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- DSPK V04.00 Furcadia
- Notes
- Regions Used
- One - Eight
- One-Hundred - One-Hundred and Fourteen
- Two-Hundred - Two-Hundred And Sixtythree
- Highest Timer Used
- Sixteen
- Ninety-Eight And Ninety-Nine
- Start Up
- (0:0) When everything is starting up,
- Uploads
- (5:107) allow global Dream uploads by Dream owner and shared furres.
- Speech
- (5:212) set silent speech prefix (for spoken commands) to {!}.
- Regions
- (5:162) make region 1 unwalkable.
- (5:122) treat all regions numbered 100 and higher as 'indoors', and only show furres there what's in that region.
- (5:125) show bottom walls outdoors only.
- (5:128) show top walls indoors only.
- (5:166) make it impossible to pick up or drop items in region 3.
- (5:166) make it impossible to pick up or drop items in region 4.
- (5:166) make it impossible to pick up or drop items in region 5.
- (5:166) make it impossible to pick up or drop items in region 6.
- (5:166) make it impossible to pick up or drop items in region 7.
- (5:166) make it impossible to pick up or drop items in region 8.
- Messages
- Dream Introduction
- (5:250) set message ~intromessage to {Testers Type !tester In Order To Be Teleport To The Script Test Area.}.
- Level Introductions
- (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}.
- (5:250) set message ~forest to {Forest Intro}.
- (5:250) set message ~mine to {Mine Intro}.
- (5:250) set message ~farmhouse to {Farm House Intro}.
- (5:250) set message ~new to {New Intro}.
- (5:250) set message ~town to {Town Intro}.
- (5:250) set message ~burningforest to {Burning Forest Intro}.
- Player Names
- (5:250) set message ~pagesplayer to {None}.
- (5:250) set message ~forestplayer to {None}.
- (5:250) set message ~mineplayer to {None}.
- (5:250) set message ~farmhouseplayer to {None}.
- (5:250) set message ~newplayer to {None}.
- (5:250) set message ~townplayer to {None}.
- (5:250) set message ~burningforestplayer to {None}.
- Variables
- Sound Labels
- (5:300) set variable %branches to the value 1.
- (5:300) set variable %whispers to the value 2.
- Slenderman
- (5:300) set variable %slendermanitem to the value 43.
- Pages
- Auto Start
- (5:50) set countdown timer 3 to go off in 30 seconds.
- Waiting Room
- (5:300) set variable %pagesnextregion to the value 101.
- Level
- (5:300) set variable %pageshealth to the value 0.
- (5:300) set variable %pageamount to the value 0.
- Game In Progress
- (5:300) set variable %pagesgame to the value 0.
- Slender Frequency
- (5:300) set variable %pagesfrequency to the value 10.
- Slender Position
- (5:384) set variable %pagesslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %pagesappear to the value 0.
- Slender Use
- (5:300) set variable %pagesslenderuse the value 0.
- Forest
- Auto Start
- (5:50) set countdown timer 12 to go off in 30 seconds.
- Waiting Room
- (5:300) set variable %forestnextregion to the value 106.
- Level
- Randomization
- (4:30) only in region 7,
- (5:1) set the floor to 2.
- (4:0) clear all filtering,
- (4:40) only where the effect overlay is 189,
- (5:1) set the floor to 3.
- (4:30) only in region 7,
- (5:1) set the floor to 4.
- (4:0) clear all filtering,
- Game In Progress
- (5:300) set variable %forestgame to the value 0.
- Slender Frequency
- (5:300) set variable %forestfrequency to the value 0.
- Slender Position
- (5:384) set variable %forestslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %forestappear to the value 0.
- Slender Use
- (5:300) set variable %forestslenderuse to the value 0.
- Mine
- Level
- Game In Progress
- (5:300) set variable %minegame to the value 0.
- Slender Frequency
- (5:300) set variable %minefrequency to the value 0.
- Slender Position
- (5:384) set variable %mineslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %mineappear to the value 0.
- Slender Use
- (5:300) set variable %mineslenderuse to the value 0.
- Farm House
- Level
- Game In Progress
- (5:300) set variable %farmhousegame to the value 0.
- Slender Frequency
- (5:300) set variable %farmhousefrequency to the value 3.
- Slender Position
- (5:384) set variable %farmhouseslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %farmhouseappear to the value 0.
- Slender Use
- (5:300) set variable %farmhouseslenderuse to the value 0.
- New
- Level
- Game In Progress
- (5:300) set variable %farmescapegame to the value 0.
- Slender Frequency
- (5:300) set variable %farmescapefrequency to the value 0.
- Slender Position
- (5:384) set variable %farmescapeslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %farmescapeappear to the value 0.
- Slender Use
- (5:300) set variable %farmescapeslenderuse to the value 0.
- Town
- Level
- Game In Progress
- (5:300) set variable %towngame to the value 0.
- Slender Frequency
- (5:300) set variable %townfrequency to the value 0.
- Slender Position
- (5:384) set variable %townslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %townappear to the value 0.
- Slender Use
- (5:300) set variable %townslenderuse to the value 0.
- Burning Forest
- Level
- Game In Progress
- (5:300) set variable %burningforestgame to the value 0.
- Slender Frequency
- (5:300) set variable %burningforestfrequency to the value 0.
- Slender Position
- (5:384) set variable %burningforestslender to the x,y position (0,0).
- Slender Appear
- (5:300) set variable %burningforestappear to the value 0.
- Slender Use
- (5:300) set variable %burningforestslenderuse to the value 0.
