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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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