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  1. DSPK V04.00 Furcadia
  2. Notes
  3. Regions Used
  4. One - Eight
  5. One-Hundred - One-Hundred and Fourteen
  6. Two-Hundred - Two-Hundred And Sixtythree
  7. Highest Timer Used
  8. Sixteen
  9. Ninety-Eight And Ninety-Nine
  10. Start Up
  11. (0:0) When everything is starting up,
  12. Uploads
  13. (5:107) allow global Dream uploads by Dream owner and shared furres.
  14. Speech
  15. (5:212) set silent speech prefix (for spoken commands) to {!}.
  16. Regions
  17. (5:162) make region 1 unwalkable.
  18. (5:122) treat all regions numbered 100 and higher as 'indoors', and only show furres there what's in that region.
  19. (5:125) show bottom walls outdoors only.
  20. (5:128) show top walls indoors only.
  21. (5:166) make it impossible to pick up or drop items in region 3.
  22. (5:166) make it impossible to pick up or drop items in region 4.
  23. (5:166) make it impossible to pick up or drop items in region 5.
  24. (5:166) make it impossible to pick up or drop items in region 6.
  25. (5:166) make it impossible to pick up or drop items in region 7.
  26. (5:166) make it impossible to pick up or drop items in region 8.
  27. Messages
  28. Dream Introduction
  29. (5:250) set message ~intromessage to {Testers Type !tester In Order To Be Teleport To The Script Test Area.}.
  30. Level Introductions
  31. (5:250) set message ~pages to {Testers!!! Game Will Start In A Few Seconds. Seeing Slenderman(The statue) Causes 10 Damage A Second, Running Into Him Is Instant Death. Health Does Not Currently Replenish. Collect 8 Pages To Win. Each Page You Collect Increases How Often Slenderman Will Spawn. When Starting You Have A 10 Second Grace Period. Picking Up A Page Will Automatically Remove It. Good Luck, Have Fun, And Report Any Bugs To Rosina, Or Wiren. -- Wiren}.
  32. (5:250) set message ~forest to {Forest Intro}.
  33. (5:250) set message ~mine to {Mine Intro}.
  34. (5:250) set message ~farmhouse to {Farm House Intro}.
  35. (5:250) set message ~new to {New Intro}.
  36. (5:250) set message ~town to {Town Intro}.
  37. (5:250) set message ~burningforest to {Burning Forest Intro}.
  38. Player Names
  39. (5:250) set message ~pagesplayer to {None}.
  40. (5:250) set message ~forestplayer to {None}.
  41. (5:250) set message ~mineplayer to {None}.
  42. (5:250) set message ~farmhouseplayer to {None}.
  43. (5:250) set message ~newplayer to {None}.
  44. (5:250) set message ~townplayer to {None}.
  45. (5:250) set message ~burningforestplayer to {None}.
  46. Variables
  47. Sound Labels
  48. (5:300) set variable %branches to the value 1.
  49. (5:300) set variable %whispers to the value 2.
  50. Slenderman
  51. (5:300) set variable %slendermanitem to the value 43.
  52. Pages
  53. Auto Start
  54. (5:50) set countdown timer 3 to go off in 30 seconds.
  55. Waiting Room
  56. (5:300) set variable %pagesnextregion to the value 101.
  57. Level
  58. (5:300) set variable %pageshealth to the value 0.
  59. (5:300) set variable %pageamount to the value 0.
  60. Game In Progress
  61. (5:300) set variable %pagesgame to the value 0.
  62. Slender Frequency
  63. (5:300) set variable %pagesfrequency to the value 10.
  64. Slender Position
  65. (5:384) set variable %pagesslender to the x,y position (0,0).
  66. Slender Appear
  67. (5:300) set variable %pagesappear to the value 0.
  68. Slender Use
  69. (5:300) set variable %pagesslenderuse the value 0.
  70. Forest
  71. Auto Start
  72. (5:50) set countdown timer 12 to go off in 30 seconds.
  73. Waiting Room
  74. (5:300) set variable %forestnextregion to the value 106.
  75. Level
  76. Randomization
  77. (4:30) only in region 7,
  78. (5:1) set the floor to 2.
  79. (4:0) clear all filtering,
  80. (4:40) only where the effect overlay is 189,
  81. (5:1) set the floor to 3.
  82. (4:30) only in region 7,
  83. (5:1) set the floor to 4.
  84. (4:0) clear all filtering,
  85. Game In Progress
  86. (5:300) set variable %forestgame to the value 0.
  87. Slender Frequency
  88. (5:300) set variable %forestfrequency to the value 0.
  89. Slender Position
  90. (5:384) set variable %forestslender to the x,y position (0,0).
  91. Slender Appear
  92. (5:300) set variable %forestappear to the value 0.
  93. Slender Use
  94. (5:300) set variable %forestslenderuse to the value 0.
  95. Mine
  96. Level
  97. Game In Progress
  98. (5:300) set variable %minegame to the value 0.
  99. Slender Frequency
  100. (5:300) set variable %minefrequency to the value 0.
  101. Slender Position
  102. (5:384) set variable %mineslender to the x,y position (0,0).
  103. Slender Appear
  104. (5:300) set variable %mineappear to the value 0.
  105. Slender Use
  106. (5:300) set variable %mineslenderuse to the value 0.
  107. Farm House
  108. Level
  109. Game In Progress
  110. (5:300) set variable %farmhousegame to the value 0.
  111. Slender Frequency
  112. (5:300) set variable %farmhousefrequency to the value 3.
  113. Slender Position
  114. (5:384) set variable %farmhouseslender to the x,y position (0,0).
  115. Slender Appear
  116. (5:300) set variable %farmhouseappear to the value 0.
  117. Slender Use
  118. (5:300) set variable %farmhouseslenderuse to the value 0.
  119. New
  120. Level
  121. Game In Progress
  122. (5:300) set variable %farmescapegame to the value 0.
  123. Slender Frequency
  124. (5:300) set variable %farmescapefrequency to the value 0.
  125. Slender Position
  126. (5:384) set variable %farmescapeslender to the x,y position (0,0).
  127. Slender Appear
  128. (5:300) set variable %farmescapeappear to the value 0.
  129. Slender Use
  130. (5:300) set variable %farmescapeslenderuse to the value 0.
  131. Town
  132. Level
  133. Game In Progress
  134. (5:300) set variable %towngame to the value 0.
  135. Slender Frequency
  136. (5:300) set variable %townfrequency to the value 0.
  137. Slender Position
  138. (5:384) set variable %townslender to the x,y position (0,0).
  139. Slender Appear
  140. (5:300) set variable %townappear to the value 0.
  141. Slender Use
  142. (5:300) set variable %townslenderuse to the value 0.
  143. Burning Forest
  144. Level
  145. Game In Progress
  146. (5:300) set variable %burningforestgame to the value 0.
  147. Slender Frequency
  148. (5:300) set variable %burningforestfrequency to the value 0.
  149. Slender Position
  150. (5:384) set variable %burningforestslender to the x,y position (0,0).
