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flipstepdemo
DSPK V02.00 Furcadia
* // begin initialization
(0:0) When everything is starting up,
    (5:300) set variable %systemreset to the value 0.
(0:100) When 1 seconds have passed, offset by 0,
(1:200) and variable %systemreset is equal to 0.
    (5:300) set variable %systemreset to the value 1.
* // set the flipstep objects
    (5:300) set variable %StepNWSE1 to the value 2400.
    (5:300) set variable %StepNWSE2 to the value 2402.
    (5:300) set variable %StepNESW1 to the value 2401.
    (5:300) set variable %StepNESW2 to the value 2403.
* // set the furre counter location
    (5:300) set variable %furrecounter.x to the value 14.
    (5:300) set variable %furrecounter.y to the value 14.
* // set the digits to be used for furre counter
    (5:300) set variable %furredigitzero to the value 465.
    (5:300) set variable %furredigitnine to the value 474.
* // place the counter digits
    (5:301) copy the value of variable %furrecounter into variable %furremotion.
    (5:41) place object type %furredigitzero at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:41) place object type %furredigitzero at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:41) place object type %furredigitzero at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:41) place object type %furredigitzero at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:41) place object type %furredigitzero at (%furremotion).
* // set the furre move ocation
    (5:300) set variable %movecounter.x to the value 16.
    (5:300) set variable %movecounter.y to the value 10.
* // set the digits to be used for furre move
    (5:300) set variable %movedigitzero to the value 481.
    (5:300) set variable %movedigitnine to the value 490.
* // place the move digits
    (5:301) copy the value of variable %movecounter into variable %movemotion.
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:41) place object type %movedigitzero at (%movemotion).
* // set the digits to be used for floor fog aka disco squares
    (5:300) set variable %flagfloorfog.y to the value 6.
    (5:300) set variable %flagfloorrun.y to the value 7.
    (5:300) set variable %timerfloorfog to the value 65.
    (5:300) set variable %timerfloorrun to the value 66.
    (5:300) set variable %timerfloorrunout to the value 67.
* // end initialization
* // begin furre counter
(0:9) When a furre arrives in the dream,
(5:15) move the triggering furre to (12,18), or to someplace nearby if it's occupied.
    (5:204) emitloud message {Visitor!} to everyone on the map.
    (5:200) emit message {DS / Imaging Testing Lab 3} to whoever set off the trigger.
    (5:301) copy the value of variable %furrecounter into variable %furremotion.
    (5:381) set variable %furredigit to the object type at (%furremotion).
    (5:302) take variable %furredigit and add 1 to it.
* // digit 1
(0:9) When a furre arrives in the dream,
(1:201) and variable %furredigit is greater than %furredigitnine.
    (5:300) set variable %furredigit to the value %furredigitzero.
    (5:300) set variable %furrecarry to the value 1.
(0:9) When a furre arrives in the dream,
    (5:41) place object type %furredigit at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:381) set variable %furredigit to the object type at (%furremotion).
    (5:303) take variable %furredigit and add variable %furrecarry to it.
    (5:300) set variable %furrecarry to the value 0.
* // digit 2
(0:9) When a furre arrives in the dream,
(1:201) and variable %furredigit is greater than %furredigitnine.
    (5:300) set variable %furredigit to the value %furredigitzero.
    (5:300) set variable %furrecarry to the value 1.
(0:9) When a furre arrives in the dream,
    (5:41) place object type %furredigit at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:381) set variable %furredigit to the object type at (%furremotion).
    (5:303) take variable %furredigit and add variable %furrecarry to it.
    (5:300) set variable %furrecarry to the value 0.
* // digit 3
(0:9) When a furre arrives in the dream,
(1:201) and variable %furredigit is greater than %furredigitnine.
    (5:300) set variable %furredigit to the value %furredigitzero.
    (5:300) set variable %furrecarry to the value 1.
