DreamDancer

Tubing!

Jul 6th, 2012
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  1. * // compiling chunk: tubing-solo
  2. * // entry: use fact that they stepped into a tubing floor
  3.  
  4. * // they stepped onto a movement floor
  5. (0:2) When somebody moves into floor type 531,
  6. (1:5) and they successfully moved,
  7. (1:3) and they move into object type 0,
  8. (0:2) When somebody moves into floor type 532,
  9. (1:5) and they successfully moved,
  10. (1:3) and they move into object type 0,
  11. (0:2) When somebody moves into floor type 533,
  12. (1:5) and they successfully moved,
  13. (1:3) and they move into object type 0,
  14. (0:2) When somebody moves into floor type 534,
  15. (1:5) and they successfully moved,
  16. (1:3) and they move into object type 0,
  17. (0:2) When somebody moves into floor type 535,
  18. (1:5) and they successfully moved,
  19. (1:3) and they move into object type 0,
  20. (0:2) When somebody moves into floor type 536,
  21. (1:5) and they successfully moved,
  22. (1:3) and they move into object type 0,
  23. (0:2) When somebody moves into floor type 537,
  24. (1:5) and they successfully moved,
  25. (1:3) and they move into object type 0,
  26. (0:2) When somebody moves into floor type 538,
  27. (1:5) and they successfully moved,
  28. (1:3) and they move into object type 0,
  29. (0:2) When somebody moves into floor type 539,
  30. (1:5) and they successfully moved,
  31. (1:3) and they move into object type 0,
  32. (0:2) When somebody moves into floor type 540,
  33. (1:5) and they successfully moved,
  34. (1:3) and they move into object type 0,
  35. (0:2) When somebody moves into floor type 541,
  36. (1:5) and they successfully moved,
  37. (1:3) and they move into object type 0,
  38. (0:2) When somebody moves into floor type 542,
  39. (1:5) and they successfully moved,
  40. (1:3) and they move into object type 0,
  41. (0:2) When somebody moves into floor type 543,
  42. (1:5) and they successfully moved,
  43. (1:3) and they move into object type 0,
  44. (0:2) When somebody moves into floor type 544,
  45. (1:5) and they successfully moved,
  46. (1:3) and they move into object type 0,
  47. (0:2) When somebody moves into floor type 545,
  48. (1:5) and they successfully moved,
  49. (1:3) and they move into object type 0,
  50. (0:2) When somebody moves into floor type 546,
  51. (1:5) and they successfully moved,
  52. (1:3) and they move into object type 0,
  53. (3:6) where the triggering furre moved into,
  54. (5:4) place object type 2406.
  55. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  56.  
  57. * // they be standing still on a movement floor
  58. (0:71) When a furre stays in the same square for 1 seconds,
  59. (1:17) and they (moved from/are standing at) floor type 531,
  60. (1:18) and they (moved from/are standing at) object type 0,
  61. (0:71) When a furre stays in the same square for 1 seconds,
  62. (1:17) and they (moved from/are standing at) floor type 532,
  63. (1:18) and they (moved from/are standing at) object type 0,
  64. (0:71) When a furre stays in the same square for 1 seconds,
  65. (1:17) and they (moved from/are standing at) floor type 533,
  66. (1:18) and they (moved from/are standing at) object type 0,
  67. (0:71) When a furre stays in the same square for 1 seconds,
  68. (1:17) and they (moved from/are standing at) floor type 534,
  69. (1:18) and they (moved from/are standing at) object type 0,
  70. (0:71) When a furre stays in the same square for 1 seconds,
  71. (1:17) and they (moved from/are standing at) floor type 535,
  72. (1:18) and they (moved from/are standing at) object type 0,
  73. (0:71) When a furre stays in the same square for 1 seconds,
  74. (1:17) and they (moved from/are standing at) floor type 536,
  75. (1:18) and they (moved from/are standing at) object type 0,
  76. (0:71) When a furre stays in the same square for 1 seconds,
  77. (1:17) and they (moved from/are standing at) floor type 537,
  78. (1:18) and they (moved from/are standing at) object type 0,
  79. (0:71) When a furre stays in the same square for 1 seconds,
  80. (1:17) and they (moved from/are standing at) floor type 538,
  81. (1:18) and they (moved from/are standing at) object type 0,
  82. (0:71) When a furre stays in the same square for 1 seconds,
  83. (1:17) and they (moved from/are standing at) floor type 539,
  84. (1:18) and they (moved from/are standing at) object type 0,
