- (0:0) When everything is starting up,
- (5:212) set silent speech prefix (for spoken commands) to {!}
- (5:399) clear all variables to zero.
- (0:9) When a furre arrives in the dream,
- (5:15) move the triggering furre to (10,13), or to someplace nearby if it's occupied.
- (5:72) make the triggering furre lie down.
- (5:204) emitloud message {Someone has arrived in the forest!} to everyone on the map.
- (5:200) emit message {You wake up in a strange forest. You can't remember anything except your name and the basic things needed to survive. Look, there's a path! Let's see where it takes you!} to the triggering furre.
- (0:7) When somebody moves into position (14,67),
- (5:200) emit message {The narrow path has opened up into a clearing, but a huge monster bars your way. What will you do?} to the triggering furre.
- (0:3) When somebody moves into object type 1316,
- (5:200) emit message {Monster: RAWR! I will only let you pass if you help me catch some fish!} to the triggering furre.
- (5:200) emit message {Will you help the Monster catch some fish? Type !Sure or !No Thank you} to the triggering furre.
- (0:31) When a furre says {!Sure},
- (1:8) and the triggering furre can see position (14,86),
- (1:200) and variable %Fishingtime is equal to 1,
- (5:15) move the triggering furre to (190,188), or to someplace nearby if it's occupied.
- (5:204) emitloud message {Someone has started the Fishing game!} to everyone on the map.
- (0:31) When a furre says {!Sure},
- (1:8) and the triggering furre can see position (14,86),
- (1:200) and variable %Fishingtime is equal to 0
- (5:200) emit message {Sorry, someone is Fishing right now. As having multiple people playing Fishing at once causes bugs, you will have to wait.} to the triggering furre.
- (0:31) When a furre says {!No thank you},
- (1:8) and the triggering furre can see position (14,86),
- (5:200) emit message {Ok, but I still won't let you through!} to the triggering furre.
- (0:2) When somebody moves into floor type 32,
- (5:300) set variable %Fishies to the value 0.
- (5:300) set variable %Fishingtime to the value 0.
- (0:18) When somebody drops object type 2402,
- (1:17) and the triggering furre (moved from/is standing at) floor type 500,
- (5:302) take variable %Fishies and add 1 to it.
- (5:200) emit message {You have sold your fish} to the triggering furre.
- (0:18) When somebody drops object type 2403,
- (1:17) and the triggering furre (moved from/is standing at) floor type 500,
- (5:302) take variable %Fishies and add 1 to it.
- (5:200) emit message {You have sold your fish} to the triggering furre.
- (0:18) When somebody drops object type 2404,
- (1:17) and the triggering furre (moved from/is standing at) floor type 500,
- (5:302) take variable %Fishies and add 1 to it.
- (5:200) emit message {You have sold your fish} to the triggering furre.
- (0:18) When somebody drops object type 2405,
- (1:17) and the triggering furre (moved from/is standing at) floor type 500,
- (5:302) take variable %Fishies and add 1 to it.
- (5:200) emit message {You have sold your fish} to the triggering furre.
- (0:3) When somebody moves into object type 2400,
- (1:201) and variable %Fishies is more than 9,
- (5:200) emit message {You have caught enough fish for now! It's time to return to the monster!} to the triggering furre.
- (5:15) move the triggering furre to (14,82), or to someplace nearby if it's occupied.
- (5:204) emitloud message {Someone has completed the Fishing game! Someone else can now enter!} to everyone on the map.
- (5:300) set variable %Fishingtime to the value 1.
- (0:3) When somebody moves into object type 2400,
- (1:200) and variable %Fishies is equal to 0,
- (5:200) emit message {When a fish bites, press F3 to reel it in! If you catch it drop it on the tile marked "Fish".} to the triggering furre.
- (0:81) When 20 seconds have passed, offset by 0,
- (1:200) and variable %Rod is equal to 0,
- (3:2) at (168,168) on the map,
- (5:4) place object 2401.
- (5:302) take variable %Rod and add 1 to it.
- (0:81) When 5 seconds have passed, offset by 0,
- (1:200) and variable %Rod is equal to 1,
- (3:2) at (168,168) on the map,
- (5:4) place object 2400.
- (5:304) take variable %Rod and subtract 1 from it.
- (0:3) When somebody moves into object type 2400,
- (5:76) place object type 0 in the triggering furre's paws.
- (0:19) When somebody uses object type 0,
- (1:200) and variable %Rod is equal to 1,
- (3:2) at position (168,168) on the map,
- (5:312) set variable %Fish to the total of rolling 1 dice with 11 sides plus 0.
- *Goldfish Cracker
- (0:19) When somebody uses object type 0,
- (1:200) and variable %Rod is equal to 1,
- (1:201) and variable %Fish is more than 1,
- (1:202) and variable %Fish is less than 7,
- (5:76) place object type 2404 in the triggering furre's paws.
- (5:200) emit message {You have caught a Goldfish... Cracker?!? Well, at least these taste good.} to the triggering furre.
- *Seaweed Fish
- (0:19) When somebody uses object type 0,
- (1:200) and variable %Rod is equal to 1,
- (1:201) and variable %Fish is more than 6,
- (1:202) and variable %Fish is less than 11,
- (5:76) place object type 2403 in the triggering furre's paws.
- (5:200) emit message {You have caught a Seaweed Fish! This fish likes to hide in the seaweed lining the bottom of the river.} to the triggering furre.
- *Rainbow Fish
- (0:19) When somebody uses object type 0,
- (1:200) and variable %Rod is equal to 1,
- (1:201) and variable %Fish is more than 7,
- (5:76) place object type 2404 in the triggering furre's paws.
- (5:200) emit message {You have caught a Rainbow Fish! Taste the Rainbow!} to the triggering furre.
- *Golden Fish
- (0:19) When somebody uses object 0,
- (1:200) and variable %Rod is equal to 1,
- (1:201) and variable %Fish is more than 9,
- (5:76) place object type 2405 in the triggering furre's paws.
- (5:200) emit message {You have caught the Rare Golden Fish! Congratulations!} to the triggering furre.