(0:9) When a furre arrives in the dream,
    (5:41) place object type %furredigit at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:381) set variable %furredigit to the object type at (%furremotion).
    (5:303) take variable %furredigit and add variable %furrecarry to it.
    (5:300) set variable %furrecarry to the value 0.
* // digit 4
(0:9) When a furre arrives in the dream,
(1:201) and variable %furredigit is greater than %furredigitnine.
    (5:300) set variable %furredigit to the value %furredigitzero.
    (5:300) set variable %furrecarry to the value 1.
(0:9) When a furre arrives in the dream,
    (5:41) place object type %furredigit at (%furremotion).
    (5:354) move the position in variable %furremotion southwest (down and left) 1 step(s).
    (5:381) set variable %furredigit to the object type at (%furremotion).
    (5:303) take variable %furredigit and add variable %furrecarry to it.
    (5:300) set variable %furrecarry to the value 0.
* // digit 5
(0:9) When a furre arrives in the dream,
(1:201) and variable %furredigit is greater than %furredigitnine.
    (5:300) set variable %furredigit to the value %furredigitzero.
    (5:300) set variable %furrecarry to the value 1.
(0:9) When a furre arrives in the dream,
    (5:41) place object type %furredigit at (%furremotion).
* // end furre counter
* // begin furre move counter
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:301) copy the value of variable %movecounter into variable %movemotion.
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:302) take variable %movedigit and add 1 to it.
* // digit 1
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 2
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 3
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 4
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 5
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 6
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 7
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:354) move the position in variable %movemotion southwest (down and left) 1 step(s).
    (5:381) set variable %movedigit to the object type at (%movemotion).
    (5:303) take variable %movedigit and add variable %movecarry to it.
    (5:300) set variable %movecarry to the value 0.
* // digit 8
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:201) and variable %movedigit is greater than %movedigitnine.
    (5:300) set variable %movedigit to the value %movedigitzero.
    (5:300) set variable %movecarry to the value 1.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
    (5:41) place object type %movedigit at (%movemotion).
    (5:300) set variable %movecarry to the value 0.
* // end furre move counter
* // begin safety return
(0:31) When a furre says {lobby},
(5:15) move the triggering furre to (18,18), or to someplace nearby if it's occupied.
* // end safety return
* // begin locators
(0:31) When a furre says {where},
    (5:350) set variable %where to the X,Y position the triggering furre (moved from/is standing at).
    (5:204) emitloud message {%where.x, %where.y} to everyone on the map.
* // end locators
* // begin short stairs
* // catch elevated NW-SE down to elevated NW-SE down
(0:61) When a furre moves southeast,
(1:56) and 1 step(s) SW & 2 step(s) SE from the triggering furre is object %StepNWSE2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 1 step(s) SW & 2 step(s) SE if there's nobody already there.
* // catch entry to elevated NW-SE down from floor(any) or from normal NW-SE down
(0:61) When a furre moves southeast,
(1:56) and 2 step(s) SW & 3 step(s) SE from the triggering furre is object %StepNWSE2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 2 step(s) SW & 3 step(s) SE if there's nobody already there.
* // catch floor(any) or normal NW-SE down to normal NW-SE down
(0:61) When a furre moves southeast,
(1:56) and 1 step(s) SW & 2 step(s) SE from the triggering furre is object %StepNWSE1,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 1 step(s) SW & 2 step(s) SE if there's nobody already there.
* // catch elevated NW-SE up to elevated NW-SE
(0:63) When a furre moves northwest,
(1:18) and they (moved from/are standing at) object type %StepNWSE2,
(1:54) and 1 step(s) NE & 2 step(s) NW from the triggering furre is object %StepNWSE2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 1 step(s) NE & 2 step(s) NW if there's nobody already there.
* // catch move up elevated NW-SE up to any walkable space
(0:63) When a furre moves northwest,
(1:18) and they (moved from/are standing at) object type %StepNWSE2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 2 step(s) NE & 3 step(s) NW if there's nobody already there.