  85. (0:71) When a furre stays in the same square for 1 seconds,
  86. (1:17) and they (moved from/are standing at) floor type 540,
  87. (1:18) and they (moved from/are standing at) object type 0,
  88. (0:71) When a furre stays in the same square for 1 seconds,
  89. (1:17) and they (moved from/are standing at) floor type 541,
  90. (1:18) and they (moved from/are standing at) object type 0,
  91. (0:71) When a furre stays in the same square for 1 seconds,
  92. (1:17) and they (moved from/are standing at) floor type 542,
  93. (1:18) and they (moved from/are standing at) object type 0,
  94. (0:71) When a furre stays in the same square for 1 seconds,
  95. (1:17) and they (moved from/are standing at) floor type 543,
  96. (1:18) and they (moved from/are standing at) object type 0,
  97. (0:71) When a furre stays in the same square for 1 seconds,
  98. (1:17) and they (moved from/are standing at) floor type 544,
  99. (1:18) and they (moved from/are standing at) object type 0,
  100. (0:71) When a furre stays in the same square for 1 seconds,
  101. (1:17) and they (moved from/are standing at) floor type 545,
  102. (1:18) and they (moved from/are standing at) object type 0,
  103. (0:71) When a furre stays in the same square for 1 seconds,
  104. (1:17) and they (moved from/are standing at) floor type 546,
  105. (1:18) and they (moved from/are standing at) object type 0,
  106. (3:5) where the triggering furre (moved from/is standing at),
  107. (5:4) place object type 2406.
  108. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  109.  
  110. * // compiling chunk: tubing
  111. * // generic tube smack
  112. (0:100) When 2 seconds have passed, offset by 0,
  113. (4:3) only where an object type 2406 is,
  114. (5:80) move any furre present 0 step(s) northeast (up and right) if there's nobody already there.
  115.  
  116.  
  117. * // tubing cleanup attempt one
  118. (0:100) When 2 seconds have passed, offset by 0,
  119. (3:1) everywhere on the whole map,
  120. (4:9) only in places where someone can walk,
  121. (5:5) change object type 2406 to type 0.
  122.  
  123.  
  124. * // branching movement floors
  125.  
  126. * // branch move north east, check due north
  127. (0:71) When a furre stays in the same square for 1 seconds,
  128. (1:17) and they (moved from/are standing at) floor type 539,
  129. (1:144) and 1 step(s) NE & 1 step(s) NW from the triggering furre is not floor 530,
  130. (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
  131. (1:1000) and a random dice roll comes up (30 percent of the time),
  132. * // compiling call: tubing-solo:moveduenorth
  133. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  134. (5:4) place object type 2406.
  135. (3:5) where the triggering furre (moved from/is standing at),
  136. (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
  137. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  138. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  139. (3:5) where the triggering furre (moved from/is standing at),
  140. (5:4) place object type 0.
  141. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  142.  
  143. * // branch move north east, check due east
  144. (0:71) When a furre stays in the same square for 1 seconds,
  145. (1:17) and they (moved from/are standing at) floor type 539,
  146. (1:145) and 1 step(s) NE & 1 step(s) SE from the triggering furre is not floor 530,
  147. (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
  148. (1:1000) and a random dice roll comes up (30 percent of the time),
  149. * // compiling call: tubing-solo:movedueeast
  150. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  151. (5:4) place object type 2406.
  152. (3:5) where the triggering furre (moved from/is standing at),
  153. (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
  154. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  155. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  156. (3:5) where the triggering furre (moved from/is standing at),
  157. (5:4) place object type 0.
  158. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  159.  
  160. * // branch move failed, move north east
  161. (0:71) When a furre stays in the same square for 1 seconds,
  162. (1:17) and they (moved from/are standing at) floor type 539,
  163. (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
  164. * // compiling call: tubing-solo:movenortheast
  165. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  166. (5:4) place object type 2406.
