#changes end
	49:	__main__.FindPlayer().SetQuest("Warehouse", 4)
	

Changes in python\hollywood\hollywood.py
	228:	#changed by dan_upright 02/12/04
	229:	else:
	230:	G.GingerSwanKnowledge = 1
	231:	#changes end
	232:	
	

Changes in vdata\hackterminals\haven_pc.txt
	180:	//changed by dan_upright 29/11/04
	181:	"runscript"	"tomSetQuestFour()"
	182:	//changes end
	183:	}
	
	305:	//changed by dan_upright 28/11/04
	306:	"dependency"	"G.Gary_Damsel == 1"
	307:	//changes end
	
	315:	//changed by dan_upright 28/11/04
	316:	"dependency"	"G.Velvet_Poster == 1"
	317:	//changes end
	

Changes in vdata\hackterminals\shrekhub2_terminal.txt
	62:	//changed by dan_upright 29/11/04
	63:	"dependency"	"G.Shubs_Botch == 0 and G.Shubtwo_Camera == 2"
	64:	//changes end
	
	
	79:	//changed by dan_upright 29/11/04
	80:	"dependency"	"G.Shubs_Botch == 1 and G.Shubtwo_Camera == 2"
	81:	//changes end
	

Changes in vdata\system\quests_santamonica.txt
	286:	//changed by dan_upright 28/11/04
	287:	"Description"	"You found a reference to Rolf Toten in Arthur's Krimeputer. His car is a red Lightningbird '77, license reads \"GUYCONI\". Perhaps you should find this car. "
	288:	//changes end
	

Changes in vdata\system\vendors.txt
	298:	//changed by dan_upright 28/11/04
	299:	VendorItem
	
	301:	"Name"			"item_w_rem_m_700_bach"
	302:	"InternalName"		"item_w_rem_m_700_bach"
	303:	"AmmoOnly"			"0"
	304:	"MinStage"			"40"
	305:	}
	306:	//changes end
	307:	
	308:	VendorItem
	309:	{
	310:	"Name"			"item_w_rocketlauncher"
	

Changes in vdata\system\quests_hollywood.txt
	88:	// changed by dan_upright 02/12/04
	89:	CompletionState
	90:	{
	91:	"ID"		"7" //	set on internet cafe computer
	92:	"Description"	"Isaac's courier told you he stashed the tape someplace safe, he gave the name of 'Ginger Swans', a deceased movie star."
	93:	"Type"		"incomplete"
	94:	}
	95:	//changes end
	
	97:	}
	98:	
	99:	Quest
	
	338:	//changed by dan_upright 29/11/04
	339:	"Type"		"incomplete"
	340:	//changes end
	
	
	351:	//changed by dan_upright 29/11/04
	352:	CompletionState
	
	354:	"ID"		"4" //  Tommy 71, 91, 101
	355:	"Description"	"LaCroix has sent you a reward for getting Tommy Flayton to give the Cafe Genovese a bad review."
	356:	"Type"		"success"
	357:	}
	358:	//changes end
	359:	}
	360:	
	361:	Quest
	362:	{
	363:	"Title"		"Imalia"	//
	

Changes in vdata\system\rules.txt
	50:	//changed by dan_upright 28/11/04
	51:	"Obf_StealthAtk_Bonus_Percent1"	"100"
	52:	"Obf_StealthAtk_Bonus_Percent2"	"100"
	53:	//changes end
	

Changes in dlg\chinatown\ji.dlg
	589:	{	589	}{	(Starting Condition)	}{		}{	548	}{	G.Ji_Lu == 8 or G.Ji_Lu == 6	}{		}{		}{		}{		}{		}{		}{		}{		}
	

Changes in dlg\chinatown\lufang.dlg
	381:	{	381	}{	Lu Fang talk to Ji Wen Ja. Make things right. Or die. Better odds though- better stakes to deal with Ji Wen Ja, than you; cold-blooded mercenary math whiz! Sorry!	}{	Lu Fang talk to Ji Wen Ja. Make things right. Or die. Better odds though- better stakes to deal with Ji Wen Ja, than you; cold-blooded mercenary math whiz! Sorry!	}{	#	}{		}{	G.Ji_Lu = 7; pc.SetQuest("Hitman",8); FindPlayer().HumanityAdd(1)	}{		}{		}{		}{		}{		}{		}{		}
	