- Univsersal
- Timers
- (5:300) set variable %appeartimer the value 1.
- No Sitting/Laying
- Pages
- (5:164) make it impossible to sit or lie down in region 3.
- (5:164) make it impossible to sit or lie down in region 4.
- (5:164) make it impossible to sit or lie down in region 5.
- Dream Visuals
- Do Not Walk
- (5:5) change item 1300 to item 254.
- Random Trees
- (4:3) only where an item 128 is,
- (5:120) make this/these location(s) part of region 0.
- (5:13) place a random item type between 2400 and 2405.
- Arrival
- (0:9) When a furre arrives in the dream,
- Arrival Location
- (5:15) move the triggering furre to (25,29), or to someplace nearby if it's occupied.
- Arrival Emit
- (5:200) emit message {~intromessage} to the triggering furre.
- Game Play
- Univsersal
- Inactivity
- (0:70) When someone idles (doesn't do ANYTHING) for 30 seconds,
- (1:84) and the position they moved to is in regions 3 through 8,
- (5:200) emit message {Inactivity Timer: 30 Seconds Until Removed To Lobby.} to the triggering furre.
- (0:70) When someone idles (doesn't do ANYTHING) for 40 seconds,
- (1:84) and the position they moved to is in regions 3 through 8,
- (5:200) emit message {Inactivity Timer: 20 Seconds Until Removed To Lobby.} to the triggering furre.
- (0:70) When someone idles (doesn't do ANYTHING) for 50 seconds,
- (1:84) and the position they moved to is in regions 3 through 8,,
- (5:200) emit message {Inactivity Timer: 10 Seconds Until Removed To Lobby.} to the triggering furre.
- (0:70) When someone idles (doesn't do ANYTHING) for 55 seconds,
- (1:84) and the position they moved to is in regions 3 through 8,
- (5:200) emit message {Inactivity Timer: 5 Seconds Until Removed To Lobby.} to the triggering furre.
- (0:70) When someone idles (doesn't do ANYTHING) for 55 seconds,
- (1:84) and the position they moved to is in regions 3 through 8,
- (5:17) move any furre present to (25,29), or to someplace nearby if it's occupied.
- (5:1202) change the triggering furre back to their original species.
- Flashlight
- Movement
- Movement Direction Change
- SE
- (0:61) When someone moves southeast,
- (1:64) and they (moved from/are standing in) lighting 201,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 200 where the triggering furre is.
- (0:61) When someone moves southeast,
- (1:64) and they (moved from/are standing in) lighting 202,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 200 where the triggering furre is.
- (0:61) When someone moves southeast,
- (1:64) and they (moved from/are standing in) lighting 203,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 200 where the triggering furre is.
- SW
- (0:62) When someone moves southwest,
- (1:64) and they (moved from/are standing in) lighting 200,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 201 where the triggering furre is.
- (0:62) When someone moves southwest,
- (1:64) and they (moved from/are standing in) lighting 202,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 201 where the triggering furre is.
- (0:62) When someone moves southwest,
- (1:64) and they (moved from/are standing in) lighting 203,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 201 where the triggering furre is.
- NE
- (0:60) When someone moves northeast,
- (1:64) and they (moved from/are standing in) lighting 200,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 202 where the triggering furre is.
- (0:60) When someone moves northeast,
- (1:64) and they (moved from/are standing in) lighting 201,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 202 where the triggering furre is.
- (0:60) When someone moves northeast,
- (1:64) and they (moved from/are standing in) lighting 203,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 202 where the triggering furre is.
- NW
- (0:63) When someone moves northwest,
- (1:64) and they (moved from/are standing in) lighting 200,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 203 where the triggering furre is.
- (0:63) When someone moves northwest,
- (1:64) and they (moved from/are standing in) lighting 201,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 203 where the triggering furre is.
- (0:63) When someone moves northwest,
- (1:64) and they (moved from/are standing in) lighting 202,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (5:157) place lighting 203 where the triggering furre is.
- Turn
- SE
- Right
- (0:5) When someone turns right(clockwise),
- (1:15) and they are facing southwest (down and left),
- (1:64) and they (moved from/are standing in) lighting 200,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 200 to lighting 201.
- Left
- (0:6) When someone turns left(counterclockwise),
- (1:13) and they are facing northeast (up and right),
- (1:64) and they (moved from/are standing in) lighting 200,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 200 to lighting 202.
- SW
- Right
- (0:5) When someone turns right(clockwise),
- (1:16) and they are facing northwest (up and left),
- (1:64) and they (moved from/are standing in) lighting 201,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 201 to lighting 203.
- Left
- (0:6) When someone turns left(counterclockwise),
- (1:14) and they are facing southeast (down and right),
- (1:64) and they (moved from/are standing in) lighting 201,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 201 to lighting 200.
- NE
- Right
- (0:5) When someone turns right(clockwise),
- (1:14) and they are facing southeast (down and right),
- (1:64) and they (moved from/are standing in) lighting 202,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 202 to lighting 200.
- Left
- (0:6) When someone turns left(counterclockwise),
- (1:16) and they are facing northwest (up and left),
- (1:64) and they (moved from/are standing in) lighting 202,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 202 to lighting 203.
- NW
- Right
- (0:5) When someone turns right(clockwise),
- (1:13) and they are facing northeast (up and right),
- (1:64) and they (moved from/are standing in) lighting 203,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 203 to lighting 202.
- Left
- (0:6) When someone turns left(counterclockwise),
- (1:15) and they are facing southwest (down and left),
- (1:64) and they (moved from/are standing in) lighting 203,
- (3:5) where the triggering furre is at, not moving,
- (5:158) change lighting 203 to lighting 201.