  151. Slender Appear
  152. (5:300) set variable %burningforestappear to the value 0.
  153. Slender Use
  154. (5:300) set variable %burningforestslenderuse to the value 0.
  155. Univsersal
  156. Timers
  157. (5:300) set variable %appeartimer the value 1.
  158. No Sitting/Laying
  159. Pages
  160. (5:164) make it impossible to sit or lie down in region 3.
  161. (5:164) make it impossible to sit or lie down in region 4.
  162. (5:164) make it impossible to sit or lie down in region 5.
  163. Dream Visuals
  164. Do Not Walk
  165. (5:5) change item 1300 to item 254.
  166. Random Trees
  167. (4:3) only where an item 128 is,
  168. (5:120) make this/these location(s) part of region 0.
  169. (5:13) place a random item type between 2400 and 2405.
  170. Arrival
  171. (0:9) When a furre arrives in the dream,
  172. Arrival Location
  173. (5:15) move the triggering furre to (25,29), or to someplace nearby if it's occupied.
  174. Arrival Emit
  175. (5:200) emit message {~intromessage} to the triggering furre.
  176. Game Play
  177. Univsersal
  178. Inactivity
  179. (0:70) When someone idles (doesn't do ANYTHING) for 30 seconds,
  180. (1:84) and the position they moved to is in regions 3 through 8,
  181. (5:200) emit message {Inactivity Timer: 30 Seconds Until Removed To Lobby.} to the triggering furre.
  182. (0:70) When someone idles (doesn't do ANYTHING) for 40 seconds,
  183. (1:84) and the position they moved to is in regions 3 through 8,
  184. (5:200) emit message {Inactivity Timer: 20 Seconds Until Removed To Lobby.} to the triggering furre.
  185. (0:70) When someone idles (doesn't do ANYTHING) for 50 seconds,
  186. (1:84) and the position they moved to is in regions 3 through 8,,
  187. (5:200) emit message {Inactivity Timer: 10 Seconds Until Removed To Lobby.} to the triggering furre.
  188. (0:70) When someone idles (doesn't do ANYTHING) for 55 seconds,
  189. (1:84) and the position they moved to is in regions 3 through 8,
  190. (5:200) emit message {Inactivity Timer: 5 Seconds Until Removed To Lobby.} to the triggering furre.
  191. (0:70) When someone idles (doesn't do ANYTHING) for 55 seconds,
  192. (1:84) and the position they moved to is in regions 3 through 8,
  193. (5:17) move any furre present to (25,29), or to someplace nearby if it's occupied.
  194. (5:1202) change the triggering furre back to their original species.
  195. Flashlight
  196. Movement
  197. Movement Direction Change
  198. SE
  199. (0:61) When someone moves southeast,
  200. (1:64) and they (moved from/are standing in) lighting 201,
  201. (3:5) where the triggering furre moved from,
  202. (5:155) place lighting 0.
  203. (5:157) place lighting 200 where the triggering furre is.
  204. (0:61) When someone moves southeast,
  205. (1:64) and they (moved from/are standing in) lighting 202,
  206. (3:5) where the triggering furre moved from,
  207. (5:155) place lighting 0.
  208. (5:157) place lighting 200 where the triggering furre is.
  209. (0:61) When someone moves southeast,
  210. (1:64) and they (moved from/are standing in) lighting 203,
  211. (3:5) where the triggering furre moved from,
  212. (5:155) place lighting 0.
  213. (5:157) place lighting 200 where the triggering furre is.
  214. SW
  215. (0:62) When someone moves southwest,
  216. (1:64) and they (moved from/are standing in) lighting 200,
  217. (3:5) where the triggering furre moved from,
  218. (5:155) place lighting 0.
  219. (5:157) place lighting 201 where the triggering furre is.
  220. (0:62) When someone moves southwest,
  221. (1:64) and they (moved from/are standing in) lighting 202,
  222. (3:5) where the triggering furre moved from,
  223. (5:155) place lighting 0.
  224. (5:157) place lighting 201 where the triggering furre is.
  225. (0:62) When someone moves southwest,
  226. (1:64) and they (moved from/are standing in) lighting 203,
  227. (3:5) where the triggering furre moved from,
  228. (5:155) place lighting 0.
  229. (5:157) place lighting 201 where the triggering furre is.
  230. NE
  231. (0:60) When someone moves northeast,
  232. (1:64) and they (moved from/are standing in) lighting 200,
  233. (3:5) where the triggering furre moved from,
  234. (5:155) place lighting 0.
  235. (5:157) place lighting 202 where the triggering furre is.
  236. (0:60) When someone moves northeast,
  237. (1:64) and they (moved from/are standing in) lighting 201,
  238. (3:5) where the triggering furre moved from,
  239. (5:155) place lighting 0.
  240. (5:157) place lighting 202 where the triggering furre is.
  241. (0:60) When someone moves northeast,
  242. (1:64) and they (moved from/are standing in) lighting 203,
  243. (3:5) where the triggering furre moved from,
  244. (5:155) place lighting 0.
  245. (5:157) place lighting 202 where the triggering furre is.
  246. NW
  247. (0:63) When someone moves northwest,
  248. (1:64) and they (moved from/are standing in) lighting 200,
  249. (3:5) where the triggering furre moved from,
  250. (5:155) place lighting 0.
  251. (5:157) place lighting 203 where the triggering furre is.
  252. (0:63) When someone moves northwest,
  253. (1:64) and they (moved from/are standing in) lighting 201,
  254. (3:5) where the triggering furre moved from,
  255. (5:155) place lighting 0.
  256. (5:157) place lighting 203 where the triggering furre is.
  257. (0:63) When someone moves northwest,
  258. (1:64) and they (moved from/are standing in) lighting 202,
  259. (3:5) where the triggering furre moved from,
  260. (5:155) place lighting 0.
  261. (5:157) place lighting 203 where the triggering furre is.
  262. Turn
  263. SE
  264. Right
  265. (0:5) When someone turns right(clockwise),
  266. (1:15) and they are facing southwest (down and left),
  267. (1:64) and they (moved from/are standing in) lighting 200,
  268. (3:5) where the triggering furre is at, not moving,
  269. (5:158) change lighting 200 to lighting 201.
  270. Left
  271. (0:6) When someone turns left(counterclockwise),
  272. (1:13) and they are facing northeast (up and right),
  273. (1:64) and they (moved from/are standing in) lighting 200,
  274. (3:5) where the triggering furre is at, not moving,
  275. (5:158) change lighting 200 to lighting 202.
  276. SW
  277. Right
  278. (0:5) When someone turns right(clockwise),
  279. (1:16) and they are facing northwest (up and left),
  280. (1:64) and they (moved from/are standing in) lighting 201,
  281. (3:5) where the triggering furre is at, not moving,
  282. (5:158) change lighting 201 to lighting 203.
  283. Left
  284. (0:6) When someone turns left(counterclockwise),
  285. (1:14) and they are facing southeast (down and right),
  286. (1:64) and they (moved from/are standing in) lighting 201,
  287. (3:5) where the triggering furre is at, not moving,
  288. (5:158) change lighting 201 to lighting 200.