  167. (3:5) where the triggering furre (moved from/is standing at),
  168. (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
  169. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  170. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  171. (3:5) where the triggering furre (moved from/is standing at),
  172. (5:4) place object type 0.
  173. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  174.  
  175.  
  176. * // branch move east, check north east
  177. (0:71) When a furre stays in the same square for 1 seconds,
  178. (1:17) and they (moved from/are standing at) floor type 540,
  179. (1:140) and 1 step(s) northeast (up and right) from the triggering furre is not floor 530,
  180. (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
  181. (1:1000) and a random dice roll comes up (30 percent of the time),
  182. * // compiling call: tubing-solo:movenortheast
  183. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  184. (5:4) place object type 2406.
  185. (3:5) where the triggering furre (moved from/is standing at),
  186. (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
  187. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  188. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  189. (3:5) where the triggering furre (moved from/is standing at),
  190. (5:4) place object type 0.
  191. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  192.  
  193. * // branch move east, check south east
  194. (0:71) When a furre stays in the same square for 1 seconds,
  195. (1:17) and they (moved from/are standing at) floor type 540,
  196. (1:141) and 1 step(s) southeast (down and right) from the triggering furre is not floor 530,
  197. (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
  198. (1:1000) and a random dice roll comes up (30 percent of the time),
  199. * // compiling call: tubing-solo:movesoutheast
  200. (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
  201. (5:4) place object type 2406.
  202. (3:5) where the triggering furre (moved from/is standing at),
  203. (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
  204. (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
  205. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  206. (3:5) where the triggering furre (moved from/is standing at),
  207. (5:4) place object type 0.
  208. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  209.  
  210. * // branch move failed, move due east
  211. (0:71) When a furre stays in the same square for 1 seconds,
  212. (1:17) and they (moved from/are standing at) floor type 540,
  213. (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
  214. * // compiling call: tubing-solo:movedueeast
  215. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  216. (5:4) place object type 2406.
  217. (3:5) where the triggering furre (moved from/is standing at),
  218. (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
  219. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  220. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  221. (3:5) where the triggering furre (moved from/is standing at),
  222. (5:4) place object type 0.
  223. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  224.  
  225.  
  226. * // branch move south east, check east
  227. (0:71) When a furre stays in the same square for 1 seconds,
  228. (1:17) and they (moved from/are standing at) floor type 541,
  229. (1:145) and 1 step(s) NE & 1 step(s) SE from the triggering furre is not floor 530,
  230. (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
  231. (1:1000) and a random dice roll comes up (30 percent of the time),
  232. * // compiling call: tubing-solo:movedueeast
  233. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  234. (5:4) place object type 2406.
  235. (3:5) where the triggering furre (moved from/is standing at),
  236. (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
  237. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  238. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  239. (3:5) where the triggering furre (moved from/is standing at),
  240. (5:4) place object type 0.
  241. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  242.  
  243. * // branch move south east, check south
  244. (0:71) When a furre stays in the same square for 1 seconds,
  245. (1:17) and they (moved from/are standing at) floor type 541,
  246. (1:146) and 1 step(s) SW & 1 step(s) SE from the triggering furre is not floor 530,
  247. (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
  248. (1:1000) and a random dice roll comes up (30 percent of the time),
  249. * // compiling call: tubing-solo:moveduesouth
  250. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  251. (5:4) place object type 2406.
  252. (3:5) where the triggering furre (moved from/is standing at),
  253. (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
  254. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  255. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  256. (3:5) where the triggering furre (moved from/is standing at),
  257. (5:4) place object type 0.
  258. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  259.  
  260. * // branch move failed, move south east
  261. (0:71) When a furre stays in the same square for 1 seconds,
  262. (1:17) and they (moved from/are standing at) floor type 541,
  263. (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
  264. * // compiling call: tubing-solo:movesoutheast
  265. (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
  266. (5:4) place object type 2406.
  267. (3:5) where the triggering furre (moved from/is standing at),
  268. (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
  269. (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
  270. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  271. (3:5) where the triggering furre (moved from/is standing at),
  272. (5:4) place object type 0.
  273. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  274.  
  275.  