Changes in dlg\downtown la\venus.dlg
	332:	{	332	}{	Thanks. Keep it coming.	}{	Thanks. Keep it coming.	}{	0	}{	G.Pay_Base == (G.Story_State -5)	}{	G.Pay_Base = G.Story_State	}{	}{	}{	}{	}{	}{	}{	Your blessing is always appreciated, goddess.	}
	

Changes in dlg\generic\doll2.dlg
	92:	{	92	}{	Ditch you? Only a complete loser would do that. Come here.	}{	Ditch you? Only a complete loser would do that. Come here.	}{	0	}{		}{	pc.SeductiveFeed(npc)	}{		}{		}{		}{		}{		}{		}{		}
	

Changes in dlg\hollywood\courier.dlg
	31:	{	31	}{	I don't have it...I stashed it someplace safe.  You need to find Ginger Swan's...huh? What the hell was that? Oh shit! Did you see that? I'm getting the fuck out of here...!	}{	I don't have it...I stashed it someplace safe.  You need to find Ginger Swan's...huh? What the hell was that? Oh shit! Did you see that? I'm getting the fuck out of here...!	}{	#	}{		}{	G.Ginger_Swan  = 1; pc.SetQuest("Courier",7)	}{		}{		}{		}{		}{		}{		}{		}
	32:	{	32	}{	(Auto-End)	}{	(Auto-End)	}{	0	}{		}{		}{		}{		}{		}{		}{		}{		}{		}
	
	55:	{	55	}{	Whatever. Just give me tape.	}{	Whatever. Just give me tape.	}{	81	}{	G.GingerSwanKnowledge == 0	}{		}{		}{		}{		}{		}{		}{		}{	Rid yourself of its curse, and hand me this horror.	}
	56:	{	56	}{	Whatever. Just give me tape.	}{	Whatever. Just give me tape.	}{	31	}{	G.GingerSwanKnowledge == 1	}{		}{		}{		}{		}{		}{		}{		}{	Rid yourself of its curse, and hand me this horror.	}
	
	65:	{	65	}{	Whatever. Just give me tape.	}{	Whatever. Just give me tape.	}{	81	}{	G.GingerSwanKnowledge == 0	}{		}{		}{		}{		}{		}{		}{		}{	Rid yourself of its curse, and hand me this horror.	}
	66:	{	66	}{	Whatever. Just give me tape.	}{	Whatever. Just give me tape.	}{	31	}{	G.GingerSwanKnowledge == 1	}{		}{		}{		}{		}{		}{		}{		}{	Rid yourself of its curse, and hand me this horror.	}
	
	72:	{	72	}{	Alright, alright. Just give me the tape...	}{	Alright, alright. Just give me the tape...	}{	81	}{	G.GingerSwanKnowledge == 0	}{		}{		}{		}{		}{		}{		}{		}{	Rid yourself of its curse, and hand me this horror.	}
	73:	{	73	}{	What's that smell? Did you crap your pants? Hand it over...	}{	What's that smell? Did you crap your pants? Hand it over...	}{	81	}{	G.GingerSwanKnowledge == 0	}{		}{		}{		}{		}{		}{		}{		}{	Your shorts smell strangely soiled. Give me what I seek...	}
	74:	{	74	}{	Alright, alright. Just give me the tape...	}{	Alright, alright. Just give me the tape...	}{	31	}{	G.GingerSwanKnowledge == 1	}{		}{		}{		}{		}{		}{		}{		}{	Rid yourself of its curse, and hand me this horror.	}
	75:	{	75	}{	What's that smell? Did you crap your pants? Hand it over...	}{	What's that smell? Did you crap your pants? Hand it over...	}{	31	}{	G.GingerSwanKnowledge == 1	}{		}{		}{		}{		}{		}{		}{		}{	Your shorts smell strangely soiled. Give me what I seek...	}
	