  289. NE
  290. Right
  291. (0:5) When someone turns right(clockwise),
  292. (1:14) and they are facing southeast (down and right),
  293. (1:64) and they (moved from/are standing in) lighting 202,
  294. (3:5) where the triggering furre is at, not moving,
  295. (5:158) change lighting 202 to lighting 200.
  296. Left
  297. (0:6) When someone turns left(counterclockwise),
  298. (1:16) and they are facing northwest (up and left),
  299. (1:64) and they (moved from/are standing in) lighting 202,
  300. (3:5) where the triggering furre is at, not moving,
  301. (5:158) change lighting 202 to lighting 203.
  302. NW
  303. Right
  304. (0:5) When someone turns right(clockwise),
  305. (1:13) and they are facing northeast (up and right),
  306.  
  307. (1:64) and they (moved from/are standing in) lighting 203,
  308. (3:5) where the triggering furre is at, not moving,
  309. (5:158) change lighting 203 to lighting 202.
  310. Left
  311. (0:6) When someone turns left(counterclockwise),
  312. (1:15) and they are facing southwest (down and left),
  313. (1:64) and they (moved from/are standing in) lighting 203,
  314. (3:5) where the triggering furre is at, not moving,
  315. (5:158) change lighting 203 to lighting 201.
  316. SE
  317. (0:1) Whenever someone moves,
  318. (1:5) and they successfully moved,
  319. (1:64) and they (moved from/are standing in) lighting 200,
  320. (3:5) where the triggering furre moved from,
  321. (5:155) place lighting 0.
  322. (3:1) everywhere on the whole map,
  323. (3:6) where the triggering furre moved into,
  324. (5:155) place lighting 200.
  325. SW
  326. (0:1) Whenever someone moves,
  327. (1:5) and they successfully moved,
  328. (1:64) and they (moved from/are standing in) lighting 201,
  329. (3:5) where the triggering furre moved from,
  330. (5:155) place lighting 0.
  331. (3:1) everywhere on the whole map,
  332. (3:6) where the triggering furre moved into,
  333. (5:155) place lighting 201.
  334. NE
  335. (0:1) Whenever someone moves,
  336. (1:5) and they successfully moved,
  337. (1:64) and they (moved from/are standing in) lighting 202,
  338. (3:5) where the triggering furre moved from,
  339. (5:155) place lighting 0.
  340. (3:1) everywhere on the whole map,
  341. (3:6) where the triggering furre moved into,
  342. (5:155) place lighting 202.
  343. NW
  344. (0:1) Whenever someone moves,
  345. (1:5) and they successfully moved,
  346. (1:64) and they (moved from/are standing in) lighting 203,
  347. (3:5) where the triggering furre moved from,
  348. (5:155) place lighting 0.
  349. (3:1) everywhere on the whole map,
  350. (3:6) where the triggering furre moved into,
  351. (5:155) place lighting 203.
  352. Pages
  353. Lobby
  354. Ambience
  355. (0:50) When countdown timer 6 goes off,
  356. (4:30) only in region %pagesnextregion,
  357. (5:451) jump the animation of all copies of ambience 0 in the Dream to step 2.
  358. (5:228) change ambience 0 to ambience 6.
  359. (5:451) jump the animation of all copies of ambience 6 in the Dream to step 2.
  360. Next Room
  361. (0:50) When countdown timer 7 goes off,
  362. (1:202) and variable %pagesnextregion is less than 105,
  363. (5:302) take variable %pagesnextregion and add 1 to it.
  364. (5:50) set countdown timer 3 to go off in 3 seconds.
  365. (0:50) When countdown timer 7 goes off,
  366. (1:200) and variable %pagesnextregion is equal to 105,
  367. (5:300) set variable %pagesnextregion to the value 101.
  368. (5:50) set countdown timer 3 to go off in 3 seconds.
  369. Start
  370. (0:50) When countdown timer 3 goes off,
  371. (1:88) and region %pagesnextregion has 1 furres or more in it,
  372. (1:200) and variable %pagesgame is equal to 0,
  373. (5:300) set variable %pageamount to the value 0.
  374. (5:50) set countdown timer 4 to go off in 1 seconds.
  375. (5:300) set variable %pagesfrequency to the value 10.
  376. (5:300) set variable %pageshealth to the value 100.
  377. (4:32) only in regions 3 through 5,
  378. (5:5) change item 35 to item 0.
  379. (5:158) change lighting 200 to lighting 0.
  380. (5:158) change lighting 201 to lighting 0.
  381. (5:158) change lighting 202 to lighting 0.
  382. (5:158) change lighting 203 to lighting 0.
  383. (4:0) clear all filtering,
  384. (4:30) only in region %pagesnextregion,
  385. (5:201) emit message {~pages} to any furre present.
  386. (5:250) set message ~pagesplayer to {None}.
  387. Continue Loop
  388. (0:50) When countdown timer 3 goes off,
  389. (1:187) and region %pagesnextregion has no furres in it,
  390. (5:50) set countdown timer 7 to go off in 1 seconds.
  391. Quit Restart
  392. (0:100) When 1 seconds have passed, offset by 0,
  393. (1:200) and variable %pagesgame is equal to 1,
  394. (1:187) and region 3 has no furres in it,
  395. (1:187) and region 4 has no furres in it,
  396. (1:187) and region 5 has no furres in it,
  397. (5:300) set variable %pagesgame to the value 0.
  398. (5:50) set countdown timer 7 to go off in 1 seconds.
  399. Random Pages
  400. (0:50) When countdown timer 4 goes off,
  401. (1:202) and variable %pageamount is less than 1,
  402. (5:50) set countdown timer 6 to go off in 6 seconds.
  403. (0:50) When countdown timer 4 goes off,
  404. (1:202) and variable %pageamount is less than 8,
  405. (3:552) at a random spot somewhere in the Dream where the region is 3,
  406. (4:3) only where an item 0 is,
  407. (5:5) change item 0 to item 35.
  408. (5:302) take variable %pageamount and add 1 to it.
  409. (5:50) set countdown timer 4 to go off in 1 seconds.
  410. (0:50) When countdown timer 4 goes off,
  411. (1:200) and variable %pageamount is equal to 8,
  412. (4:30) only in region %pagesnextregion,
  413. (5:201) emit message {Page Amount: %pageamount Pages} to any furre present.
  414. (4:0) clear all filtering,
  415. Region Change
  416. (4:30) only in region 3,
  417. (5:120) make this/these location(s) part of region 5.
  418. (4:0) clear all filtering,
  419. Teleport
  420. (3:30) in region %pagesnextregion,
  421. (5:300) set variable %pagesgame to the value 1.
  422. (5:16) move any furre present to (35,65) if there's nobody already there.
  423. (5:51) make any furre standing at (35,65) become the new triggering furre.
  424. (5:228) change ambience 6 to ambience 0.
  425. (5:250) set message ~pagesplayer to {[furre]}.
  426. (5:157) place lighting 201 where the triggering furre is.