  276. * // branch move due south, check south east
  277. (0:71) When a furre stays in the same square for 1 seconds,
  278. (1:17) and they (moved from/are standing at) floor type 542,
  279. (1:141) and 1 step(s) southeast (down and right) from the triggering furre is not floor 530,
  280. (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
  281. (1:1000) and a random dice roll comes up (30 percent of the time),
  282. * // compiling call: tubing-solo:movesoutheast
  283. (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
  284. (5:4) place object type 2406.
  285. (3:5) where the triggering furre (moved from/is standing at),
  286. (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
  287. (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
  288. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  289. (3:5) where the triggering furre (moved from/is standing at),
  290. (5:4) place object type 0.
  291. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  292.  
  293. * // branch move due south, check south west
  294. (0:71) When a furre stays in the same square for 1 seconds,
  295. (1:17) and they (moved from/are standing at) floor type 542,
  296. (1:142) and 1 step(s) southwest (down and left) from the triggering furre is not floor 530,
  297. (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
  298. (1:1000) and a random dice roll comes up (30 percent of the time),
  299. * // compiling call: tubing-solo:movesouthwest
  300. (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
  301. (5:4) place object type 2406.
  302. (3:5) where the triggering furre (moved from/is standing at),
  303. (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
  304. (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
  305. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  306. (3:5) where the triggering furre (moved from/is standing at),
  307. (5:4) place object type 0.
  308. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  309.  
  310. * // branch move failed, move due south
  311. (0:71) When a furre stays in the same square for 1 seconds,
  312. (1:17) and they (moved from/are standing at) floor type 542,
  313. (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
  314. * // compiling call: tubing-solo:moveduesouth
  315. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  316. (5:4) place object type 2406.
  317. (3:5) where the triggering furre (moved from/is standing at),
  318. (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
  319. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  320. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  321. (3:5) where the triggering furre (moved from/is standing at),
  322. (5:4) place object type 0.
  323. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  324.  
  325.  
  326. * // branch move south west, check south
  327. (0:71) When a furre stays in the same square for 1 seconds,
  328. (1:17) and they (moved from/are standing at) floor type 543,
  329. (1:146) and 1 step(s) SW & 1 step(s) SE from the triggering furre is not floor 530,
  330. (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
  331. (1:1000) and a random dice roll comes up (30 percent of the time),
  332. * // compiling call: tubing-solo:moveduesouth
  333. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  334. (5:4) place object type 2406.
  335. (3:5) where the triggering furre (moved from/is standing at),
  336. (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
  337. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  338. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  339. (3:5) where the triggering furre (moved from/is standing at),
  340. (5:4) place object type 0.
  341. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  342.  
  343. * // branch move south west, check west
  344. (0:71) When a furre stays in the same square for 1 seconds,
  345. (1:17) and they (moved from/are standing at) floor type 543,
  346. (1:147) and 1 step(s) SW & 1 step(s) NW from the triggering furre is not floor 530,
  347. (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
  348. (1:1000) and a random dice roll comes up (30 percent of the time),
  349. * // compiling call: tubing-solo:moveduewest
  350. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  351. (5:4) place object type 2406.
  352. (3:5) where the triggering furre (moved from/is standing at),
  353. (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
  354. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  355. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  356. (3:5) where the triggering furre (moved from/is standing at),
  357. (5:4) place object type 0.
  358. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  359.  
  360. * // branch move failed, move south west
  361. (0:71) When a furre stays in the same square for 1 seconds,
  362. (1:17) and they (moved from/are standing at) floor type 543,
  363. (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
  364. * // compiling call: tubing-solo:movesouthwest
  365. (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
  366. (5:4) place object type 2406.
  367. (3:5) where the triggering furre (moved from/is standing at),
  368. (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
  369. (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
  370. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  371. (3:5) where the triggering furre (moved from/is standing at),
  372. (5:4) place object type 0.
  373. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  374.  
  375.  
  376. * // branch move west, check south west
  377. (0:71) When a furre stays in the same square for 1 seconds,
  378. (1:17) and they (moved from/are standing at) floor type 544,
  379. (1:142) and 1 step(s) southwest (down and left) from the triggering furre is not floor 530,
  380. (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
  381. (1:1000) and a random dice roll comes up (30 percent of the time),
  382. * // compiling call: tubing-solo:movesouthwest
  383. (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
  384. (5:4) place object type 2406.
