* // handle cleanup
on aisle twelve
(0:1)
Whenever somebody moves,
(1:17) and they (moved from/are standing at) floor type 35,
(1:18) and they (moved from/are standing at) object type 2460,
(3:5)
where the triggering furre (moved from/is standing at),
(5:1) set the floor to type 34.
(5:4) place object type 2.
(0:1)
Whenever somebody moves,
(1:17) and they (moved from/are standing at) floor type 35,
(1:1002) and they are holding item 2460 in
their paws,
(3:5)
where the triggering furre (moved from/is standing at),
(5:1) set the floor to type 34.
(5:4) place object type 2.
(0:18) When somebody drops object type 2460,
(1:17) and they (moved from/are standing at) floor type 35,
(3:5)
where the triggering furre (moved from/is standing at),
(5:1) set the floor to type 34.
(5:4) place object type 2.
(0:18) When somebody drops object type 2460,
(1:17) and they (moved from/are standing at) floor type 160,
(3:5)
where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
* // design butler to run around and remove
excess fish
(0:50) When countdown timer 198 goes
off,
(5:532) set variable %cleanfish to the X,Y position of a random spot where the object is type 2460 somewhere
in the dream,
(0:50) When countdown timer 198 goes
off,
(1:1013) and position (%cleanfish) is object type 2460,
(5:41) place object type 0 at (%cleanfish).
(5:50) set countdown timer 198 to go off in 300 seconds.