- SE
- (0:1) Whenever someone moves,
- (1:5) and they successfully moved,
- (1:64) and they (moved from/are standing in) lighting 200,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (3:1) everywhere on the whole map,
- (3:6) where the triggering furre moved into,
- (5:155) place lighting 200.
- SW
- (0:1) Whenever someone moves,
- (1:5) and they successfully moved,
- (1:64) and they (moved from/are standing in) lighting 201,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (3:1) everywhere on the whole map,
- (3:6) where the triggering furre moved into,
- (5:155) place lighting 201.
- NE
- (0:1) Whenever someone moves,
- (1:5) and they successfully moved,
- (1:64) and they (moved from/are standing in) lighting 202,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (3:1) everywhere on the whole map,
- (3:6) where the triggering furre moved into,
- (5:155) place lighting 202.
- NW
- (0:1) Whenever someone moves,
- (1:5) and they successfully moved,
- (1:64) and they (moved from/are standing in) lighting 203,
- (3:5) where the triggering furre moved from,
- (5:155) place lighting 0.
- (3:1) everywhere on the whole map,
- (3:6) where the triggering furre moved into,
- (5:155) place lighting 203.
- Pages
- Lobby
- Ambience
- (0:50) When countdown timer 6 goes off,
- (4:30) only in region %pagesnextregion,
- (5:451) jump the animation of all copies of ambience 0 in the Dream to step 2.
- (5:228) change ambience 0 to ambience 6.
- (5:451) jump the animation of all copies of ambience 6 in the Dream to step 2.
- Next Room
- (0:50) When countdown timer 7 goes off,
- (1:202) and variable %pagesnextregion is less than 105,
- (5:302) take variable %pagesnextregion and add 1 to it.
- (5:50) set countdown timer 3 to go off in 3 seconds.
- (0:50) When countdown timer 7 goes off,
- (1:200) and variable %pagesnextregion is equal to 105,
- (5:300) set variable %pagesnextregion to the value 101.
- (5:50) set countdown timer 3 to go off in 3 seconds.
- Start
- (0:50) When countdown timer 3 goes off,
- (1:88) and region %pagesnextregion has 1 furres or more in it,
- (1:200) and variable %pagesgame is equal to 0,
- (5:300) set variable %pageamount to the value 0.
- (5:50) set countdown timer 4 to go off in 1 seconds.
- (5:300) set variable %pagesfrequency to the value 10.
- (5:300) set variable %pageshealth to the value 100.
- (4:32) only in regions 3 through 5,
- (5:5) change item 35 to item 0.
- (5:158) change lighting 200 to lighting 0.
- (5:158) change lighting 201 to lighting 0.
- (5:158) change lighting 202 to lighting 0.
- (5:158) change lighting 203 to lighting 0.
- (4:0) clear all filtering,
- (4:30) only in region %pagesnextregion,
- (5:201) emit message {~pages} to any furre present.
- (5:250) set message ~pagesplayer to {None}.
- Continue Loop
- (0:50) When countdown timer 3 goes off,
- (1:187) and region %pagesnextregion has no furres in it,
- (5:50) set countdown timer 7 to go off in 1 seconds.
- Quit Restart
- (0:100) When 1 seconds have passed, offset by 0,
- (1:200) and variable %pagesgame is equal to 1,
- (1:187) and region 3 has no furres in it,
- (1:187) and region 4 has no furres in it,
- (1:187) and region 5 has no furres in it,
- (5:300) set variable %pagesgame to the value 0.
- (5:50) set countdown timer 7 to go off in 1 seconds.
- Random Pages
- (0:50) When countdown timer 4 goes off,
- (1:202) and variable %pageamount is less than 1,
- (5:50) set countdown timer 6 to go off in 6 seconds.
- (0:50) When countdown timer 4 goes off,
- (1:202) and variable %pageamount is less than 8,
- (3:552) at a random spot somewhere in the Dream where the region is 3,
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 35.
- (5:302) take variable %pageamount and add 1 to it.
- (5:50) set countdown timer 4 to go off in 1 seconds.
- (0:50) When countdown timer 4 goes off,
- (1:200) and variable %pageamount is equal to 8,
- (4:30) only in region %pagesnextregion,
- (5:201) emit message {Page Amount: %pageamount Pages} to any furre present.
- (4:0) clear all filtering,
- Region Change
- (4:30) only in region 3,
- (5:120) make this/these location(s) part of region 5.
- (4:0) clear all filtering,
- Teleport
- (3:30) in region %pagesnextregion,
- (5:300) set variable %pagesgame to the value 1.
- (5:16) move any furre present to (35,65) if there's nobody already there.
- (5:51) make any furre standing at (35,65) become the new triggering furre.
- (5:228) change ambience 6 to ambience 0.
- (5:250) set message ~pagesplayer to {[furre]}.
- (5:157) place lighting 201 where the triggering furre is.
- (5:1200) change the triggering furre to localspecies 1.
- (5:50) set countdown timer 5 to go off in 10 seconds.
- Region Back To Normal
- (0:50) When countdown timer 5 goes off,
- (1:187) and region 5 has no furres in it,
- (5:50) set countdown timer 7 to go off in 1 seconds.
- (0:50) When countdown timer 5 goes off,
- (4:30) only in region 5,
- (5:201) emit message {10 Second Grace Period Ended...Good Luck...} to any furre present.
- (5:120) make this/these location(s) part of region 3.