* // catch move up off normal NW-SE up
(0:63) When a furre moves northwest,
(1:18) and they (moved from/are standing at) object type %StepNWSE1,
(1:153) and 1 step(s) northwest (up and left) from the triggering furre is not object %StepNWSE2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 1 step(s) NE & 2 step(s) NW if there's nobody already there.
* // catch elevated NE-SW down to elevated NE-SW down
(0:62) When a furre moves southwest,
(1:56) and 2 step(s) SW & 1 step(s) SE from the triggering furre is object %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 2 step(s) SW & 1 step(s) SE if there's nobody already there.
* // catch entry to elevated NE-SW down from floor(any) or from normal NE-SW down
(0:62) When a furre moves southwest,
(1:56) and 3 step(s) SW & 2 step(s) SE from the triggering furre is object %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 3 step(s) SW & 2 step(s) SE if there's nobody already there.
* // catch floor(any) or normal NE-SW down to normal NE-SW down
(0:62) When a furre moves southwest,
(1:56) and 2 step(s) SW & 1 step(s) SE from the triggering furre is object %StepNESW1,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 2 step(s) SW & 1 step(s) SE if there's nobody already there.
* // catch elevated NE-SW up to elevated NE-SW
(0:60) When a furre moves northeast,
(1:18) and they (moved from/are standing at) object type %StepNESW2,
(1:54) and 2 step(s) NE & 1 step(s) NW from the triggering furre is object %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 2 step(s) NE & 1 step(s) NW if there's nobody already there.
* // catch move up elevated NE-SW up to any walkable space
(0:60) When a furre moves northeast,
(1:18) and they (moved from/are standing at) object type %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 3 step(s) NE & 2 step(s) NW if there's nobody already there.
* // catch move up off normal NE-SW up
(0:60) When a furre moves northeast,
(1:18) and they (moved from/are standing at) object type %StepNESW1,
(1:150) and 1 step(s) northeast (up and right) from the triggering furre is not object %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 2 step(s) NE & 1 step(s) NW if there's nobody already there.
* // end short stairs
* // begin flip table
(0:3) When somebody moves into object type 322,
  (3:3) within the diamond (46,58) - (62,58),
    (5:350) set variable %stafftables to the X,Y position the triggering furre (moved from/is standing at).
    (5:301) copy the value of variable %stafftables into variable %staffstart.
    (5:380) set variable %stafffloor to the floor type at (%stafftables).
(0:3) When somebody moves into object type 322,
(1:14) and the triggering furre is facing southeast (down and right),
  (3:3) within the diamond (46,58) - (62,58),
    (5:353) move the position in variable %stafftables southeast (down and right) 2 step(s).
(0:3) When somebody moves into object type 322,
(1:13) and the triggering furre is facing northeast (up and right),
  (3:3) within the diamond (46,58) - (62,58),
    (5:352) move the position in variable %stafftables northeast (up and right) 2 step(s).
(0:3) When somebody moves into object type 322,
(1:16) and the triggering furre is facing northwest (up and left),
  (3:3) within the diamond (46,58) - (62,58),
    (5:355) move the position in variable %stafftables northwest (up and left) 2 step(s).
(0:3) When somebody moves into object type 322,
(1:15) and the triggering furre is facing southwest (down and left),
  (3:3) within the diamond (46,58) - (62,58),
    (5:354) move the position in variable %stafftables southwest (down and left) 2 step(s).
* // target center
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 1
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:352) move the position in variable %stafftables northeast (up and right) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 2
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:353) move the position in variable %stafftables southeast (down and right) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 3
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:354) move the position in variable %stafftables southwest (down and left) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 4
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:354) move the position in variable %stafftables southwest (down and left) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 5
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:355) move the position in variable %stafftables northwest (up and left) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 6
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:355) move the position in variable %stafftables northwest (up and left) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 7
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:352) move the position in variable %stafftables northeast (up and right) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // target 8
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
    (5:352) move the position in variable %stafftables northeast (up and right) 1 step(s).
