Some of them

I was able to change the Revenue value of Papaya, Banana, and PineApple (including canned) with the 'FruitRevenue' variable. Not sure why it changes PineApple and canned Pineapple as you can already do that with the 'PineApple Revenue' variable.
I'll have to really crank up the clouds one then - see if I can create a Hurricane like look - mostly just to see what the limits are to know what i can work with.
Another question that cropped up - I'd read somewhere about creating a special editor like directory so you didnt have to move files around so much with each script edit - but when I read it I was just starting out and now I can't recall the details of that ... anyone point me in the right direction?
Here is my market example :
Market.evtCheckFrequencyWeekBegin
GeneralEffect SetTo GroupVariable4 1 ;Set to 1 to avoid divide by zero
GeneralEffect AddTo GroupVariable4 (Random0To100) ;/3
GeneralEffect SetTo EventVariable1 1 ;Set to 1 to avoid divide by zero
GeneralEffect AddTo EventVariable1 (Random0To100)/5
GeneralEffect AddTo EventVariable1 -10
GeneralEffect SetTo GroupVariable3 EventVariable1
Then I just use a series of script files that handle each Revenue individually. Each one is called dependant on what Random Number is used. Example of Rum -
Rum.evtCheckFrequencyWeekEnd
Condition GroupVariable4<31
Condition GroupVariable4>27
Condition RumRevenue>100
GeneralEffect AddTo RumRevenue GroupVariable3
GeneralEffect SetTo EventVariable1 GroupVariable3
GeneralEffect SetTo GroupVariable3 0
GeneralEffect SetTo GroupVariable4 0
MessageTypeBottomRight
MessageText "The price of Rum has changed by [Trigger_Event_Variable_1]%"
For all the other Revenues you'd create seperate .evt files and adjust the random values it needs to be true and which Revenues are used.
I've discovered a few places I could trim this of course, but this version works for sure so that is why I displayed it.