Recent Posts
C# | 2 sec ago
None | 44 sec ago
SQL | 55 sec ago
None | 56 sec ago
Bash | 59 sec ago
None | 1 min ago
None | 1 min ago
None | 1 min ago
None | 1 min ago
Java | 1 min ago
Free Subdomains
Want a pastebin.com sub-domain for your community?
learn more...
What is pastebin?
Pastebin is a website that hosts all your text & code on dedicated servers for easy sharing.
learn more...
Learn a little bit about the new Pastebin.com on our help page. hide message
By Tezz on the 10th of Feb 2010 12:48:13 AM Download | Raw | Embed | Report
  1. (0:0) When everything is starting up,
  2.             (5:212) set silent speech prefix (for spoken commands) to {!}
  3.             (5:399) clear all variables to zero.
  4.  
  5. (0:9) When a furre arrives in the dream,
  6.             (5:15) move the triggering furre to (10,13), or to someplace nearby if it's occupied.
  7.             (5:72) make the triggering furre lie down.
  8.             (5:204) emitloud message {Someone has arrived in the forest!} to everyone on the map.
  9.             (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.
  10.  
  11. (0:7) When somebody moves into position (14,67),
  12. (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.
  13.  
  14. (0:3) When somebody moves into object type 1316,
  15.             (5:200) emit message {Monster: RAWR! I will only let you pass if you help me catch some fish!} to the triggering furre.
  16.             (5:200) emit message {Will you help the Monster catch some fish? Type !Sure or !No Thank you} to the triggering furre.
  17. (0:31) When a furre says {!Sure},
  18.    (1:8) and the triggering furre can see position (14,86),
  19.    (1:200) and variable %Fishingtime is equal to 1,
  20.             (5:15) move the triggering furre to (190,188), or to someplace nearby if it's occupied.
  21.             (5:204) emitloud message {Someone has started the Fishing game!} to everyone on the map.
  22. (0:31) When a furre says {!Sure},
  23.    (1:8) and the triggering furre can see position (14,86),
  24.    (1:200) and variable %Fishingtime is equal to 0
  25.             (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.
  26. (0:31) When a furre says {!No thank you},
  27.    (1:8) and the triggering furre can see position (14,86),
  28.             (5:200) emit message {Ok, but I still won't let you through!} to the triggering furre.
  29.  
  30. (0:2) When somebody moves into floor type 32,
  31.             (5:300) set variable %Fishies to the value 0.
  32.             (5:300) set variable %Fishingtime to the value 0.
  33.  
  34. (0:18) When somebody drops object type 2402,
  35.    (1:17) and the triggering furre (moved from/is standing at) floor type 500,
  36.             (5:302) take variable %Fishies and add 1 to it.
  37.             (5:200) emit message {You have sold your fish} to the triggering furre.
  38. (0:18) When somebody drops object type 2403,
  39.    (1:17) and the triggering furre (moved from/is standing at) floor type 500,
  40.             (5:302) take variable %Fishies and add 1 to it.
  41.             (5:200) emit message {You have sold your fish} to the triggering furre.
  42. (0:18) When somebody drops object type 2404,
  43.    (1:17) and the triggering furre (moved from/is standing at) floor type 500,
  44.             (5:302) take variable %Fishies and add 1 to it.
  45.             (5:200) emit message {You have sold your fish} to the triggering furre.
  46. (0:18) When somebody drops object type 2405,
  47.    (1:17) and the triggering furre (moved from/is standing at) floor type 500,
  48.             (5:302) take variable %Fishies and add 1 to it.
  49.             (5:200) emit message {You have sold your fish} to the triggering furre.
  50. (0:3) When somebody moves into object type 2400,
  51.    (1:201) and variable %Fishies is more than 9,
  52.             (5:200) emit message {You have caught enough fish for now! It's time to return to the monster!} to the triggering furre.
  53.             (5:15) move the triggering furre to (14,82), or to someplace nearby if it's occupied.
  54.             (5:204) emitloud message {Someone has completed the Fishing game! Someone else can now enter!} to everyone on the map.
  55.             (5:300) set variable %Fishingtime to the value 1.
  56.  
  57. (0:3) When somebody moves into object type 2400,
  58.    (1:200) and variable %Fishies is equal to 0,
  59.             (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.
  60.  
  61. (0:81) When 20 seconds have passed, offset by 0,
  62.    (1:200) and variable %Rod is equal to 0,
  63.        (3:2) at (168,168) on the map,
  64.             (5:4) place object 2401.
  65.             (5:302) take variable %Rod and add 1 to it.
  66.  
  67. (0:81) When 5 seconds have passed, offset by 0,
  68.    (1:200) and variable %Rod is equal to 1,
  69.        (3:2) at (168,168) on the map,
  70.             (5:4) place object 2400.
  71.             (5:304) take variable %Rod and subtract 1 from it.
  72.  
  73. (0:3) When somebody moves into object type 2400,
  74.             (5:76) place object type 0 in the triggering furre's paws.
  75.  
  76. (0:19) When somebody uses object type 0,
  77.    (1:200) and variable %Rod is equal to 1,
  78.       (3:2) at position (168,168) on the map,
  79.              (5:312) set variable %Fish to the total of rolling 1 dice with 11 sides plus 0.
  80.  
  81. *Goldfish Cracker
  82. (0:19) When somebody uses object type 0,
  83.     (1:200) and variable %Rod is equal to 1,
  84.     (1:201) and variable %Fish is more than 1,
  85.     (1:202) and variable %Fish is less than 7,
  86.              (5:76) place object type 2404 in the triggering furre's paws.
  87.             (5:200) emit message {You have caught a Goldfish... Cracker?!? Well, at least these taste good.} to the triggering furre.
  88.  
  89. *Seaweed Fish
  90. (0:19) When somebody uses object type 0,
  91.     (1:200) and variable %Rod is equal to 1,
  92.     (1:201) and variable %Fish is more than 6,
  93.     (1:202) and variable %Fish is less than 11,
  94.              (5:76) place object type 2403 in the triggering furre's paws.
  95.             (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.
  96.  
  97. *Rainbow Fish
  98. (0:19) When somebody uses object type 0,
  99.     (1:200) and variable %Rod is equal to 1,
  100.     (1:201) and variable %Fish is more than 7,
  101.              (5:76) place object type 2404 in the triggering furre's paws.
  102.             (5:200) emit message {You have caught a Rainbow Fish! Taste the Rainbow!} to the triggering furre.
  103.  
  104. *Golden Fish
  105. (0:19) When somebody uses object 0,
  106.      (1:200) and variable %Rod is equal to 1,
  107.      (1:201) and variable %Fish is more than 9,
  108.               (5:76) place object type 2405 in the triggering furre's paws.
  109.             (5:200) emit message {You have caught the Rare Golden Fish! Congratulations!} to the triggering furre.
Submit a correction or amendment below. Make A New Post
To highlight particular lines, prefix each line with @@
Syntax highlighting:
Post expiration:
Post exposure:
Name / Title:
Email: