All pastes #829322 Raw Edit

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#829322 ·published 2007-12-23 02:07 UTC
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* Reseting the Dream, when we reload!
(0:0) When everything is starting up,
 (5:300) set variable %MoneyStart to 200
  (5:300) set variable %furres_in_dream to 0
  (5:300) set variable %used_records to 0
  (5:300) set variable %stored_records to 0
  (5:300) set variable %free_records to 199
  (5:384) set variable %null to the x,y position (999,999)
  (5:311) use variable %banks[22] as an array, and set element 0 of it to 32767.
  (5:311) use variable %banks as an array, and set element 1 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 2 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 3 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 4 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 5 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 6 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 7 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 8 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 9 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 10 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 11 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 12 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 13 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 14 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 15 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 16 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 17 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 18 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 19 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 20 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 21 of it to %MoneyStart.
  (5:311) use variable %banks as an array, and set element 22 of it to %MoneyStart.
  (5:300) set variable %D_CopyItem to 0
  (5:300) set variable %D_CopyFloor to 0
  (5:300) set variable %D_CopyWShape to 0
  (5:300) set variable %D_CopyWTex to 0
  (5:300) set variable %D_Suspend to 0
  (5:300) set variable %D_Idle to 0
  (5:300) set variable %D_MyBank to 0
  (5:300) set variable %D_HPassword to 0
  (5:300) set variable %D_Entry to 0
  (5:300) set variable %D_Unused to 0
  (5:300) set variable %D_Unused to 0
  (5:300) set variable %D_Unused to 0
  (5:300) set variable %D_Unused to 0
  (5:300) set variable %D_Unused to 0
  (5:300) set variable %D_ACPassword to 0
  (5:300) set variable %D_BankValue to 0
  (5:300) set variable %DF_CopyItem to 0
  (5:300) set variable %DF_CopyFloor to 0
  (5:300) set variable %DF_CopyWShape to 0
  (5:300) set variable %DF_CopyWTex to 0
  (5:300) set variable %DF_Suspend to 0
  (5:300) set variable %DF_Idle to 0
  (5:300) set variable %DF_MyBank to 0
  (5:300) set variable %DF_HPassword to 0
  (5:300) set variable %DF_Entry to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_ACPassword to 0
  (5:300) set variable %DF_BankValue to 0
  (5:300) set variable %EF to 999
(0:0) When everything is starting up,
  (3:4) within the rectangle (202,1) - (202,199)
  (5:4) place object type 0
  (5:1) set the floor to type 0
(0:0) When everything is starting up,
  (3:4) within the rectangle (204,1) - (204,199)
  (5:4) place object type 0
  (5:1) set the floor to type 0
(0:0) When everything is starting up,
  (3:4) within the rectangle (206,1) - (206,199)
  (5:4) place object type 1
  (5:1) set the floor to type 0

* Number of Furres in the Dream Variable
(0:9) when a furre arrives in the dream
(0:10) when a furre leaves the dream
  (5:318) set variable %furres_in_dream to the number of furres in the dream

* Too many furres ejection
(0:9) when a furre arrives in the dream
 (1:201) and variable %furres_in_dream is greater than 198
  (5:200) emit message {Sorry, we're full right now. #SC Try coming back later...} to the triggering furre
  (5:78) eject the triggering furre

* Giving people a Redord
(0:9) when a furre arrives in the dream
 (1:202) and variable %furres_in_dream is less than 199
  (5:301) copy the value of variable %null into variable %find_record_temp
  (5:530) set variable %find_record_temp to the X,Y position of a random spot where the object is type 1 within the rectangle (206,0) - (206,199)

* Did it go through?
(0:9) when a furre arrives in the dream
   (1:202) and variable %furres_in_dream is less than 199,
 (1:208) and the X,Y position in variable %find_record_temp is the same as the position in variable %null
  (5:200) emit message {Unexpected error: An ID could not be obtained for you right now. #SG} to the triggering furre
  (5:200) emit message {Please return to this dream and try again. #SA} to the triggering furre
  (5:78) eject the triggering furre