  385. (3:5) where the triggering furre (moved from/is standing at),
  386. (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
  387. (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
  388. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  389. (3:5) where the triggering furre (moved from/is standing at),
  390. (5:4) place object type 0.
  391. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  392.  
  393. * // branch move west, check north west
  394. (0:71) When a furre stays in the same square for 1 seconds,
  395. (1:17) and they (moved from/are standing at) floor type 544,
  396. (1:143) and 1 step(s) northwest (up and left) from the triggering furre is not floor 530,
  397. (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
  398. (1:1000) and a random dice roll comes up (30 percent of the time),
  399. * // compiling call: tubing-solo:movenorthwest
  400. (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
  401. (5:4) place object type 2406.
  402. (3:5) where the triggering furre (moved from/is standing at),
  403. (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
  404. (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
  405. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  406. (3:5) where the triggering furre (moved from/is standing at),
  407. (5:4) place object type 0.
  408. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  409.  
  410. * // branch move failed, move due west
  411. (0:71) When a furre stays in the same square for 1 seconds,
  412. (1:17) and they (moved from/are standing at) floor type 544,
  413. (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
  414. * // compiling call: tubing-solo:moveduewest
  415. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  416. (5:4) place object type 2406.
  417. (3:5) where the triggering furre (moved from/is standing at),
  418. (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
  419. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  420. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  421. (3:5) where the triggering furre (moved from/is standing at),
  422. (5:4) place object type 0.
  423. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  424.  
  425.  
  426. * // branch move north west, check west
  427. (0:71) When a furre stays in the same square for 1 seconds,
  428. (1:17) and they (moved from/are standing at) floor type 545,
  429. (1:147) and 1 step(s) SW & 1 step(s) NW from the triggering furre is not floor 530,
  430. (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
  431. (1:1000) and a random dice roll comes up (30 percent of the time),
  432. * // compiling call: tubing-solo:moveduewest
  433. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  434. (5:4) place object type 2406.
  435. (3:5) where the triggering furre (moved from/is standing at),
  436. (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
  437. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  438. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  439. (3:5) where the triggering furre (moved from/is standing at),
  440. (5:4) place object type 0.
  441. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  442.  
  443. * // branch move north west, check north
  444. (0:71) When a furre stays in the same square for 1 seconds,
  445. (1:17) and they (moved from/are standing at) floor type 545,
  446. (1:144) and 1 step(s) NE & 1 step(s) NW from the triggering furre is not floor 530,
  447. (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
  448. (1:1000) and a random dice roll comes up (30 percent of the time),
  449. * // compiling call: tubing-solo:moveduenorth
  450. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  451. (5:4) place object type 2406.
  452. (3:5) where the triggering furre (moved from/is standing at),
  453. (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
  454. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  455. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  456. (3:5) where the triggering furre (moved from/is standing at),
  457. (5:4) place object type 0.
  458. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  459.  
  460. * // branch move failed, move north west
  461. (0:71) When a furre stays in the same square for 1 seconds,
  462. (1:17) and they (moved from/are standing at) floor type 545,
  463. (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
  464. * // compiling call: tubing-solo:movenorthwest
  465. (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
  466. (5:4) place object type 2406.
  467. (3:5) where the triggering furre (moved from/is standing at),
  468. (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
  469. (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
  470. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  471. (3:5) where the triggering furre (moved from/is standing at),
  472. (5:4) place object type 0.
  473. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  474.  
  475.  
  476. * // branch move north, check north west
  477. (0:71) When a furre stays in the same square for 1 seconds,
  478. (1:17) and they (moved from/are standing at) floor type 546,
  479. (1:143) and 1 step(s) northwest (up and left) from the triggering furre is not floor 530,
  480. (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
  481. (1:1000) and a random dice roll comes up (30 percent of the time),
  482. * // compiling call: tubing-solo:movenorthwest
  483. (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
  484. (5:4) place object type 2406.