  427. (5:1200) change the triggering furre to localspecies 1.
  428. (5:50) set countdown timer 5 to go off in 10 seconds.
  429. Region Back To Normal
  430. (0:50) When countdown timer 5 goes off,
  431. (1:187) and region 5 has no furres in it,
  432. (5:50) set countdown timer 7 to go off in 1 seconds.
  433. (0:50) When countdown timer 5 goes off,
  434. (4:30) only in region 5,
  435. (5:201) emit message {10 Second Grace Period Ended...Good Luck...} to any furre present.
  436. (5:120) make this/these location(s) part of region 3.
  437. Pages
  438. (0:3) When someone moves into item 35,
  439. (1:83) and the position they moved to is in region 5,
  440. (4:30) only in region 5,
  441. (5:120) make this/these location(s) part of region 3.
  442. (5:200) emit message {By Picking Up A Page You Have Ended The 10 Second Grace Period...Good Luck...} to the triggering furre.
  443. (0:3) When someone moves into item 35,
  444. (1:84) and the position they moved to is in regions 3 through 5,
  445. (3:6) where the triggering furre moved into,
  446. (5:5) change item 35 to item 0.
  447. (5:304) take variable %pageamount and subtract 1 from it.
  448. (5:304) take variable %pagesfrequency and subtract 1 from it.
  449. (5:200) emit message {<i> %pageamount </I> <b>Page(s)</b> left!} to the triggering furre.
  450. (0:3) When someone moves into item 35,
  451. (1:84) and the position they moved to is in regions 3 through 5,
  452. (1:200) and variable %pageamount is equal to 0,
  453. (5:200) emit message {You Win!} to the triggering furre.
  454. (5:1202) change the triggering furre back to their original species.
  455. (5:17) move any furre present to (42,48), or to someplace nearby if it's occupied.
  456. (5:50) set countdown timer 7 to go off in 1 seconds.
  457. (5:300) set variable %pagesgame to the value 0.
  458. (5:204) emitloud message {~pagesplayer has beat Pages!} to everyone on the map.
  459. Damage/Death
  460. Damage
  461. (0:100) When 1 seconds have passed, offset by 0,
  462. (1:201) and variable %pageshealth is more than 0,
  463. (1:88) and region 4 has 1 furres or more in it,
  464. (5:304) take variable %pageshealth and subtract 10 from it.
  465. (4:30) only in region 4,
  466. (5:201) emit message {<i> %pageshealth </i> <b>Health Remaining!!!</b>} to any furre present.
  467. Death
  468. Instant
  469. (0:3) When someone moves into item %slendermanitem,
  470. (1:83) and the position they moved to is in region 4,
  471. (5:200) emit message {You Have Died. #Se} to the triggering furre.
  472. (5:1202) change the triggering furre back to their original species.
  473. (5:15) move the triggering furre to (42,48), or to someplace nearby if it's occupied.
  474. (5:50) set countdown timer 7 to go off in 1 seconds.
  475. (5:300) set variable %pagesgame to the value 0.
  476. (5:204) emitloud message {~pagesplayer has met Slenderman in Pages!} to everyone on the map.
  477. Regional
  478. (0:100) When 1 seconds have passed, offset by 0,
  479. (1:88) and region 4 has 1 furres or more in it,
  480. (1:200) and variable %pageshealth is equal to 0,
  481. (4:30) only in region 4,
  482. (5:201) emit message {You Have Died. #Se} to any furre present.
  483. (5:1203) change any furre present back to their original species.
  484. (5:17) move any furre present to (42,48), or to someplace nearby if it's occupied.
  485. (5:50) set countdown timer 7 to go off in 1 seconds.
  486. (5:300) set variable %pagesgame to the value 0.
  487. (5:204) emitloud message {~pagesplayer has Died in Pages!} to everyone on the map.
  488. Slender Spawn
  489. Move To Spawn
  490. (0:1) Whenever someone moves,
  491. (1:200) and variable %pagesslenderuse is equal to 0,
  492. (1:85) and they (moved from/are standing in) region 3,
  493. Slender Item One
  494. (3:551) at a random spot that is onscreen for the triggering furre where the region is 3
  495. (4:3) only where an item 0 is,
  496. (5:5) change item 0 to item 2412.
  497. Set Position
  498. (5:531) set variable %pagesslender to the X,Y position of a random spot where the item is 2412 that is onscreen for the triggering furre.
  499. Set Appear
  500. (5:312) set variable %pagesappear to the total of rolling 1 dice with %pagesfrequency sides plus 0.
  501. Slender In Use
  502. (5:300) set variable %pagesslenderuse the value 1.
  503. Appear Timer (One)
  504. (5:50) set countdown timer 1 to go off in %appeartimer seconds.
  505. Idle To Spawn
  506. (0:71) When someone stays in the same square for 30 seconds,
  507. (1:200) and variable %pagesslenderuse is equal to 0,
  508. (1:85) and they (moved from/are standing in) region 3,
  509. Slender Item One
  510. (3:551) at a random spot that is onscreen for the triggering furre where the region is 3
  511. (4:3) only where an item 0 is,
  512. (5:5) change item 0 to item 2412.
  513. Set Position
  514. (5:531) set variable %pagesslender to the X,Y position of a random spot where the item is 2412 that is onscreen for the triggering furre.
  515. Set Appear
  516. (5:312) set variable %pagesappear to the total of rolling 1 dice with %pagesfrequency sides plus 0.
  517. Slender In Use
  518. (5:300) set variable %pagesslenderuse the value 1.
  519. Appear Timer (One)
  520. (5:50) set countdown timer 1 to go off in %appeartimer seconds.
  521. Idle To Spawn Continued
  522. (0:71) When someone stays in the same square for 60 seconds,
  523. (1:200) and variable %pagesslenderuse is equal to 0,
  524. (1:85) and they (moved from/are standing in) region 3,
  525. Slender Item One
  526. (3:551) at a random spot that is onscreen for the triggering furre where the region is 3
  527. (4:3) only where an item 0 is,
  528. (5:5) change item 0 to item 2412.
  529. Set Position
  530. (5:531) set variable %pagesslender to the X,Y position of a random spot where the item is 2412 that is onscreen for the triggering furre.
  531. Set Appear
  532. (5:312) set variable %pagesappear to the total of rolling 1 dice with %pagesfrequency sides plus 0.
  533. Slender In Use
  534. (5:300) set variable %pagesslenderuse the value 1.
  535. Appear Timer (One)
  536. (5:50) set countdown timer 1 to go off in %appeartimer seconds.
  537. Appear Timer(One) Goes Off
  538. (0:50) When countdown timer 1 goes off,
  539. Appear Variable
  540. (1:202) and variable %pagesappear is less than 3,
  541. Slender Item Two
  542. (3:2) at position (%pagesslender) on the map,
  543. (5:155) place lighting 5.
  544. (5:5) change item 2412 to item %slendermanitem.
  545. Vanish Timer(Two)
  546. (5:50) set countdown timer 2 to go off in 10 seconds.
