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- * // compiling chunk: tubing-solo
- * // entry: use fact that they stepped into a tubing floor
- * // they stepped onto a movement floor
- (0:2) When somebody moves into floor type 531,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 532,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 533,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 534,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 535,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 536,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 537,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 538,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 539,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 540,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 541,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 542,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 543,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 544,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 545,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (0:2) When somebody moves into floor type 546,
- (1:5) and they successfully moved,
- (1:3) and they move into object type 0,
- (3:6) where the triggering furre moved into,
- (5:4) place object type 2406.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // they be standing still on a movement floor
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 531,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 532,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 533,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 534,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 535,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 536,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 537,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 538,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 539,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 540,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 541,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 542,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 543,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 544,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 545,
- (1:18) and they (moved from/are standing at) object type 0,
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 546,
- (1:18) and they (moved from/are standing at) object type 0,
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 2406.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // compiling chunk: tubing
- * // generic tube smack
- (0:100) When 2 seconds have passed, offset by 0,
- (4:3) only where an object type 2406 is,
- (5:80) move any furre present 0 step(s) northeast (up and right) if there's nobody already there.
- * // tubing cleanup attempt one
- (0:100) When 2 seconds have passed, offset by 0,
- (3:1) everywhere on the whole map,
- (4:9) only in places where someone can walk,
- (5:5) change object type 2406 to type 0.
- * // branching movement floors
- * // branch move north east, check due north
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 539,
- (1:144) and 1 step(s) NE & 1 step(s) NW from the triggering furre is not floor 530,
- (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:moveduenorth
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move north east, check due east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 539,
- (1:145) and 1 step(s) NE & 1 step(s) SE from the triggering furre is not floor 530,
- (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movedueeast
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move north east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 539,
- (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movenortheast
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move east, check north east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 540,
- (1:140) and 1 step(s) northeast (up and right) from the triggering furre is not floor 530,
- (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movenortheast
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move east, check south east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 540,
- (1:141) and 1 step(s) southeast (down and right) from the triggering furre is not floor 530,
- (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movesoutheast
- (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
- (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move due east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 540,
- (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
- * // compiling call: tubing-solo:movedueeast
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move south east, check east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 541,
- (1:145) and 1 step(s) NE & 1 step(s) SE from the triggering furre is not floor 530,
- (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movedueeast
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move south east, check south
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 541,
- (1:146) and 1 step(s) SW & 1 step(s) SE from the triggering furre is not floor 530,
- (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:moveduesouth
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move south east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 541,
- (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movesoutheast
- (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
- (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move due south, check south east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 542,
- (1:141) and 1 step(s) southeast (down and right) from the triggering furre is not floor 530,
- (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movesoutheast
- (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
- (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move due south, check south west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 542,
- (1:142) and 1 step(s) southwest (down and left) from the triggering furre is not floor 530,
- (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movesouthwest
- (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
- (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move due south
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 542,
- (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
- * // compiling call: tubing-solo:moveduesouth
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move south west, check south
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 543,
- (1:146) and 1 step(s) SW & 1 step(s) SE from the triggering furre is not floor 530,
- (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:moveduesouth
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move south west, check west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 543,
- (1:147) and 1 step(s) SW & 1 step(s) NW from the triggering furre is not floor 530,
- (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:moveduewest
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move south west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 543,
- (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movesouthwest
- (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
- (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move west, check south west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 544,
- (1:142) and 1 step(s) southwest (down and left) from the triggering furre is not floor 530,
- (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movesouthwest
- (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
- (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move west, check north west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 544,
- (1:143) and 1 step(s) northwest (up and left) from the triggering furre is not floor 530,
- (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movenorthwest
- (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
- (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move due west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 544,
- (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
- * // compiling call: tubing-solo:moveduewest
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move north west, check west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 545,
- (1:147) and 1 step(s) SW & 1 step(s) NW from the triggering furre is not floor 530,
- (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:moveduewest
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move north west, check north
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 545,
- (1:144) and 1 step(s) NE & 1 step(s) NW from the triggering furre is not floor 530,
- (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:moveduenorth
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move north west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 545,
- (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movenorthwest
- (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
- (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move north, check north west
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 546,
- (1:143) and 1 step(s) northwest (up and left) from the triggering furre is not floor 530,
- (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movenorthwest
- (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
- (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move north, check north east
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 546,
- (1:140) and 1 step(s) northeast (up and right) from the triggering furre is not floor 530,
- (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
- (1:1000) and a random dice roll comes up (30 percent of the time),
- * // compiling call: tubing-solo:movenortheast
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // branch move failed, move due north
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 546,
- (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
- * // compiling call: tubing-solo:moveduenorth
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // movement normal
- * // tubing move North East
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 531,
- (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movenortheast
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
- (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move East
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 532,
- (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
- * // compiling call: tubing-solo:movedueeast
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
- (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move South East
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 533,
- (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movesoutheast
- (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
- (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move South
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 534,
- (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
- * // compiling call: tubing-solo:moveduesouth
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
- (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move South West
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 535,
- (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movesouthwest
- (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
- (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move West
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 536,
- (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
- * // compiling call: tubing-solo:moveduewest
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
- (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move North West
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 537,
- (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
- * // compiling call: tubing-solo:movenorthwest
- (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
- (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // tubing move North
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:17) and they (moved from/are standing at) floor type 538,
- (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
- * // compiling call: tubing-solo:moveduenorth
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:4) place object type 2406.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
- (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- * // compiling chunk: exittube
- * // exit tubing generic
- (0:1) Whenever somebody moves,
- (1:18) and they (moved from/are standing at) object type 2406,
- (1:5) and they successfully moved,
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- * // vanishing furre
- (0:10) When a furre leaves the dream,
- (1:18) and they (moved from/are standing at) object type 2406,
- (3:5) where the triggering furre (moved from/is standing at),
- (5:4) place object type 0.
- * // use pick up the tube instead
- (0:17) When somebody picks up object type 2406,
- (5:76) Place object type 0 in the triggering furre's paws.
- (5:15) move the triggering furre to (92,41), or to someplace nearby if it's occupied.
- * // wrap around
- (0:71) When a furre stays in the same square for 1 seconds,
- (1:19) and they (moved from/are standing at) position (16,176),
- (1:1101) and there's no furre at (108,31),
- (5:14) move the triggering furre to (108,31) if there's nobody already there.
- (3:2) at position (108,31) on the map,
- (5:4) place object type 2406.
- (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
- (3:2) at position (16,176) on the map,
- (5:4) place object type 0.
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