(0:3) When somebody moves into object type 322,
(1:1100) and there's a furre at (%staffstart),
(1:1012) and position (%stafftables) is not floor type %stafffloor,
    (5:14) move the triggering furre to (%stafftables) if there's nobody already there.
* // end flip table
* // begin water walking
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 135,
(1:17) and they (moved from/are standing at) floor type 184,
(1:5) and they successfully moved,
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 135,
(1:17) and they (moved from/are standing at) floor type 137,
(1:5) and they successfully moved,
    (5:350) set variable %waterfrom to the X,Y position the triggering furre (moved from/is standing at).
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 138 at (%waterfrom).
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 138,
(1:17) and they (moved from/are standing at) floor type 184,
(1:5) and they successfully moved,
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 138,
(1:17) and they (moved from/are standing at) floor type 137,
(1:5) and they successfully moved,
    (5:350) set variable %waterfrom to the X,Y position the triggering furre (moved from/is standing at).
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 138 at (%waterfrom).
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 139,
(1:17) and they (moved from/are standing at) floor type 184,
(1:5) and they successfully moved,
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 139,
(1:17) and they (moved from/are standing at) floor type 137,
(1:5) and they successfully moved,
    (5:350) set variable %waterfrom to the X,Y position the triggering furre (moved from/is standing at).
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 138 at (%waterfrom).
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 140,
(1:17) and they (moved from/are standing at) floor type 184,
(1:5) and they successfully moved,
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 140,
(1:17) and they (moved from/are standing at) floor type 137,
(1:5) and they successfully moved,
    (5:350) set variable %waterfrom to the X,Y position the triggering furre (moved from/is standing at).
    (5:351) set variable %waterto to the X,Y position the triggering furre moved to.
    (5:40) set the floor to type 138 at (%waterfrom).
    (5:40) set the floor to type 137 at (%waterto).
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 184,
(1:17) and they (moved from/are standing at) floor type 137,
(1:5) and they successfully moved,
    (5:350) set variable %waterfrom to the X,Y position the triggering furre (moved from/is standing at).
    (5:40) set the floor to type 138 at (%waterfrom).
(0:1) Whenever somebody moves,
    (5:2) change floor type 140 to type 135.
    (5:2) change floor type 139 to type 140.
    (5:2) change floor type 138 to type 139.
(0:100) When 5 seconds have passed, offset by 0,
    (5:2) change floor type 140 to type 135.
    (5:2) change floor type 139 to type 140.
    (5:2) change floor type 138 to type 139.
* // end water walking
* // begin disco floor
(0:31) When a furre says {disco floor},
    (5:41) place object type 65 at (%flagfloorfog).
    (5:350) set variable %flog10 to the X,Y position the triggering furre (moved from/is standing at).
    (5:355) move the position in variable %flog10 northwest (up and left) 2 step(s).
    (5:354) move the position in variable %flog10 southwest (down and left) 2 step(s).
    (5:50) set countdown timer %timerfloorfog to go off in 1 seconds.
    (5:50) set countdown timer %timerfloorrunout to go off in 180 seconds.
* // timerfloorrun triggers rehash the floor
(0:50) When countdown timer %timerfloorrun goes off,
(1:1013) and position (%flagfloorfog) is object type 65,
    (5:41) place object type 0 at (%flagfloorrun).
* // thread death
(0:50) When countdown timer %timerfloorrunout goes off,
(1:1013) and position (%flagfloorfog) is object type 65,
    (5:41) place object type 0 at (%flagfloorrun).
    (5:41) place object type 0 at (%flagfloorfog).
* // reset the floors
    (5:2) change floor type 191 to type 149.
    (5:2) change floor type 190 to type 149.