  547. Damage Timer(One)
  548. (0:50) When countdown timer 1 goes off,
  549. Appear Variable
  550. (1:202) and variable %pagesappear is less than 3,
  551. (3:9) everyplace that can be seen from (%pagesslender),
  552. (4:30) only in region 3,
  553. (5:120) make this/these location(s) part of region 4.
  554. Timer One Cancel
  555. (0:50) When countdown timer 1 goes off,
  556. (1:201) and variable %pagesappear is more than 2,
  557. (4:30) only in region 3,
  558. (5:5) change item 2412 to item 0.
  559. Slender Location Return
  560. (4:0) clear all filtering,
  561. (5:384) set variable %pagesslender to the x,y position (0,0).
  562. Slender Not In Use
  563. (5:300) set variable %pagesslenderuse the value 0.
  564. Vanish Timer (Two) Goes Off
  565. (0:50) When countdown timer 2 goes off,
  566. (4:30) only in region 4,
  567. Vanish
  568. (5:5) change item %slendermanitem to item 0.
  569. Slender Not In Use
  570. (5:300) set variable %pagesslenderuse the value 0.
  571. Lighting Off
  572. (5:158) change lighting 5 to lighting 0.
  573. Region Return
  574. (5:120) make this/these location(s) part of region 3.
  575. (4:0) clear all filtering,
  576. Slender Location Return
  577. (5:384) set variable %pagesslender to the x,y position (0,0).
  578. Forest
  579. Lobby
  580. Random Map Generation
  581. (0:50) When countdown timer 10 goes off,
  582. (4:30) only in region 6,
  583. (5:5) change item 2400 to item 0.
  584. (5:5) change item 2401 to item 0.
  585. (5:5) change item 2402 to item 0.
  586. (5:5) change item 2403 to item 0.
  587. (5:5) change item 2404 to item 0.
  588. (5:5) change item 2405 to item 0.
  589. (4:0) clear all filtering,
  590. (4:1) only where the floor is 2,
  591. (5:120) make this/these location(s) part of region 7.
  592. (4:0) clear all filtering,
  593. (4:1) only where the floor is 3,
  594. (5:150) place overlay effect 189.
  595. (4:0) clear all filtering,
  596. (4:1) only where the floor is 4,
  597. (5:150) place overlay effect 189.
  598. (5:120) make this/these location(s) part of region 7.
  599. (5:312) set variable %forestrandommap to the total of rolling 1 dice with 2 sides plus 0.
  600. (5:50) set countdown timer 11 to go off in 1 seconds.
  601. Random One
  602. (0:50) When countdown timer 11 goes off,
  603. (1:200) and variable %forestrandommap is equal to 1,
  604. (4:30) only in region 7,
  605. (5:4) place item 128.
  606. (5:120) make this/these location(s) part of region 6.
  607. (4:0) clear all filtering,
  608. (5:153) change effect 189 to effect 0.
  609. (4:3) only where an item 128 is,
  610. (5:13) place a random item type between 2400 and 2405.
  611. Random Two
  612. (0:50) When countdown timer 11 goes off,
  613. (1:200) and variable %forestrandommap is equal to 2,
  614. (4:30) only in region 7,
  615. (5:120) make this/these location(s) part of region 6.
  616. (4:0) clear all filtering,
  617. (4:40) only where the effect overlay is 189,
  618. (5:4) place item 128.
  619. (4:0) clear all filtering,
  620. (5:153) change effect 189 to effect 0.
  621. (4:3) only where an item 128 is,
  622. (5:13) place a random item type between 2400 and 2405.
  623. Ambience
  624. (0:50) When countdown timer 15 goes off,
  625. (4:30) only in region %forestnextregion,
  626. (5:451) jump the animation of all copies of ambience 0 in the Dream to step 2.
  627. (5:228) change ambience 0 to ambience 6.
  628. (5:451) jump the animation of all copies of ambience 6 in the Dream to step 2.
  629. (5:50) set countdown timer 17 to go off in 2 seconds.
  630. Next Room
  631. (0:50) When countdown timer 16 goes off,
  632. (1:202) and variable %forestnextregion is less than 109,
  633. (5:302) take variable %forestnextregion and add 1 to it.
  634. (5:50) set countdown timer 12 to go off in 3 seconds.
  635. (0:50) When countdown timer 16 goes off,
  636. (1:200) and variable %forestnextregion is equal to 109,
  637. (5:300) set variable %forestnextregion to the value 106.
  638. (5:50) set countdown timer 12 to go off in 3 seconds.
  639. Start
  640. (0:50) When countdown timer 12 goes off,
  641. (1:88) and region %forestnextregion has 1 furres or more in it,
  642. (1:200) and variable %forestgame is equal to 0,
  643. (5:50) set countdown timer 13 to go off in 1 seconds.
  644. (5:50) set countdown timer 10 to go off in 1 seconds.
  645. (5:300) set variable %forestfrequency to the value 10.
  646. (5:300) set variable %foresthealth to the value 100.
  647. (4:32) only in regions 6 through 9,
  648. (5:158) change lighting 200 to lighting 0.
  649. (5:158) change lighting 201 to lighting 0.
  650. (5:158) change lighting 202 to lighting 0.
  651. (5:158) change lighting 203 to lighting 0.
  652. (5:153) change effect 194 to effect 0.
  653. (5:5) change item 1134 to item 0.
  654. (4:0) clear all filtering,
  655. (4:30) only in region %forestnextregion,
  656. (5:201) emit message {~forest} to any furre present.
  657. (5:250) set message ~forestplayer to {None}.
  658. Continue Loop
  659. (0:50) When countdown timer 12 goes off,
  660. (1:187) and region %forestnextregion has no furres in it,
  661. (5:50) set countdown timer 16 to go off in 1 seconds.
  662. Quit Restart
  663. (0:100) When 1 seconds have passed, offset by 0,
  664. (1:200) and variable %forestgame is equal to 1,
  665. (1:187) and region 6 has no furres in it,
  666. (1:187) and region 8 has no furres in it,
  667. (1:187) and region 9 has no furres in it,
  668. (5:300) set variable %forestgame to the value 0.
  669. (5:50) set countdown timer 16 to go off in 1 seconds.
  670. Random Pages
  671. (0:50) When countdown timer 13 goes off,
  672. (3:552) at a random spot somewhere in the Dream where the region is 6,
  673. (4:3) only where an item 0 is,
  674. (4:1) only where the floor is 5,
  675. (5:5) change item 0 to item 1134.
  676. (5:150) place overlay effect 194.
  677. (5:50) set countdown timer 15 to go off in 6 seconds.
  678. Region Change
  679. (4:30) only in region 6,
  680. (5:120) make this/these location(s) part of region 9.
  681. Teleport
  682. (0:50) When countdown timer 17 goes off,
  683. (3:30) in region %forestnextregion,
  684. (5:300) set variable %forestgame to the value 1.
  685. (5:201) emit message {Find The Exit Before You Die!} to any furre present.
  686. (5:16) move any furre present to (104,61) if there's nobody already there.
  687. (5:51) make any furre standing at (104,61) become the new triggering furre.