  485. (3:5) where the triggering furre (moved from/is standing at),
  486. (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
  487. (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
  488. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  489. (3:5) where the triggering furre (moved from/is standing at),
  490. (5:4) place object type 0.
  491. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  492.  
  493. * // branch move north, check north east
  494. (0:71) When a furre stays in the same square for 1 seconds,
  495. (1:17) and they (moved from/are standing at) floor type 546,
  496. (1:140) and 1 step(s) northeast (up and right) from the triggering furre is not floor 530,
  497. (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
  498. (1:1000) and a random dice roll comes up (30 percent of the time),
  499. * // compiling call: tubing-solo:movenortheast
  500. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  501. (5:4) place object type 2406.
  502. (3:5) where the triggering furre (moved from/is standing at),
  503. (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
  504. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  505. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  506. (3:5) where the triggering furre (moved from/is standing at),
  507. (5:4) place object type 0.
  508. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  509.  
  510. * // branch move failed, move due north
  511. (0:71) When a furre stays in the same square for 1 seconds,
  512. (1:17) and they (moved from/are standing at) floor type 546,
  513. (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
  514. * // compiling call: tubing-solo:moveduenorth
  515. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  516. (5:4) place object type 2406.
  517. (3:5) where the triggering furre (moved from/is standing at),
  518. (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
  519. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  520. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  521. (3:5) where the triggering furre (moved from/is standing at),
  522. (5:4) place object type 0.
  523. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  524.  
  525.  
  526. * // movement normal
  527.  
  528. * // tubing move North East
  529. (0:71) When a furre stays in the same square for 1 seconds,
  530. (1:17) and they (moved from/are standing at) floor type 531,
  531. (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
  532. * // compiling call: tubing-solo:movenortheast
  533. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  534. (5:4) place object type 2406.
  535. (3:5) where the triggering furre (moved from/is standing at),
  536. (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
  537. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
  538. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  539. (3:5) where the triggering furre (moved from/is standing at),
  540. (5:4) place object type 0.
  541. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  542.  
  543. * // tubing move East
  544. (0:71) When a furre stays in the same square for 1 seconds,
  545. (1:17) and they (moved from/are standing at) floor type 532,
  546. (1:55) and 1 step(s) NE & 1 step(s) SE from the triggering furre is object 0,
  547. * // compiling call: tubing-solo:movedueeast
  548. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  549. (5:4) place object type 2406.
  550. (3:5) where the triggering furre (moved from/is standing at),
  551. (5:85) move any furre present 1 step(s) NE & 1 step(s) SE if there's nobody already there.
  552. (3:61) 1 step(s) NE & 1 step(s) SE from where the triggering furre (moved from/is standing),
  553. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  554. (3:5) where the triggering furre (moved from/is standing at),
  555. (5:4) place object type 0.
  556. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  557.  
  558. * // tubing move South East
  559. (0:71) When a furre stays in the same square for 1 seconds,
  560. (1:17) and they (moved from/are standing at) floor type 533,
  561. (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
  562. * // compiling call: tubing-solo:movesoutheast
  563. (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
  564. (5:4) place object type 2406.
  565. (3:5) where the triggering furre (moved from/is standing at),
  566. (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
  567. (3:55) 1 step(s) southeast (down and right) from where the triggering furre moved to,
  568. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  569. (3:5) where the triggering furre (moved from/is standing at),
  570. (5:4) place object type 0.
  571. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  572.  
  573. * // tubing move South
  574. (0:71) When a furre stays in the same square for 1 seconds,
  575. (1:17) and they (moved from/are standing at) floor type 534,
  576. (1:56) and 1 step(s) SW & 1 step(s) SE from the triggering furre is object 0,
  577. * // compiling call: tubing-solo:moveduesouth
  578. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  579. (5:4) place object type 2406.
  580. (3:5) where the triggering furre (moved from/is standing at),
  581. (5:86) move any furre present 1 step(s) SW & 1 step(s) SE if there's nobody already there.
  582. (3:62) 1 step(s) SW & 1 step(s) SE from where the triggering furre (moved from/is standing),
  583. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  584. (3:5) where the triggering furre (moved from/is standing at),
  585. (5:4) place object type 0.
  586. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  587.  