    (5:2) change floor type 189 to type 149.
    (5:2) change floor type 188 to type 149.
    (5:2) change floor type 187 to type 149.
    (5:2) change floor type 186 to type 149.
    (5:2) change floor type 185 to type 149.
    (5:2) change floor type 184 to type 149.
    (5:2) change floor type 183 to type 149.
    (5:2) change floor type 182 to type 149.
    (5:2) change floor type 181 to type 149.
    (5:2) change floor type 180 to type 149.
* // initialize squares
(0:50) When countdown timer %timerfloorfog goes off,
(1:1013) and position (%flagfloorfog) is object type 65,
(1:1014) and position (%flagfloorrun) is not object type 65,
    (5:41) place object type 65 at (%flagfloorrun).
    (5:50) set countdown timer %timerfloorrun to go off in 10 seconds.
* // reset the floors
    (5:2) change floor type 191 to type 149.
    (5:2) change floor type 190 to type 149.
    (5:2) change floor type 189 to type 149.
    (5:2) change floor type 188 to type 149.
    (5:2) change floor type 187 to type 149.
    (5:2) change floor type 186 to type 149.
    (5:2) change floor type 185 to type 149.
    (5:2) change floor type 184 to type 149.
    (5:2) change floor type 183 to type 149.
    (5:2) change floor type 182 to type 149.
    (5:2) change floor type 181 to type 149.
    (5:2) change floor type 180 to type 149.
* // set start square
    (5:301) copy the value of variable %flog10 into variable %flog0.
* // do floor 0
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog0) on the map,
    (5:2) change floor type 149 to type %fog.
* // do floor 1
    (5:301) copy the value of variable %flog0 into variable %flog1.
    (5:353) move the position in variable %flog1 southeast (down and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog1) on the map,
    (5:2) change floor type 149 to type %fog.
* // do floor 2
    (5:301) copy the value of variable %flog1 into variable %flog2.
    (5:353) move the position in variable %flog2 southeast (down and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog2) on the map,
    (5:2) change floor type 149 to type %fog.
* // do floor 3
    (5:301) copy the value of variable %flog2 into variable %flog3.
    (5:353) move the position in variable %flog3 southeast (down and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog3) on the map,
    (5:2) change floor type 149 to type %fog.
* // do floor 4
    (5:301) copy the value of variable %flog3 into variable %flog4.
    (5:353) move the position in variable %flog4 southeast (down and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog4) on the map,
    (5:2) change floor type 149 to type %fog.
* // start repeat block
    (5:352) move the position in variable %flog0 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog0) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog1 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog1) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog2 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog2) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog3 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog3) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog4 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog4) on the map,
    (5:2) change floor type 149 to type %fog.
* // repeat 2
    (5:352) move the position in variable %flog0 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog0) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog1 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog1) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog2 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog2) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog3 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog3) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog4 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog4) on the map,
    (5:2) change floor type 149 to type %fog.
* // repeat 3
    (5:352) move the position in variable %flog0 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog0) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog1 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog1) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog2 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog2) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog3 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog3) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog4 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog4) on the map,
    (5:2) change floor type 149 to type %fog.
* // repeat 4
    (5:352) move the position in variable %flog0 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog0) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog1 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog1) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog2 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog2) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog3 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog3) on the map,
    (5:2) change floor type 149 to type %fog.
    (5:352) move the position in variable %flog4 northeast (up and right) 1 step(s).
    (5:312) set variable %fog to the total of rolling 1 dice with 10 sides plus 179.
  (3:2) at position (%flog4) on the map,
    (5:2) change floor type 149 to type %fog.
* // done repeats
* // timerfloorfog triggers toggle the floors
(0:50) When countdown timer %timerfloorfog goes off,
(1:1013) and position (%flagfloorfog) is object type 65,
    (5:2) change floor type 191 to type 131.
    (5:2) change floor type 190 to type 191.