  688. (5:228) change ambience 6 to ambience 0.
  689. (5:250) set message ~forestplayer to {[furre]}.
  690. (5:157) place lighting 201 where the triggering furre is.
  691. (5:1200) change the triggering furre to localspecies 1.
  692. (5:50) set countdown timer 14 to go off in 10 seconds.
  693. Region Back To Normal
  694. (0:50) When countdown timer 14 goes off,
  695. (1:187) and region 9 has no furres in it,
  696. (5:50) set countdown timer 16 to go off in 1 seconds.
  697. (0:50) When countdown timer 14 goes off,
  698. (4:30) only in region 9,
  699. (5:201) emit message {10 Second Grace Period Ended...Good Luck...} to any furre present.
  700. (5:120) make this/these location(s) part of region 6.
  701. Escape
  702. (0:3) When someone moves into item 1134,
  703. (1:84) and the position they moved to is in regions 6 through 9,
  704. (5:1202) change the triggering furre back to their original species.
  705. (5:15) move the triggering furre to (52,62), or to someplace nearby if it's occupied.
  706. (5:200) emit message {Escaped The Forest.} to the triggering furre.
  707. (5:50) set countdown timer 16 to go off in 1 seconds.
  708. (5:300) set variable %forestgame to the value 0.
  709. (5:204) emitloud message {~forestplayer has beat Forest!} to everyone on the map.
  710. Damage/Death
  711. Damage
  712. (0:100) When 1 seconds have passed, offset by 0,
  713. (1:201) and variable %foresthealth is more than 0,
  714. (1:88) and region 8 has 1 furres or more in it,
  715. (5:304) take variable %foresthealth and subtract 10 from it.
  716. (4:30) only in region 8,
  717. (5:201) emit message {<i> %foresthealth </i> <b>Health Remaining!!!</b>} to any furre present.
  718. Death
  719. Instant
  720. (0:3) When someone moves into item %slendermanitem,
  721. (1:83) and the position they moved to is in region 8,
  722. (5:200) emit message {You Have Died. #Se} to the triggering furre.
  723. (5:1202) change the triggering furre back to their original species.
  724. (5:15) move the triggering furre to (52,62), or to someplace nearby if it's occupied.
  725. (5:50) set countdown timer 16 to go off in 1 seconds.
  726. (5:300) set variable %forestgame to the value 0.
  727. (5:204) emitloud message {~forestplayer has met Slenderman in Forest!} to everyone on the map.
  728. Regional
  729. (0:100) When 1 seconds have passed, offset by 0,
  730. (1:88) and region 8 has 1 furres or more in it,
  731. (1:200) and variable %foresthealth is equal to 0,
  732. (4:30) only in region 8,
  733. (5:201) emit message {You Have Died. #Se} to any furre present.
  734. (5:1203) change any furre present back to their original species.
  735. (5:17) move any furre present to (52,62), or to someplace nearby if it's occupied.
  736. (5:50) set countdown timer 16 to go off in 1 seconds.
  737. (5:300) set variable %forestgame to the value 0.
  738. (5:204) emitloud message {~forestplayer has Died in Forest!} to everyone on the map.
  739. Slender Spawn
  740. Move To Spawn
  741. (0:1) Whenever someone moves,
  742. (1:200) and variable %forestslenderuse is equal to 0,
  743. (1:85) and they (moved from/are standing in) region 6,
  744. Slender Item One
  745. (3:551) at a random spot that is onscreen for the triggering furre where the region is 6
  746. (4:3) only where an item 0 is,
  747. (5:5) change item 0 to item 2412.
  748. Set Position
  749. (5:531) set variable %forestslender to the X,Y position of a random spot where the item is 2412 that is onscreen for the triggering furre.
  750. Set Appear
  751. (5:312) set variable %forestappear to the total of rolling 1 dice with %forestfrequency sides plus 0.
  752. Slender In Use
  753. (5:300) set variable %forestslenderuse the value 1.
  754. Appear Timer (One)
  755. (5:50) set countdown timer 8 to go off in %appeartimer seconds.
  756. Idle To Spawn
  757. (0:71) When someone stays in the same square for 30 seconds,
  758. (1:200) and variable %forestslenderuse is equal to 0,
  759. (1:85) and they (moved from/are standing in) region 6,
  760. Slender Item One
  761. (3:551) at a random spot that is onscreen for the triggering furre where the region is 6
  762. (4:3) only where an item 0 is,
  763. (5:5) change item 0 to item 2412.
  764. Set Position
  765. (5:531) set variable %forestslender to the X,Y position of a random spot where the item is 2412 that is onscreen for the triggering furre.
  766. Set Appear
  767. (5:312) set variable %forestappear to the total of rolling 1 dice with %forestfrequency sides plus 0.
  768. Slender In Use
  769. (5:300) set variable %forestslenderuse the value 1.
  770. Appear Timer (One)
  771. (5:50) set countdown timer 8 to go off in %appeartimer seconds.
  772. Idle To Spawn Continued
  773. (0:71) When someone stays in the same square for 60 seconds,
  774. (1:200) and variable %forestslenderuse is equal to 0,
  775. (1:85) and they (moved from/are standing in) region 6,
  776. Slender Item One
  777. (3:551) at a random spot that is onscreen for the triggering furre where the region is 6
  778. (4:3) only where an item 0 is,
  779. (5:5) change item 0 to item 2412.
  780. Set Position
  781. (5:531) set variable %forestslender to the X,Y position of a random spot where the item is 2412 that is onscreen for the triggering furre.
  782. Set Appear
  783. (5:312) set variable %forestappear to the total of rolling 1 dice with %forestfrequency sides plus 0.
  784. Slender In Use
  785. (5:300) set variable %forestslenderuse the value 1.
  786. Appear Timer (One)
  787. (5:50) set countdown timer 8 to go off in %appeartimer seconds.
  788. Appear Timer(One) Goes Off
  789. (0:50) When countdown timer 8 goes off,
  790. Appear Variable
  791. (1:202) and variable %forestappear is less than 2,
  792. Slender Item Two
  793. (3:2) at position (%forestslender) on the map,
  794. (5:5) change item 2412 to item %slendermanitem.
  795. (5:155) place lighting 5.
  796. Vanish Timer(Two)
  797. (5:50) set countdown timer 9 to go off in 10 seconds.
  798. Damage Timer(One)
  799. (0:50) When countdown timer 8 goes off,
  800. Appear Variable
  801. (1:202) and variable %forestappear is less than 2,
  802. (3:9) everyplace that can be seen from (%forestslender),
  803. (4:30) only in region 6,
  804. (5:120) make this/these location(s) part of region 8.
  805. Timer One Cancel
  806. (0:50) When countdown timer 8 goes off,
  807. (1:201) and variable %forestappear is more than 1,
  808. (4:30) only in region 6,
  809. (5:5) change item 2412 to item 0.
  810. (4:0) clear all filtering,
  811. Slender Location Return
  812. (5:384) set variable %forestslender to the x,y position (0,0).
  813. Slender Not In Use
  814. (5:300) set variable %forestslenderuse the value 0.