- Pages
- (0:3) When someone moves into item 35,
- (1:83) and the position they moved to is in region 5,
- (4:30) only in region 5,
- (5:120) make this/these location(s) part of region 3.
- (5:200) emit message {By Picking Up A Page You Have Ended The 10 Second Grace Period...Good Luck...} to the triggering furre.
- (0:3) When someone moves into item 35,
- (1:84) and the position they moved to is in regions 3 through 5,
- (3:6) where the triggering furre moved into,
- (5:5) change item 35 to item 0.
- (5:304) take variable %pageamount and subtract 1 from it.
- (5:304) take variable %pagesfrequency and subtract 1 from it.
- (5:200) emit message {<i> %pageamount </I> <b>Page(s)</b> left!} to the triggering furre.
- (0:3) When someone moves into item 35,
- (1:84) and the position they moved to is in regions 3 through 5,
- (1:200) and variable %pageamount is equal to 0,
- (5:200) emit message {You Win!} to the triggering furre.
- (5:1202) change the triggering furre back to their original species.
- (5:17) move any furre present to (42,48), or to someplace nearby if it's occupied.
- (5:50) set countdown timer 7 to go off in 1 seconds.
- (5:300) set variable %pagesgame to the value 0.
- (5:204) emitloud message {~pagesplayer has beat Pages!} to everyone on the map.
- Damage/Death
- Damage
- (0:100) When 1 seconds have passed, offset by 0,
- (1:201) and variable %pageshealth is more than 0,
- (1:88) and region 4 has 1 furres or more in it,
- (5:304) take variable %pageshealth and subtract 10 from it.
- (4:30) only in region 4,
- (5:201) emit message {<i> %pageshealth </i> <b>Health Remaining!!!</b>} to any furre present.
- Death
- Instant
- (0:3) When someone moves into item %slendermanitem,
- (1:83) and the position they moved to is in region 4,
- (5:200) emit message {You Have Died. #Se} to the triggering furre.
- (5:1202) change the triggering furre back to their original species.
- (5:15) move the triggering furre to (42,48), or to someplace nearby if it's occupied.
- (5:50) set countdown timer 7 to go off in 1 seconds.
- (5:300) set variable %pagesgame to the value 0.
- (5:204) emitloud message {~pagesplayer has met Slenderman in Pages!} to everyone on the map.
- Regional
- (0:100) When 1 seconds have passed, offset by 0,
- (1:88) and region 4 has 1 furres or more in it,
- (1:200) and variable %pageshealth is equal to 0,
- (4:30) only in region 4,
- (5:201) emit message {You Have Died. #Se} to any furre present.
- (5:1203) change any furre present back to their original species.
- (5:17) move any furre present to (42,48), or to someplace nearby if it's occupied.
- (5:50) set countdown timer 7 to go off in 1 seconds.
- (5:300) set variable %pagesgame to the value 0.
- (5:204) emitloud message {~pagesplayer has Died in Pages!} to everyone on the map.
- Slender Spawn
- Move To Spawn
- (0:1) Whenever someone moves,
- (1:200) and variable %pagesslenderuse is equal to 0,
- (1:85) and they (moved from/are standing in) region 3,
- Slender Item One
- (3:551) at a random spot that is onscreen for the triggering furre where the region is 3
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 2412.
- Set Position
- (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.
- Set Appear
- (5:312) set variable %pagesappear to the total of rolling 1 dice with %pagesfrequency sides plus 0.
- Slender In Use
- (5:300) set variable %pagesslenderuse the value 1.
- Appear Timer (One)
- (5:50) set countdown timer 1 to go off in %appeartimer seconds.
- Idle To Spawn
- (0:71) When someone stays in the same square for 30 seconds,
- (1:200) and variable %pagesslenderuse is equal to 0,
- (1:85) and they (moved from/are standing in) region 3,
- Slender Item One
- (3:551) at a random spot that is onscreen for the triggering furre where the region is 3
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 2412.
- Set Position
- (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.
- Set Appear
- (5:312) set variable %pagesappear to the total of rolling 1 dice with %pagesfrequency sides plus 0.
- Slender In Use
- (5:300) set variable %pagesslenderuse the value 1.
- Appear Timer (One)
- (5:50) set countdown timer 1 to go off in %appeartimer seconds.
- Idle To Spawn Continued
- (0:71) When someone stays in the same square for 60 seconds,
- (1:200) and variable %pagesslenderuse is equal to 0,
- (1:85) and they (moved from/are standing in) region 3,
- Slender Item One
- (3:551) at a random spot that is onscreen for the triggering furre where the region is 3
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 2412.
- Set Position
- (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.
- Set Appear
- (5:312) set variable %pagesappear to the total of rolling 1 dice with %pagesfrequency sides plus 0.
- Slender In Use
- (5:300) set variable %pagesslenderuse the value 1.
- Appear Timer (One)
- (5:50) set countdown timer 1 to go off in %appeartimer seconds.
- Appear Timer(One) Goes Off
- (0:50) When countdown timer 1 goes off,
- Appear Variable
- (1:202) and variable %pagesappear is less than 3,
- Slender Item Two
- (3:2) at position (%pagesslender) on the map,
- (5:155) place lighting 5.
- (5:5) change item 2412 to item %slendermanitem.
- Vanish Timer(Two)
- (5:50) set countdown timer 2 to go off in 10 seconds.
- Damage Timer(One)
- (0:50) When countdown timer 1 goes off,
- Appear Variable
- (1:202) and variable %pagesappear is less than 3,
- (3:9) everyplace that can be seen from (%pagesslender),
- (4:30) only in region 3,
- (5:120) make this/these location(s) part of region 4.