* Set the record
(0:9) when a furre arrives in the dream
 (1:202) and variable %furres_in_dream is less than 199
 (1:209) and the X,Y position in variable %find_record_temp is not the same as the position in variable %null,
  (5:301) copy the value of variable %find_record_temp.y into variable %record_id
  (5:316) set the triggering furre's entry code to %record_id
  (5:302) take variable %used_records and add 1 to it
  (5:304) take variable %free_records and subtract 1 from it
  (5:200) emit message {=> Your ID is %record_id. Say My info for information <=} to the triggering furre.
  (5:41) place object type 0 at (0,%record_id)
  (5:40) set the floor to type 0 at (0,%record_id)
  (5:41) place object type 0 at (2,%record_id)
  (5:40) set the floor to type 0 at (2,%record_id)
  (5:41) place object type 0 at (4,%record_id)
  (5:40) set the floor to type 0 at (4,%record_id)
  (5:41) place object type 0 at (6,%record_id)
  (5:40) set the floor to type 0 at (6,%record_id)
  (5:41) place object type 0 at (196,%record_id)
  (5:40) set the floor to type 0 at (196,%record_id)
  (5:41) place object type 0 at (198,%record_id)
  (5:40) set the floor to type 0 at (198,%record_id)
  (5:41) place object type 0 at (200,%record_id)
  (5:40) set the floor to type 0 at (200,%record_id)
  (5:41) place object type 0 at (202,%record_id)
  (5:40) set the floor to type 0 at (202,%record_id)
  (5:41) place object type 0 at (204,%record_id)
  (5:40) set the floor to type 0 at (204,%record_id)
  (5:41) place object type 0 at (206,%record_id)
  (5:40) set the floor to type 0 at (206,%record_id)
 (3:2) at position (0,0) on the map
  (5:4) place object type 1500
  (3:7) whereever the triggering furre was at when the trigger activated
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_CURRENT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (3:11) 1 step(s) in front of the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_FRONT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:381) set variable %S_OBJECT_FRONT to the object type at (%S_FRONT_POS).
  (5:380) set variable %S_FLOOR_FRONT to the floor type at (%S_FRONT_POS).
  (5:381) set variable %D_CopyItem to the object type at (0,%E)
  (5:380) set variable %D_CopyFloor to the floor type at (0,%E)
  (5:381) set variable %D_CopyWShape to the object type at (2,%E)
  (5:380) set variable %D_CopyWTex to the floor type at (2,%E)
  (5:381) set variable %D_Suspend to the object type at (4,%E)
  (5:380) set variable %D_Idle to the floor type at (4,%E)
  (5:381) set variable %D_MyBank to the object type at (6,%E)
  (5:380) set variable %D_HPassword to the floor type at (6,%E)
  (5:381) set variable %D_Entry to the object type at (196,%E)
  (5:380) set variable %D_Unused to the floor type at (196,%E)
  (5:381) set variable %D_Unused to the object type at (198,%E)
  (5:380) set variable %D_Unused to the floor type at (198,%E)
  (5:381) set variable %D_Unused to the object type at (200,%E)
  (5:380) set variable %D_Unused to the floor type at (200,%E)
  (5:380) set variable %D_ACPassword to the floor type at (204,%E)
  (5:310) use variable %banks as an array, and copy element %D_MyBank of it into variable %D_BankValue.
  (5:41) place object type %S_CURRENT_POS.x at (202,%E)
  (5:40) set the floor to type %S_CURRENT_POS.y at (202,%E)
  (5:300) set variable %DF_CopyItem to 0
  (5:300) set variable %DF_CopyFloor to 0
  (5:300) set variable %DF_CopyWShape to 0
  (5:300) set variable %DF_CopyWTex to 0
  (5:300) set variable %DF_Suspend to 0
  (5:300) set variable %DF_Idle to 0
  (5:300) set variable %DF_MyBank to 0
  (5:300) set variable %DF_HPassword to 0
  (5:300) set variable %DF_Entry to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_ACPassword to 0