  815. Vanish Timer (Two) Goes Off
  816. (0:50) When countdown timer 9 goes off,
  817. (4:30) only in region 8,
  818. Vanish
  819. (5:5) change item %slendermanitem to item 0.
  820. Slender Not In Use
  821. (5:300) set variable %forestslenderuse the value 0.
  822. Lighting
  823. (5:158) change lighting 5 to lighting 0.
  824. Region Return
  825. (5:120) make this/these location(s) part of region 6.
  826. (4:0) clear all filtering,
  827. Slender Location Return
  828. (5:384) set variable %forestslender to the x,y position (0,0).
  829. Test
  830. Wiren Test
  831. Tester
  832. (0:31) When someone says {!tester},
  833. (5:901) popup a Yes/No dialog with request number 1 and message {The Demo You Are About To See, Does Not Reflect The Final Production Of The Dream. In Order To Play, Click Yes, Then Head Into A Room SE Of Where You Teleport To. The Rooms Are Marked By Colored Squares. The Rooms Work Like A Que Line, So Wait Patiently, An Emit Will Pop Up When It Is Your Turn. Clicking No Will Return You To The Entrance. Enjoy. -- Wiren} for the triggering furre.
  834. (0:86) When someone clicks Yes for request number 1,
  835. (5:15) move the triggering furre to (42,48), or to someplace nearby if it's occupied.
  836. (0:87) When someone clicks No for request number 1,
  837. (5:15) move the triggering furre to (25,29), or to someplace nearby if it's occupied.
  838. Rosina Test
  839. (0:31) When someone says {!test},
  840. (5:15) move the triggering furre to (72,26), or to someplace nearby if it's occupied.
  841. (0:7) When someone moves into position (70,21),
  842. (1:16) and they are facing northwest (up and left),
  843. (5:14) move the triggering furre to (68,18) if there's nobody already there.
  844. (0:7) When someone moves into position (70,19),
  845. (1:14) and they are facing southeast (down and right),
  846. (5:14) move the triggering furre to (70,21) if there's nobody already there.
  847. (0:7) When someone moves into position (66,16),
  848. (1:16) and they are facing northwest (up and left),
  849. (5:14) move the triggering furre to (66,16) if there's nobody already there.
  850. (0:7) When someone moves into position (68,17),
  851. (1:14) and they are facing southeast (down and right),
  852. (5:14) move the triggering furre to (68,17) if there's nobody already there.
  853. Share
  854. (0:9) When someone arrives in the Dream,
  855. (1:70) and their name is {Wiren},
  856. (5:102) share Dream control with the triggering furre.
  857. (0:9) When someone arrives in the Dream,
  858. (1:70) and their name is {Wiren2},
  859. (5:102) share Dream control with the triggering furre.
  860. (0:9) When someone arrives in the Dream,
  861. (1:70) and their name is {Rosina},
  862. (5:102) share Dream control with the triggering furre.
  863. Tree Rerandomize
  864. (0:31) When someone says {!trees},
  865. (1:11) and they have got shared control (or is the Dream owner),
  866. (3:30) in region 0,
  867. (5:5) change item 2400 to item 128.
  868. (5:5) change item 2401 to item 128.
  869. (5:5) change item 2402 to item 128.
  870. (5:5) change item 2403 to item 128.
  871. (5:5) change item 2404 to item 128.
  872. (5:5) change item 2405 to item 128.
  873. (4:3) only where an item 128 is,
  874. (5:13) place a random item type between 2400 and 2405.
  875. ////////////////////////Debug Start
  876. Debug
  877. Debug Command List
  878. (0:31) When someone says {!debug},
  879. (1:11) and they have got shared control (or is the Dream owner),
  880. (5:200) emit message {Live Change: !ambience !effect !floor !item !lighting !region !noclip !noclipoff} to the triggering furre.
  881. (5:200) emit message {DS Button Positioning: !buttons !buttonx !buttony !buttonr} to the triggering furre.
  882. (5:200) emit message {Movement: !hop !bringtome !goto} to the triggering furre.
  883. (5:200) emit message {Dream Test: !sound !music !localtest !localoff !timer} to the triggering furre.
  884. (5:200) emit message {Basic Dream Info: !countregion !myposition} to the triggering furre.
  885. Live Change
  886. No Clip
  887. On(Change Region)
  888. (0:31) When someone says {!noclip},
  889. (1:11) and they have got shared control (or is the Dream owner),
  890. (5:199) stop letting furres move through impassable stuff in region %noclipregion.
  891. (5:350) set variable %noclip to the X,Y position the triggering furre (moved from/is standing at).
  892. (5:320) set variable %noclipregion to the region number (%noclip) is part of.
  893. (5:198) let furres move through all impassable floors, items & walls in region %noclipregion.
  894. Off
  895. (0:31) When someone says {!noclipoff},
  896. (1:11) and they have got shared control (or is the Dream owner),
  897. (5:199) stop letting furres move through impassable stuff in region %noclipregion.
  898. Item Spawn
  899. (0:32) When someone says something with {!item} in it,
  900. (1:11) and they have got shared control (or is the Dream owner),
  901. (5:314) set variable %item to the number the triggering furre just said or emoted.
  902. (3:5) where the triggering furre is at, not moving,
  903. (5:4) place item %item.
  904. Floor Spawn
  905. (0:32) When someone says something with {!floor} in it,
  906. (1:11) and they have got shared control (or is the Dream owner),
  907. (5:314) set variable %floor to the number the triggering furre just said or emoted.
  908. (3:5) where the triggering furre is at, not moving,
  909. (5:1) set the floor to %floor.
  910. Effect Spawn
  911. (0:32) When someone says something with {!effect} in it,
  912. (1:11) and they have got shared control (or is the Dream owner),
  913. (5:314) set variable %effect to the number the triggering furre just said or emoted.
  914. (3:5) where the triggering furre is at, not moving,
  915. (5:150) place overlay effect %effect.
  916. Region Spawn
  917. (0:32) When someone says something with {!region} in it,
  918. (1:11) and they have got shared control (or is the Dream owner),
  919. (5:314) set variable %region to the number the triggering furre just said or emoted.
  920. (3:5) where the triggering furre is at, not moving,
  921. (5:120) make this/these location(s) part of region %region.
  922. Lighting Spawn
  923. (0:32) When someone says something with {!lighting} in it,
  924. (1:11) and they have got shared control (or is the Dream owner),
  925. (5:314) set variable %lighting to the number the triggering furre just said or emoted.
  926. (3:5) where the triggering furre is at, not moving,
  927. (5:155) place lighting %lighting.
  928. Ambience Spawn
  929. (0:32) When someone says something with {!ambience} in it,
  930. (1:11) and they have got shared control (or is the Dream owner),
  931. (5:314) set variable %ambience to the number the triggering furre just said or emoted.
  932. (3:5) where the triggering furre is at, not moving,
  933. (5:225) place ambience %ambience.
  934. Position
  935. (0:31) When someone says {!myposition},
  936. (5:350) set variable %positionstats to the X,Y position the triggering furre (moved from/is standing at).