- Timer One Cancel
- (0:50) When countdown timer 1 goes off,
- (1:201) and variable %pagesappear is more than 2,
- (4:30) only in region 3,
- (5:5) change item 2412 to item 0.
- Slender Location Return
- (4:0) clear all filtering,
- (5:384) set variable %pagesslender to the x,y position (0,0).
- Slender Not In Use
- (5:300) set variable %pagesslenderuse the value 0.
- Vanish Timer (Two) Goes Off
- (0:50) When countdown timer 2 goes off,
- (4:30) only in region 4,
- Vanish
- (5:5) change item %slendermanitem to item 0.
- Slender Not In Use
- (5:300) set variable %pagesslenderuse the value 0.
- Lighting Off
- (5:158) change lighting 5 to lighting 0.
- Region Return
- (5:120) make this/these location(s) part of region 3.
- (4:0) clear all filtering,
- Slender Location Return
- (5:384) set variable %pagesslender to the x,y position (0,0).
- Forest
- Lobby
- Random Map Generation
- (0:50) When countdown timer 10 goes off,
- (4:30) only in region 6,
- (5:5) change item 2400 to item 0.
- (5:5) change item 2401 to item 0.
- (5:5) change item 2402 to item 0.
- (5:5) change item 2403 to item 0.
- (5:5) change item 2404 to item 0.
- (5:5) change item 2405 to item 0.
- (4:0) clear all filtering,
- (4:1) only where the floor is 2,
- (5:120) make this/these location(s) part of region 7.
- (4:0) clear all filtering,
- (4:1) only where the floor is 3,
- (5:150) place overlay effect 189.
- (4:0) clear all filtering,
- (4:1) only where the floor is 4,
- (5:150) place overlay effect 189.
- (5:120) make this/these location(s) part of region 7.
- (5:312) set variable %forestrandommap to the total of rolling 1 dice with 2 sides plus 0.
- (5:50) set countdown timer 11 to go off in 1 seconds.
- Random One
- (0:50) When countdown timer 11 goes off,
- (1:200) and variable %forestrandommap is equal to 1,
- (4:30) only in region 7,
- (5:4) place item 128.
- (5:120) make this/these location(s) part of region 6.
- (4:0) clear all filtering,
- (5:153) change effect 189 to effect 0.
- (4:3) only where an item 128 is,
- (5:13) place a random item type between 2400 and 2405.
- Random Two
- (0:50) When countdown timer 11 goes off,
- (1:200) and variable %forestrandommap is equal to 2,
- (4:30) only in region 7,
- (5:120) make this/these location(s) part of region 6.
- (4:0) clear all filtering,
- (4:40) only where the effect overlay is 189,
- (5:4) place item 128.
- (4:0) clear all filtering,
- (5:153) change effect 189 to effect 0.
- (4:3) only where an item 128 is,
- (5:13) place a random item type between 2400 and 2405.
- Ambience
- (0:50) When countdown timer 15 goes off,
- (4:30) only in region %forestnextregion,
- (5:451) jump the animation of all copies of ambience 0 in the Dream to step 2.
- (5:228) change ambience 0 to ambience 6.
- (5:451) jump the animation of all copies of ambience 6 in the Dream to step 2.
- (5:50) set countdown timer 17 to go off in 2 seconds.
- Next Room
- (0:50) When countdown timer 16 goes off,
- (1:202) and variable %forestnextregion is less than 109,
- (5:302) take variable %forestnextregion and add 1 to it.
- (5:50) set countdown timer 12 to go off in 3 seconds.
- (0:50) When countdown timer 16 goes off,
- (1:200) and variable %forestnextregion is equal to 109,
- (5:300) set variable %forestnextregion to the value 106.
- (5:50) set countdown timer 12 to go off in 3 seconds.
- Start
- (0:50) When countdown timer 12 goes off,
- (1:88) and region %forestnextregion has 1 furres or more in it,
- (1:200) and variable %forestgame is equal to 0,
- (5:50) set countdown timer 13 to go off in 1 seconds.
- (5:50) set countdown timer 10 to go off in 1 seconds.
- (5:300) set variable %forestfrequency to the value 10.
- (5:300) set variable %foresthealth to the value 100.
- (4:32) only in regions 6 through 9,
- (5:158) change lighting 200 to lighting 0.
- (5:158) change lighting 201 to lighting 0.
- (5:158) change lighting 202 to lighting 0.
- (5:158) change lighting 203 to lighting 0.
- (5:153) change effect 194 to effect 0.
- (5:5) change item 1134 to item 0.
- (4:0) clear all filtering,
- (4:30) only in region %forestnextregion,
- (5:201) emit message {~forest} to any furre present.
- (5:250) set message ~forestplayer to {None}.
- Continue Loop
- (0:50) When countdown timer 12 goes off,
- (1:187) and region %forestnextregion has no furres in it,
- (5:50) set countdown timer 16 to go off in 1 seconds.
- Quit Restart
- (0:100) When 1 seconds have passed, offset by 0,
- (1:200) and variable %forestgame is equal to 1,
- (1:187) and region 6 has no furres in it,
- (1:187) and region 8 has no furres in it,
- (1:187) and region 9 has no furres in it,
- (5:300) set variable %forestgame to the value 0.
- (5:50) set countdown timer 16 to go off in 1 seconds.
- Random Pages
- (0:50) When countdown timer 13 goes off,
- (3:552) at a random spot somewhere in the Dream where the region is 6,
- (4:3) only where an item 0 is,
- (4:1) only where the floor is 5,
- (5:5) change item 0 to item 1134.