    (5:2) change floor type 189 to type 190.
    (5:2) change floor type 188 to type 189.
    (5:2) change floor type 187 to type 188.
    (5:2) change floor type 186 to type 187.
    (5:2) change floor type 185 to type 186.
    (5:2) change floor type 184 to type 185.
    (5:2) change floor type 183 to type 184.
    (5:2) change floor type 182 to type 183.
    (5:2) change floor type 181 to type 182.
    (5:2) change floor type 180 to type 181.
    (5:2) change floor type 131 to type 180.
    (5:50) set countdown timer %timerfloorfog to go off in 1 seconds.
* // end disco floor
* // begin Teleport Help
(0:3) When somebody moves into object type 2404,
    (5:200) emit message {Dual Action Teleport System. Turn to see the rest of the destinations} to whoever set off the trigger.
    (5:200) emit message {Warning! Another furre teleporting to this spot will transfer you to their spot.} to whoever set off the trigger.
(0:3) When somebody moves into object type 2404,
(1:7) and they move into position (26,51),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:200) emit message {Using [F3] will take you to the Disco Floors} to whoever set off the trigger.
(0:3) When somebody moves into object type 2404,
(1:7) and they move into position (26,51),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:200) emit message {Using [F3] will take you to the Flip Table Demonstration} to whoever set off the trigger.
(0:3) When somebody moves into object type 2404,
(1:7) and they move into position (26,51),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:200) emit message {Using [F3] will take you to the Water Walking Tiles Demonstration} to whoever set off the trigger.
* // end Teleport Help
* // begin teleport selector
* // go from flip step to disco floor
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (26,51),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:200) emit message {[F3] to go to the Disco Floors} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (26,51),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 26.
    (5:300) set variable %teleportfrom.y to the value 51.
    (5:300) set variable %teleportto.x to the value 80.
    (5:300) set variable %teleportto.y to the value 108.
    (5:300) set variable %beamfrom.x to the value 26.
    (5:300) set variable %beamfrom.y to the value 53.
    (5:300) set variable %beamto.x to the value 80.
    (5:300) set variable %beamto.y to the value 110.
* // go from flip step to flip table
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (26,51),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:200) emit message {[F3] to go to the Flip Table Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (26,51),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 26.
    (5:300) set variable %teleportfrom.y to the value 51.
    (5:300) set variable %teleportto.x to the value 54.
    (5:300) set variable %teleportto.y to the value 72.
    (5:300) set variable %beamfrom.x to the value 26.
    (5:300) set variable %beamfrom.y to the value 53.
    (5:300) set variable %beamto.x to the value 54.
    (5:300) set variable %beamto.y to the value 74.
* // go from flip step to water walk
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (26,51),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:200) emit message {[F3] to go to the Water Walking Tiles Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (26,51),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 26.
    (5:300) set variable %teleportfrom.y to the value 51.
    (5:300) set variable %teleportto.x to the value 72.
    (5:300) set variable %teleportto.y to the value 42.
    (5:300) set variable %beamfrom.x to the value 26.
    (5:300) set variable %beamfrom.y to the value 53.
    (5:300) set variable %beamto.x to the value 72.
    (5:300) set variable %beamto.y to the value 44.
* // go from flip table to flip step
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (54,72),
(1:13) and the triggering furre is facing northeast (up and right),
    (5:200) emit message {[F3] to go to the Flip Step Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (54,72),
(1:13) and the triggering furre is facing northeast (up and right),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 54.
    (5:300) set variable %teleportfrom.y to the value 72.
    (5:300) set variable %teleportto.x to the value 26.
    (5:300) set variable %teleportto.y to the value 51.
    (5:300) set variable %beamfrom.x to the value 54.
    (5:300) set variable %beamfrom.y to the value 74.
    (5:300) set variable %beamto.x to the value 26.
    (5:300) set variable %beamto.y to the value 53.