  937. (5:330) set variable %currenteffect to the effect overlay value at (%positionstats).
  938. (5:331) set variable %currentlighting to the lighting type at (%positionstats).
  939. (5:332) set variable %currentambience to the ambience type at (%positionstats).
  940. (5:320) set variable %currentregion to the region number (%positionstats) is part of.
  941. (5:380) set variable %currentfloor to the floor type at (%positionstats).
  942. (5:381) set variable %currentitem to the item type at (%positionstats).
  943. (5:382) set variable %currentwall to the wall type at (%positionstats).
  944. (5:200) emit message {The Stats For Your Current Position Are: Item No. %currentitem Floor No. %currentfloor Region No. %currentregion Effect No. %currenteffect Lighting No. %currentlighting Ambience No. %currentambience} to the triggering furre.
  945. Button Position
  946. Button Select
  947. (0:32) When someone says something with {!buttons} in it,
  948. (1:11) and they have got shared control (or is the Dream owner),
  949. (5:314) set variable %dsbutton to the number the triggering furre just said or emoted.
  950. (5:180) show the triggering furre's DragonSpeak Button %dsbutton.
  951. (5:200) emit message {DS Button <b> %dsbutton </b> Selected.} to the triggering furre.
  952. Button X
  953. (0:32) When someone says something with {!buttonx} in it,
  954. (1:11) and they have got shared control (or is the Dream owner),
  955. (5:314) set variable %buttonx to the number the triggering furre just said or emoted.
  956. (5:182) move the triggering furre's DragonSpeak Button %dsbutton to (%buttonx,%buttony).
  957. Button Y
  958. (0:32) When someone says something with {!buttony} in it,
  959. (1:11) and they have got shared control (or is the Dream owner),
  960. (5:314) set variable %buttony to the number the triggering furre just said or emoted.
  961. (5:182) move the triggering furre's DragonSpeak Button %dsbutton to (%buttonx,%buttony).
  962. Button Report
  963. (0:31) When someone says {!buttonr},
  964. (1:11) and they have got shared control (or is the Dream owner),
  965. (5:200) emit message {DS <i>Button</i>:<b> %dsbutton </b><i>X</i>:<b> %buttonx </b><i>Y</i>:<b> %buttony </b>} to the triggering furre.
  966. (5:181) hide the triggering furre's DragonSpeak Button %dsbutton.
  967. Hop
  968. (0:32) When someone says something with {!hop} in it,
  969. (1:11) and they have got shared control (or is the Dream owner),
  970. (5:314) set variable %hop to the number the triggering furre just said or emoted.
  971. (3:5) where the triggering furre is at, not moving,
  972. (5:19) move any furre present %hop step(s) forward (in the direction they're facing) if there's nobody already there.
  973. Player Join(!goto)
  974. (0:32) When someone says something with {!goto} in it,
  975. (1:11) and they have got shared control (or is the Dream owner),
  976. (5:255) set message ~goto to what the triggering furre just said or emoted.
  977. (5:274) chop off the beginning of message ~goto, removing the first 6 characters of it.
  978. (5:250) set message ~gotouser to {[furre]}.
  979. (5:56) make the furre named {~goto} the new triggering furre, if they're in the Dream right now.
  980. (5:350) set variable %goto to the X,Y position the triggering furre (moved from/is standing at).
  981. (5:56) make the furre named {~gotouser} the new triggering furre, if they're in the Dream right now.
  982. (5:15) move the triggering furre to (%goto), or to someplace nearby if it's occupied.
  983. Player Summon(!bringtome)
  984. (0:32) When someone says something with {!bringtome} in it,
  985. (1:11) and they have got shared control (or is the Dream owner),
  986. (5:255) set message ~bringtome to what the triggering furre just said or emoted.
  987. (5:274) chop off the beginning of message ~bringtome, removing the first 11 characters of it.
  988. (5:350) set variable %bringtome to the X,Y position the triggering furre (moved from/is standing at).
  989. (0:32) When someone says something with {!bringtome} in it,
  990. (1:11) and they have got shared control (or is the Dream owner),
  991. (5:56) make the furre named {~bringtome} the new triggering furre, if they're in the Dream right now.
  992. (5:15) move the triggering furre to (%bringtome), or to someplace nearby if it's occupied.
  993. Region Count
  994. (0:32) When someone says something with {!countregion} in it,
  995. (1:11) and they have got shared control (or is the Dream owner),
  996. (5:314) set variable %countregion to the number the triggering furre just said or emoted.
  997. (5:300) set variable %totalregion the value 0.
  998. (5:50) set countdown timer 98 to go off in 1 seconds.
  999. (4:30) only in region %countregion,
  1000. (5:4) place item 1313.
  1001. (0:50) When countdown timer 98 goes off,
  1002. (5:532) set variable %regioncountposition to the X,Y position of a random spot where the item is 1313 somewhere in the Dream.
  1003. (5:50) set countdown timer 99 to go off in 1 seconds.
  1004. (0:50) When countdown timer 99 goes off,
  1005. (1:1014) and position (%regioncountposition) is not item 1313,
  1006. (5:204) emitloud message {Region <b> %countregion </b> has <i> %totalregion </i> positions.} to everyone on the map.
  1007. (0:50) When countdown timer 99 goes off,
  1008. (1:1013) and position (%regioncountposition) is item 1313,
  1009. (5:302) take variable %totalregion and add 1 to it.
  1010. (5:41) place item 0 at (%regioncountposition).
  1011. (5:50) set countdown timer 98 to go off in 1 seconds.
  1012. Dream Test
  1013. Sound Test
  1014. (0:32) When someone says something with {!sound} in it,
  1015. (1:11) and they have got shared control (or is the Dream owner),
  1016. (5:314) set variable %sound to the number the triggering furre just said or emoted.
  1017. (5:8) play sound %sound to the triggering furre.
  1018. Music Test
  1019. (0:32) When someone says something with {!music} in it,
  1020. (1:11) and they have got shared control (or is the Dream owner),
  1021. (5:314) set variable %music to the number the triggering furre just said or emoted.
  1022. (5:30) play midi %music to the triggering furre.
  1023. Local Test
  1024. (0:32) When someone says something with {!localtest} in it,
  1025. (1:11) and they have got shared control (or is the Dream owner),
  1026. (5:314) set variable %localtest to the number the triggering furre just said or emoted.
  1027. (5:1200) change the triggering furre to localspecies %localtest.
  1028. (0:31) When someone says {!localoff},
  1029. (1:11) and they have got shared control (or is the Dream owner),
  1030. (5:1202) change the triggering furre back to their original species.
  1031. Timer Test
  1032. (0:32) When someone says something with {!timer} in it,
  1033. (1:11) and they have got shared control (or is the Dream owner),
  1034. (5:314) set variable %timer to the number the triggering furre just said or emoted.
  1035. (5:50) set countdown timer %timer to go off in 2 seconds.
  1036. ////////////////////////Debug End
  1037. *Endtriggers* 8888 *Endtriggers*
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