- (5:150) place overlay effect 194.
- (5:50) set countdown timer 15 to go off in 6 seconds.
- Region Change
- (4:30) only in region 6,
- (5:120) make this/these location(s) part of region 9.
- Teleport
- (0:50) When countdown timer 17 goes off,
- (3:30) in region %forestnextregion,
- (5:300) set variable %forestgame to the value 1.
- (5:201) emit message {Find The Exit Before You Die!} to any furre present.
- (5:16) move any furre present to (104,61) if there's nobody already there.
- (5:51) make any furre standing at (104,61) become the new triggering furre.
- (5:228) change ambience 6 to ambience 0.
- (5:250) set message ~forestplayer to {[furre]}.
- (5:157) place lighting 201 where the triggering furre is.
- (5:1200) change the triggering furre to localspecies 1.
- (5:50) set countdown timer 14 to go off in 10 seconds.
- Region Back To Normal
- (0:50) When countdown timer 14 goes off,
- (1:187) and region 9 has no furres in it,
- (5:50) set countdown timer 16 to go off in 1 seconds.
- (0:50) When countdown timer 14 goes off,
- (4:30) only in region 9,
- (5:201) emit message {10 Second Grace Period Ended...Good Luck...} to any furre present.
- (5:120) make this/these location(s) part of region 6.
- Escape
- (0:3) When someone moves into item 1134,
- (1:84) and the position they moved to is in regions 6 through 9,
- (5:1202) change the triggering furre back to their original species.
- (5:15) move the triggering furre to (52,62), or to someplace nearby if it's occupied.
- (5:200) emit message {Escaped The Forest.} to the triggering furre.
- (5:50) set countdown timer 16 to go off in 1 seconds.
- (5:300) set variable %forestgame to the value 0.
- (5:204) emitloud message {~forestplayer has beat Forest!} to everyone on the map.
- Damage/Death
- Damage
- (0:100) When 1 seconds have passed, offset by 0,
- (1:201) and variable %foresthealth is more than 0,
- (1:88) and region 8 has 1 furres or more in it,
- (5:304) take variable %foresthealth and subtract 10 from it.
- (4:30) only in region 8,
- (5:201) emit message {<i> %foresthealth </i> <b>Health Remaining!!!</b>} to any furre present.
- Death
- Instant
- (0:3) When someone moves into item %slendermanitem,
- (1:83) and the position they moved to is in region 8,
- (5:200) emit message {You Have Died. #Se} to the triggering furre.
- (5:1202) change the triggering furre back to their original species.
- (5:15) move the triggering furre to (52,62), or to someplace nearby if it's occupied.
- (5:50) set countdown timer 16 to go off in 1 seconds.
- (5:300) set variable %forestgame to the value 0.
- (5:204) emitloud message {~forestplayer has met Slenderman in Forest!} to everyone on the map.
- Regional
- (0:100) When 1 seconds have passed, offset by 0,
- (1:88) and region 8 has 1 furres or more in it,
- (1:200) and variable %foresthealth is equal to 0,
- (4:30) only in region 8,
- (5:201) emit message {You Have Died. #Se} to any furre present.
- (5:1203) change any furre present back to their original species.
- (5:17) move any furre present to (52,62), or to someplace nearby if it's occupied.
- (5:50) set countdown timer 16 to go off in 1 seconds.
- (5:300) set variable %forestgame to the value 0.
- (5:204) emitloud message {~forestplayer has Died in Forest!} to everyone on the map.
- Slender Spawn
- Move To Spawn
- (0:1) Whenever someone moves,
- (1:200) and variable %forestslenderuse is equal to 0,
- (1:85) and they (moved from/are standing in) region 6,
- Slender Item One
- (3:551) at a random spot that is onscreen for the triggering furre where the region is 6
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 2412.
- Set Position
- (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.
- Set Appear
- (5:312) set variable %forestappear to the total of rolling 1 dice with %forestfrequency sides plus 0.
- Slender In Use
- (5:300) set variable %forestslenderuse the value 1.
- Appear Timer (One)
- (5:50) set countdown timer 8 to go off in %appeartimer seconds.
- Idle To Spawn
- (0:71) When someone stays in the same square for 30 seconds,
- (1:200) and variable %forestslenderuse is equal to 0,
- (1:85) and they (moved from/are standing in) region 6,
- Slender Item One
- (3:551) at a random spot that is onscreen for the triggering furre where the region is 6
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 2412.
- Set Position
- (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.
- Set Appear
- (5:312) set variable %forestappear to the total of rolling 1 dice with %forestfrequency sides plus 0.
- Slender In Use
- (5:300) set variable %forestslenderuse the value 1.
- Appear Timer (One)
- (5:50) set countdown timer 8 to go off in %appeartimer seconds.
- Idle To Spawn Continued
- (0:71) When someone stays in the same square for 60 seconds,
- (1:200) and variable %forestslenderuse is equal to 0,
- (1:85) and they (moved from/are standing in) region 6,
- Slender Item One
- (3:551) at a random spot that is onscreen for the triggering furre where the region is 6
- (4:3) only where an item 0 is,
- (5:5) change item 0 to item 2412.
- Set Position
- (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.
- Set Appear
- (5:312) set variable %forestappear to the total of rolling 1 dice with %forestfrequency sides plus 0.
- Slender In Use
- (5:300) set variable %forestslenderuse the value 1.
- Appear Timer (One)
- (5:50) set countdown timer 8 to go off in %appeartimer seconds.