Changes in dlg\hollywood\isaac.dlg
	61:	{	61	}{	Heh, heh. . .exceptional. Come by in a little while, I should have something for you then.	}{	Heh, heh. . .exceptional. Come by in a little while, I should have something for you then.	}{	#	}{	npc.SetDisposition("Neutral", 1)	}{	G.Isaac_Gift = 1	}{		}{		}{		}{		}{		}{		}{		}
	62:	{	62	}{	Thanks, Isaac. I appreciate it. I had another question.	}{	Thanks, Isaac. I appreciate it. I had another question.	}{	491	}{	not IsClan(pc,"Malkavian") and G.Player_Anarch == 1	}{		}{		}{		}{		}{		}{		}{		}{		}
	63:	{	63	}{	This wouldn't be a bribe, would it? I had another question.	}{	This wouldn't be a bribe, would it? I had another question.	}{	491	}{	not IsClan(pc,"Malkavian") and G.Player_Anarch == 0	}{		}{		}{		}{		}{		}{		}{		}{		}
	64:	{	64	}{	I'll stop by later to pick it up. Thanks, Isaac.	}{	I'll stop by later to pick it up. Thanks, Isaac.	}{	0	}{		}{		}{		}{		}{		}{		}{		}{		}{	I shall receive your gift at a time not now.	}
	
	717:	{	717	}{	I've killed the gargoyle.	}{	I've killed the gargoyle.	}{	731	}{	IsDead("Gargoyle") and G.Isaac_Gargoyle != 4	}{		}{		}{		}{		}{		}{		}{		}{	The stone one lies in pieces. . .	}
	718:	{	718	}{	About the gargoyle - I've convinced it be loyal to you.	}{	About the gargoyle - I've convinced it be loyal to you.	}{	761	}{	G.Isaac_Gargoyle !=4 and G.Gargoyle_Convinced == 1 and not IsDead("Gargoyle")	}{		}{		}{		}{		}{		}{		}{		}{	The stone one has sworn fealty to the baron. . .	}
	
	722:	{	722	}{	King's Way. . . There was a Tzimisce. . . Notice I've used past tense.	}{	King's Way. . . There was a Tzimisce. . . Notice I've used past tense.	}{	831	}{	IsClan(pc,"Toreador") and G.Isaac_Scorn == 0 and G.Isaac_Pissed == 0	}{		}{		}{		}{		}{		}{		}{		}{		}
	
	724:	{	724	}{	King's Way. . . There was a Tzimisce. . . Notice I've used past tense.	}{	King's Way. . . There was a Tzimisce. . . Notice I've used past tense.	}{	61	}{	not IsClan(pc,"Toreador") and G.Isaac_Scorn == 0 and G.Isaac_Pissed == 0	}{		}{		}{		}{		}{		}{		}{		}{	The fleshcrafter who walked with royalty is not so crafty now.	}
	
	728:	{	728	}{	I've killed the gargoyle.	}{	I've killed the gargoyle.	}{	731	}{	IsDead("Gargoyle") and G.Isaac_Gargoyle != 4	}{		}{		}{		}{		}{		}{		}{		}{	The stone one lies in pieces. . .	}
	729:	{	729	}{	About the gargoyle - I've convinced it be loyal to you.	}{	About the gargoyle - I've convinced it be loyal to you.	}{	761	}{	G.Isaac_Gargoyle !=4 and G.Gargoyle_Convinced == 1 and not IsDead("Gargoyle")	}{		}{		}{		}{		}{		}{		}{		}{	The stone one has sworn fealty to the baron. . .	}
	
	922:	{	922	}{	No, he doesn't. Thanks for the gift, Isaac.	}{	No, he doesn't. Thanks for the gift, Isaac.	}{	0	}{		}{		}{		}{		}{		}{		}{		}{		}{	I am as wasted as my talent. Goodbye.	}
	923:	{	923	}{	I'll decide that when the time comes. Goodbye, Isaac.	}{	I'll decide that when the time comes. Goodbye, Isaac.	}{	0	}{		}{		}{		}{		}{		}{		}{		}{		}{	Deserve has nothing to do with it. I am gone.	}
	924:	{	924	}{	Nobody does. See you, Isaac.	}{	Nobody does. See you, Isaac.	}{	0	}{		}{		}{		}{		}{		}{		}{		}{		}{	Was I ever here?	}
	
	976:	{	976	}{	I've killed the gargoyle.	}{	I've killed the gargoyle.	}{	731	}{	IsDead("Gargoyle") and G.Isaac_Gargoyle != 4	}{		}{		}{		}{		}{		}{		}{		}{	The stone one lies in pieces. . .	}
	977:	{	977	}{	About the gargoyle - I've convinced it be loyal to you.	}{	About the gargoyle - I've convinced it be loyal to you.	}{	761	}{	G.Isaac_Gargoyle != 4 and G.Gargoyle_Convinced == 1 and not IsDead("Gargoyle")	}{		}{		}{		}{		}{		}{		}{		}{	The stone one has sworn fealty to the baron. . .	}
	