* // go from flip table to disco floor
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (54,72),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:200) emit message {[F3] to go to the Disco Floors} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (54,72),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 54.
    (5:300) set variable %teleportfrom.y to the value 72.
    (5:300) set variable %teleportto.x to the value 80.
    (5:300) set variable %teleportto.y to the value 108.
    (5:300) set variable %beamfrom.x to the value 54.
    (5:300) set variable %beamfrom.y to the value 74.
    (5:300) set variable %beamto.x to the value 80.
    (5:300) set variable %beamto.y to the value 110.
* // go from flip table to water walk
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (54,72),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:200) emit message {[F3] to go to the Water Walking Tiles Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (54,72),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 54.
    (5:300) set variable %teleportfrom.y to the value 72.
    (5:300) set variable %teleportto.x to the value 72.
    (5:300) set variable %teleportto.y to the value 42.
    (5:300) set variable %beamfrom.x to the value 54.
    (5:300) set variable %beamfrom.y to the value 74.
    (5:300) set variable %beamto.x to the value 72.
    (5:300) set variable %beamto.y to the value 44.
* // go from water walk to flip step
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (72,42),
(1:13) and the triggering furre is facing northeast (up and right),
    (5:200) emit message {[F3] to go to the Flip Step Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (72,42),
(1:13) and the triggering furre is facing northeast (up and right),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 72.
    (5:300) set variable %teleportfrom.y to the value 42.
    (5:300) set variable %teleportto.x to the value 26.
    (5:300) set variable %teleportto.y to the value 51.
    (5:300) set variable %beamfrom.x to the value 72.
    (5:300) set variable %beamfrom.y to the value 44.
    (5:300) set variable %beamto.x to the value 26.
    (5:300) set variable %beamto.y to the value 53.
* // go from water walk to disco floor
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (72,42),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:200) emit message {[F3] to go to the Disco Floors} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (72,42),
(1:14) and the triggering furre is facing southeast (down and right),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 72.
    (5:300) set variable %teleportfrom.y to the value 42.
    (5:300) set variable %teleportto.x to the value 80.
    (5:300) set variable %teleportto.y to the value 108.
    (5:300) set variable %beamfrom.x to the value 72.
    (5:300) set variable %beamfrom.y to the value 44.
    (5:300) set variable %beamto.x to the value 80.
    (5:300) set variable %beamto.y to the value 110.
* // go from water walk to flip table
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (72,42),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:200) emit message {[F3] to go to the Flip Table Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (72,42),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 72.
    (5:300) set variable %teleportfrom.y to the value 42.
    (5:300) set variable %teleportto.x to the value 54.
    (5:300) set variable %teleportto.y to the value 72.
    (5:300) set variable %beamfrom.x to the value 72.
    (5:300) set variable %beamfrom.y to the value 44.
    (5:300) set variable %beamto.x to the value 54.
    (5:300) set variable %beamto.y to the value 74.
* // go from disco floor to flip step
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (80,108),
(1:13) and the triggering furre is facing northeast (up and right),
    (5:200) emit message {[F3] to go to the Flip Step Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (80,108),
(1:13) and the triggering furre is facing northeast (up and right),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 80.
    (5:300) set variable %teleportfrom.y to the value 108.
    (5:300) set variable %teleportto.x to the value 26.
    (5:300) set variable %teleportto.y to the value 51.
    (5:300) set variable %beamfrom.x to the value 80.
    (5:300) set variable %beamfrom.y to the value 110.
    (5:300) set variable %beamto.x to the value 26.
    (5:300) set variable %beamto.y to the value 53.
* // go from disco floor to flip table
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (80,108),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:200) emit message {[F3] to go to the Flip Table Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (80,108),
(1:15) and the triggering furre is facing southwest (down and left),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 80.
    (5:300) set variable %teleportfrom.y to the value 108.
    (5:300) set variable %teleportto.x to the value 54.