  588. * // tubing move South West
  589. (0:71) When a furre stays in the same square for 1 seconds,
  590. (1:17) and they (moved from/are standing at) floor type 535,
  591. (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
  592. * // compiling call: tubing-solo:movesouthwest
  593. (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
  594. (5:4) place object type 2406.
  595. (3:5) where the triggering furre (moved from/is standing at),
  596. (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
  597. (3:56) 1 step(s) southwest (down and left) from where the triggering furre moved to,
  598. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  599. (3:5) where the triggering furre (moved from/is standing at),
  600. (5:4) place object type 0.
  601. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  602.  
  603. * // tubing move West
  604. (0:71) When a furre stays in the same square for 1 seconds,
  605. (1:17) and they (moved from/are standing at) floor type 536,
  606. (1:57) and 1 step(s) SW & 1 step(s) NW from the triggering furre is object 0,
  607. * // compiling call: tubing-solo:moveduewest
  608. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  609. (5:4) place object type 2406.
  610. (3:5) where the triggering furre (moved from/is standing at),
  611. (5:87) move any furre present 1 step(s) SW & 1 step(s) NW if there's nobody already there.
  612. (3:63) 1 step(s) SW & 1 step(s) NW from where the triggering furre (moved from/is standing),
  613. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  614. (3:5) where the triggering furre (moved from/is standing at),
  615. (5:4) place object type 0.
  616. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  617.  
  618. * // tubing move North West
  619. (0:71) When a furre stays in the same square for 1 seconds,
  620. (1:17) and they (moved from/are standing at) floor type 537,
  621. (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
  622. * // compiling call: tubing-solo:movenorthwest
  623. (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
  624. (5:4) place object type 2406.
  625. (3:5) where the triggering furre (moved from/is standing at),
  626. (5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
  627. (3:57) 1 step(s) northwest (up and left) from where the triggering furre moved to,
  628. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  629. (3:5) where the triggering furre (moved from/is standing at),
  630. (5:4) place object type 0.
  631. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  632.  
  633. * // tubing move North
  634. (0:71) When a furre stays in the same square for 1 seconds,
  635. (1:17) and they (moved from/are standing at) floor type 538,
  636. (1:54) and 1 step(s) NE & 1 step(s) NW from the triggering furre is object 0,
  637. * // compiling call: tubing-solo:moveduenorth
  638. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  639. (5:4) place object type 2406.
  640. (3:5) where the triggering furre (moved from/is standing at),
  641. (5:84) move any furre present 1 step(s) NE & 1 step(s) NW if there's nobody already there.
  642. (3:60) 1 step(s) NE & 1 step(s) NW from where the triggering furre (moved from/is standing),
  643. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  644. (3:5) where the triggering furre (moved from/is standing at),
  645. (5:4) place object type 0.
  646. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  647.  
  648.  
  649.  
  650. * // compiling chunk: exittube
  651. * // exit tubing generic
  652. (0:1) Whenever somebody moves,
  653. (1:18) and they (moved from/are standing at) object type 2406,
  654. (1:5) and they successfully moved,
  655. (3:5) where the triggering furre (moved from/is standing at),
  656. (5:4) place object type 0.
  657.  
  658. * // vanishing furre
  659. (0:10) When a furre leaves the dream,
  660. (1:18) and they (moved from/are standing at) object type 2406,
  661. (3:5) where the triggering furre (moved from/is standing at),
  662. (5:4) place object type 0.
  663.  
  664. * // use pick up the tube instead
  665. (0:17) When somebody picks up object type 2406,
  666. (5:76) Place object type 0 in the triggering furre's paws.
  667. (5:15) move the triggering furre to (92,41), or to someplace nearby if it's occupied.
  668.  
  669. * // wrap around
  670. (0:71) When a furre stays in the same square for 1 seconds,
  671. (1:19) and they (moved from/are standing at) position (16,176),
  672. (1:1101) and there's no furre at (108,31),
  673. (5:14) move the triggering furre to (108,31) if there's nobody already there.
  674. (3:2) at position (108,31) on the map,
  675. (5:4) place object type 2406.
  676. (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
  677. (3:2) at position (16,176) on the map,
  678. (5:4) place object type 0.
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