- Appear Timer(One) Goes Off
- (0:50) When countdown timer 8 goes off,
- Appear Variable
- (1:202) and variable %forestappear is less than 2,
- Slender Item Two
- (3:2) at position (%forestslender) on the map,
- (5:5) change item 2412 to item %slendermanitem.
- (5:155) place lighting 5.
- Vanish Timer(Two)
- (5:50) set countdown timer 9 to go off in 10 seconds.
- Damage Timer(One)
- (0:50) When countdown timer 8 goes off,
- Appear Variable
- (1:202) and variable %forestappear is less than 2,
- (3:9) everyplace that can be seen from (%forestslender),
- (4:30) only in region 6,
- (5:120) make this/these location(s) part of region 8.
- Timer One Cancel
- (0:50) When countdown timer 8 goes off,
- (1:201) and variable %forestappear is more than 1,
- (4:30) only in region 6,
- (5:5) change item 2412 to item 0.
- (4:0) clear all filtering,
- Slender Location Return
- (5:384) set variable %forestslender to the x,y position (0,0).
- Slender Not In Use
- (5:300) set variable %forestslenderuse the value 0.
- Vanish Timer (Two) Goes Off
- (0:50) When countdown timer 9 goes off,
- (4:30) only in region 8,
- Vanish
- (5:5) change item %slendermanitem to item 0.
- Slender Not In Use
- (5:300) set variable %forestslenderuse the value 0.
- Lighting
- (5:158) change lighting 5 to lighting 0.
- Region Return
- (5:120) make this/these location(s) part of region 6.
- (4:0) clear all filtering,
- Slender Location Return
- (5:384) set variable %forestslender to the x,y position (0,0).
- Test
- Wiren Test
- Tester
- (0:31) When someone says {!tester},
- (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.
- (0:86) When someone clicks Yes for request number 1,
- (5:15) move the triggering furre to (42,48), or to someplace nearby if it's occupied.
- (0:87) When someone clicks No for request number 1,
- (5:15) move the triggering furre to (25,29), or to someplace nearby if it's occupied.
- Rosina Test
- (0:31) When someone says {!test},
- (5:15) move the triggering furre to (72,26), or to someplace nearby if it's occupied.
- (0:7) When someone moves into position (70,21),
- (1:16) and they are facing northwest (up and left),
- (5:14) move the triggering furre to (68,18) if there's nobody already there.
- (0:7) When someone moves into position (70,19),
- (1:14) and they are facing southeast (down and right),
- (5:14) move the triggering furre to (70,21) if there's nobody already there.
- (0:7) When someone moves into position (66,16),
- (1:16) and they are facing northwest (up and left),
- (5:14) move the triggering furre to (66,16) if there's nobody already there.
- (0:7) When someone moves into position (68,17),
- (1:14) and they are facing southeast (down and right),
- (5:14) move the triggering furre to (68,17) if there's nobody already there.
- Share
- (0:9) When someone arrives in the Dream,
- (1:70) and their name is {Wiren},
- (5:102) share Dream control with the triggering furre.
- (0:9) When someone arrives in the Dream,
- (1:70) and their name is {Wiren2},
- (5:102) share Dream control with the triggering furre.
- (0:9) When someone arrives in the Dream,
- (1:70) and their name is {Rosina},
- (5:102) share Dream control with the triggering furre.
- Tree Rerandomize
- (0:31) When someone says {!trees},
- (1:11) and they have got shared control (or is the Dream owner),
- (3:30) in region 0,
- (5:5) change item 2400 to item 128.
- (5:5) change item 2401 to item 128.
- (5:5) change item 2402 to item 128.
- (5:5) change item 2403 to item 128.
- (5:5) change item 2404 to item 128.
- (5:5) change item 2405 to item 128.
- (4:3) only where an item 128 is,
- (5:13) place a random item type between 2400 and 2405.
- ////////////////////////Debug Start
- Debug
- Debug Command List
- (0:31) When someone says {!debug},
- (1:11) and they have got shared control (or is the Dream owner),
- (5:200) emit message {Live Change: !ambience !effect !floor !item !lighting !region !noclip !noclipoff} to the triggering furre.
- (5:200) emit message {DS Button Positioning: !buttons !buttonx !buttony !buttonr} to the triggering furre.
- (5:200) emit message {Movement: !hop !bringtome !goto} to the triggering furre.
- (5:200) emit message {Dream Test: !sound !music !localtest !localoff !timer} to the triggering furre.
- (5:200) emit message {Basic Dream Info: !countregion !myposition} to the triggering furre.
- Live Change
- No Clip
- On(Change Region)
- (0:31) When someone says {!noclip},
- (1:11) and they have got shared control (or is the Dream owner),
- (5:199) stop letting furres move through impassable stuff in region %noclipregion.
- (5:350) set variable %noclip to the X,Y position the triggering furre (moved from/is standing at).
- (5:320) set variable %noclipregion to the region number (%noclip) is part of.
- (5:198) let furres move through all impassable floors, items & walls in region %noclipregion.
- Off
- (0:31) When someone says {!noclipoff},
- (1:11) and they have got shared control (or is the Dream owner),
- (5:199) stop letting furres move through impassable stuff in region %noclipregion.
- Item Spawn
- (0:32) When someone says something with {!item} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %item to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:4) place item %item.
- Floor Spawn
- (0:32) When someone says something with {!floor} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %floor to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:1) set the floor to %floor.
- Effect Spawn
- (0:32) When someone says something with {!effect} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %effect to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:150) place overlay effect %effect.