	996:	{	996	}{	(Starting Condition)	}{		}{	721	}{	G.Story_State >= 40	}{		}{		}{		}{		}{		}{		}{		}{		}
	

Changes in dlg\hollywood\samantha.dlg
	41:	{	41	}{	I don't think you know what you're saying. We're going to help you. You'll see - everybody just wants to see you safe and back to your old self. Wait here. I'm going to make a call - it's going to be okay.	}{	I don't think you know what you're saying. We're going to help you. You'll see - everybody just wants to see you safe and back to your old self. Wait here. I'm going to make a call - it's going to be okay.	}{	#	}{	npc.SetDisposition("Neutral", 1)	}{	G.Samantha_Phone = 1	}{		}{		}{		}{		}{		}{		}{		}
	
	113:	{	113	}{	Honestly, Samantha, I'm not him. Okay? You understand?	}{	Honestly, Samantha, I'm not her. Okay? You understand?	}{	141	}{		}{		}{		}{		}{		}{		}{		}{		}{	Flee Samantha, this is not the one you know.	}
	
	122:	{	122	}{	Maybe he doesn't want to be found, did you think of that?	}{	Maybe she doesn't want to be found, did you think of that?	}{	141	}{		}{		}{		}{		}{		}{		}{		}{		}{	Playing pretend is no game. You do not want to participate.	}
	
	125:	{	125	}{	I'm his identical twin. I'm sorry to tell you he's fled the country.	}{	I'm her identical twin. I'm sorry to tell you she's fled the country.	}{	141	}{		}{		}{		}{		}{		}{		}{		}{		}{	We are twins, but I'm the evil one. Sorry.	}
	

Changes in dlg\main characters\regent.dlg
	50:	{	50	}{	I resolved the issue with the Gargoyle, Strauss...	}{	I resolved the issue with the Gargoyle, Strauss...	}{	611	}{	(IsDead("Gargoyle") or G.Gargoyle_Convinced == 1) and G.Regent_Gargoyle == 0 and G.Regent_QuestGargoyle >= 1	}{	 G.Regent_Gargoyle = 1	}{	}{	}{	}{	}{	}{	}{	The Blood Golem haunts Hollywood no more...	}
	

Changes in dlg\santa monica\killer.dlg
	152:	{	152	}{	Alright. Go. Get on with your unlife.	}{	Alright. Go. Get on with your unlife.	}{	0	}{	humanity 4	}{	G.Killer_Freed = 1; pc.SetQuest("Serial",9)	}{	}{	}{	}{	}{	}{	}{	Leave now and cast no more shadows on my path. . .	}
	153:	{	153	}{	Get lost then. Consider yourself lucky.	}{	Get lost then. Consider yourself lucky.	}{	0	}{	humanity - 5	}{	G.Killer_Freed = 1; pc.SetQuest("Serial",9)	}{	}{	}{	}{	}{	}{	}{	Luck has smiled on your murderous carcass. I leave you.	}
	

Changes in dlg\santa monica\mercurio.dlg
	133:	{	133	}{	I already have some. Hold Still.	}{	I already have some. Hold Still.	}{	161	}{	G.Mercurio_Aid == 0 and pc.HasItem("item_g_drugs_morphine_bottle")	}{	pc.RemoveItem("item_g_drugs_morphine_bottle")	}{	}{	}{	}{	}{	}{	}{	I have some numb-juice.	}
	
	414:	{	414	}{	A flamethrower.	}{	A flamethrower.	}{	441	}{	G.Story_State < 45	}{		}{	}{	}{	}{	}{	}{	}{	A flamethrower.	}
	

Changes in dlg\santa monica\vandal.dlg
	102:	{	101	}{	[Laughs nervously]Mistakes are made from time to time - without them, some of us might never have been born. Heh, heh. . .I don't know what I'm saying half the time - have a freebie, my compliments. You need more?	}{	[Laughs nervously]Mistakes are made from time to time - without them, some of us might never have been born. Heh, heh. . .I don't know what I'm saying half the time - have a freebie, my compliments. You need more?	}{	#	}{	npc.SetDisposition("Fear", 1)	}{	G.E_Missing = 3; G.Vandal_Pissed = 0; pc.GiveItem("item_g_bluebloodpack")	}{	}{	}{	}{	}{	}{	}{		}
	