    (5:300) set variable %teleportto.y to the value 72.
    (5:300) set variable %beamfrom.x to the value 80.
    (5:300) set variable %beamfrom.y to the value 110.
    (5:300) set variable %beamto.x to the value 54.
    (5:300) set variable %beamto.y to the value 74.
* // go from disco floor to water walk
* // give a destination
(0:4) When a furre turns,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (80,108),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:200) emit message {[F3] to go to the Water Walking Tiles Demonstration} to whoever set off the trigger.
* // set direction to
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:19) and they (moved from/are standing at) position (80,108),
(1:16) and the triggering furre is facing northwest (up and left),
    (5:300) set variable %teleportflag to the value 1.
    (5:300) set variable %teleportfrom.x to the value 80.
    (5:300) set variable %teleportfrom.y to the value 108.
    (5:300) set variable %teleportto.x to the value 72.
    (5:300) set variable %teleportto.y to the value 108.
    (5:300) set variable %beamfrom.x to the value 80.
    (5:300) set variable %beamfrom.y to the value 110.
    (5:300) set variable %beamto.x to the value 72.
    (5:300) set variable %beamto.y to the value 44.
* // end teleport selector
* // begin teleport system
(0:16) When a furre uses any object,
(1:18) and they (moved from/are standing at) object type 2404,
(1:200) and variable %teleportflag is equal to 1.
* // power up
    (5:41) place object type 2413 at (%teleportfrom).
    (5:41) place object type 2413 at (%teleportto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2406 at (%beamfrom).
    (5:41) place object type 2406 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2407 at (%beamfrom).
    (5:41) place object type 2407 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2408 at (%beamfrom).
    (5:41) place object type 2408 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2409 at (%beamfrom).
    (5:41) place object type 2409 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2410 at (%beamfrom).
    (5:41) place object type 2410 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2411 at (%beamfrom).
    (5:41) place object type 2411 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
* // move the furre's
  (3:2) at position (%teleportto) on the map,
    (5:16) move any furre present to (56,9) if there's nobody already there.
  (3:2) at position (%teleportfrom) on the map,
    (5:16) move any furre present to (68,9) if there's nobody already there.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
  (3:2) at position (56,9) on the map,
    (5:16) move any furre present to (%teleportfrom) if there's nobody already there.
  (3:2) at position (68,9) on the map,
    (5:16) move any furre present to (%teleportto) if there's nobody already there.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
* // power down
    (5:41) place object type 2410 at (%beamfrom).
    (5:41) place object type 2410 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2409 at (%beamfrom).
    (5:41) place object type 2409 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2408 at (%beamfrom).
    (5:41) place object type 2408 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2407 at (%beamfrom).
    (5:41) place object type 2407 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2406 at (%beamfrom).
    (5:41) place object type 2406 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
* // close teleport down
    (5:41) place object type 2412 at (%beamfrom).
    (5:41) place object type 2412 at (%beamto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:41) place object type 2404 at (%teleportfrom).
    (5:41) place object type 2404 at (%teleportto).
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:300) set variable %teleportflag to the value 0.
  (3:9) everyplace that can be seen from (%teleportto),
    (5:94) turn any furre present clockwise.
    (5:94) turn any furre present clockwise.
    (5:94) turn any furre present clockwise.
    (5:94) turn any furre present clockwise.
    (5:201) emit message {Teleportation complete} to any furre present.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
  (3:9) everyplace that can be seen from (%teleportfrom),
    (5:94) turn any furre present clockwise.
    (5:94) turn any furre present clockwise.
    (5:94) turn any furre present clockwise.
    (5:94) turn any furre present clockwise.
    (5:201) emit message {Teleportation complete} to any furre present.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
    (5:1000) redraw the screen and show everything that's just changed.
* // end teleport system
*Endtriggers* 8888 *Endtriggers*
Generated by DragonSpeak Editor, Aug. 09 2004, 07:20
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