- Region Spawn
- (0:32) When someone says something with {!region} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %region to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:120) make this/these location(s) part of region %region.
- Lighting Spawn
- (0:32) When someone says something with {!lighting} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %lighting to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:155) place lighting %lighting.
- Ambience Spawn
- (0:32) When someone says something with {!ambience} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %ambience to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:225) place ambience %ambience.
- Position
- (0:31) When someone says {!myposition},
- (5:350) set variable %positionstats to the X,Y position the triggering furre (moved from/is standing at).
- (5:330) set variable %currenteffect to the effect overlay value at (%positionstats).
- (5:331) set variable %currentlighting to the lighting type at (%positionstats).
- (5:332) set variable %currentambience to the ambience type at (%positionstats).
- (5:320) set variable %currentregion to the region number (%positionstats) is part of.
- (5:380) set variable %currentfloor to the floor type at (%positionstats).
- (5:381) set variable %currentitem to the item type at (%positionstats).
- (5:382) set variable %currentwall to the wall type at (%positionstats).
- (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.
- Button Position
- Button Select
- (0:32) When someone says something with {!buttons} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %dsbutton to the number the triggering furre just said or emoted.
- (5:180) show the triggering furre's DragonSpeak Button %dsbutton.
- (5:200) emit message {DS Button <b> %dsbutton </b> Selected.} to the triggering furre.
- Button X
- (0:32) When someone says something with {!buttonx} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %buttonx to the number the triggering furre just said or emoted.
- (5:182) move the triggering furre's DragonSpeak Button %dsbutton to (%buttonx,%buttony).
- Button Y
- (0:32) When someone says something with {!buttony} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %buttony to the number the triggering furre just said or emoted.
- (5:182) move the triggering furre's DragonSpeak Button %dsbutton to (%buttonx,%buttony).
- Button Report
- (0:31) When someone says {!buttonr},
- (1:11) and they have got shared control (or is the Dream owner),
- (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.
- (5:181) hide the triggering furre's DragonSpeak Button %dsbutton.
- Hop
- (0:32) When someone says something with {!hop} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %hop to the number the triggering furre just said or emoted.
- (3:5) where the triggering furre is at, not moving,
- (5:19) move any furre present %hop step(s) forward (in the direction they're facing) if there's nobody already there.
- Player Join(!goto)
- (0:32) When someone says something with {!goto} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:255) set message ~goto to what the triggering furre just said or emoted.
- (5:274) chop off the beginning of message ~goto, removing the first 6 characters of it.
- (5:250) set message ~gotouser to {[furre]}.
- (5:56) make the furre named {~goto} the new triggering furre, if they're in the Dream right now.
- (5:350) set variable %goto to the X,Y position the triggering furre (moved from/is standing at).
- (5:56) make the furre named {~gotouser} the new triggering furre, if they're in the Dream right now.
- (5:15) move the triggering furre to (%goto), or to someplace nearby if it's occupied.
- Player Summon(!bringtome)
- (0:32) When someone says something with {!bringtome} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:255) set message ~bringtome to what the triggering furre just said or emoted.
- (5:274) chop off the beginning of message ~bringtome, removing the first 11 characters of it.
- (5:350) set variable %bringtome to the X,Y position the triggering furre (moved from/is standing at).
- (0:32) When someone says something with {!bringtome} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:56) make the furre named {~bringtome} the new triggering furre, if they're in the Dream right now.
- (5:15) move the triggering furre to (%bringtome), or to someplace nearby if it's occupied.
- Region Count
- (0:32) When someone says something with {!countregion} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %countregion to the number the triggering furre just said or emoted.
- (5:300) set variable %totalregion the value 0.
- (5:50) set countdown timer 98 to go off in 1 seconds.
- (4:30) only in region %countregion,
- (5:4) place item 1313.
- (0:50) When countdown timer 98 goes off,
- (5:532) set variable %regioncountposition to the X,Y position of a random spot where the item is 1313 somewhere in the Dream.
- (5:50) set countdown timer 99 to go off in 1 seconds.
- (0:50) When countdown timer 99 goes off,
- (1:1014) and position (%regioncountposition) is not item 1313,
- (5:204) emitloud message {Region <b> %countregion </b> has <i> %totalregion </i> positions.} to everyone on the map.
- (0:50) When countdown timer 99 goes off,
- (1:1013) and position (%regioncountposition) is item 1313,
- (5:302) take variable %totalregion and add 1 to it.
- (5:41) place item 0 at (%regioncountposition).
- (5:50) set countdown timer 98 to go off in 1 seconds.
- Dream Test
- Sound Test
- (0:32) When someone says something with {!sound} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %sound to the number the triggering furre just said or emoted.
- (5:8) play sound %sound to the triggering furre.
- Music Test
- (0:32) When someone says something with {!music} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %music to the number the triggering furre just said or emoted.
- (5:30) play midi %music to the triggering furre.
- Local Test
- (0:32) When someone says something with {!localtest} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %localtest to the number the triggering furre just said or emoted.
- (5:1200) change the triggering furre to localspecies %localtest.
- (0:31) When someone says {!localoff},
- (1:11) and they have got shared control (or is the Dream owner),
- (5:1202) change the triggering furre back to their original species.
- Timer Test
- (0:32) When someone says something with {!timer} in it,
- (1:11) and they have got shared control (or is the Dream owner),
- (5:314) set variable %timer to the number the triggering furre just said or emoted.
- (5:50) set countdown timer %timer to go off in 2 seconds.
- ////////////////////////Debug End
- *Endtriggers* 8888 *Endtriggers*
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