  (5:300) set variable %DF_BankValue to 0
  (3:4) within the rectangle (202,1) - (202,199)
  (4:3) only where an object type %S_FRONT_POS.x is
  (5:2) change floor type %S_FRONT_POS.y to type 999
  (5:301) copy the value of variable %null into variable %furre_find_temp
  (5:510) set variable %furre_find_temp to the X,Y position of a random spot where the floor is type 999 within the rectangle (202,1) - (202,199)
  (5:301) copy the value of variable %furre_find_temp.y into variable %EF
  (5:2) change floor type 999 to type %S_FRONT_POS.y
  (4:0) clear all filtering
* Load data!
(0:1) whenever somebody moves
(0:4) when a furre turns
(0:9) when a furre arrives in the dream
(0:10) when a furre leaves the dream
(0:15) when a furre uses the get/drop command
(0:16) when a furre uses any object
(0:36) when a furre says or emotes anything
(0:70) when a furre idles (doesn't do ANYTHING) for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
  (5:315) set variable %E to the triggering furre's entry code
  (5:314) set variable %S_NUMBER_SAID to the number the triggering furre just said.
  (5:317) set variable %S_OBJECT_HELD to the number of the object in the triggering furre's paws.
  (5:350) set variable %S_MOVED_FROM to the X,Y position the triggering furre (moved from/is standing at).
  (5:351) set variable %S_MOVED_TO to the X,Y position the triggering furre moved to.
  (5:380) set variable %S_FLOOR_FROM to the floor type at (%S_MOVED_FROM).
  (5:381) set variable %S_OBJECT_FROM to the object type at (%S_MOVED_FROM).
  (5:380) set variable %S_FLOOR_TO to the floor type at (%S_MOVED_TO).
  (5:381) set variable %S_OBJECT_TO to the object type at (%S_MOVED_TO).
  (5:382) set variable %S_WALL_SHA_FROM.x to the wall shape at (%S_MOVED_FROM).
  (5:301) copy the value of variable %S_MOVED_FROM into variable %V_TMP_A.
  (5:302) take variable %V_TMP_A.x and add 1 to it.
  (5:382) set variable %S_WALL_SHA_FROM.y to the wall shape at (%V_TMP_A).
  (5:383) set variable %S_WALL_TEX_FROM.x to the wall texture at (%S_MOVED_FROM).
  (5:383) set variable %S_WALL_TEX_FROM.y to the wall texture at (%V_TMP_A).
  (5:382) set variable %S_WALL_SHA_TO.x to the wall shape at (%S_MOVED_TO).
  (5:301) copy the value of variable %S_MOVED_TO into variable %V_TMP_A.
  (5:302) take variable %V_TMP_A.x and add 1 to it
  (5:382) set variable %S_WALL_SHA_TO.y to the wall shape at (%V_TMP_A).
  (5:383) set variable %S_WALL_TEX_TO.x to the wall texture at (%S_MOVED_TO).
  (5:383) set variable %S_WALL_TEX_TO.y to the wall texture at (%V_TMP_A).
 (3:2) at position (0,0) on the map
  (5:4) place object type 1500
  (3:7) whereever the triggering furre was at when the trigger activated
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_CURRENT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (3:11) 1 step(s) in front of the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_FRONT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:381) set variable %S_OBJECT_FRONT to the object type at (%S_FRONT_POS).
  (5:380) set variable %S_FLOOR_FRONT to the floor type at (%S_FRONT_POS).
  (5:381) set variable %D_CopyItem to the object type at (0,%E)
  (5:380) set variable %D_CopyFloor to the floor type at (0,%E)
  (5:381) set variable %D_CopyWShape to the object type at (2,%E)
  (5:380) set variable %D_CopyWTex to the floor type at (2,%E)
  (5:381) set variable %D_Suspend to the object type at (4,%E)
  (5:380) set variable %D_Idle to the floor type at (4,%E)
  (5:381) set variable %D_MyBank to the object type at (6,%E)
  (5:380) set variable %D_HPassword to the floor type at (6,%E)
  (5:381) set variable %D_Entry to the object type at (196,%E)
  (5:380) set variable %D_Unused to the floor type at (196,%E)
  (5:381) set variable %D_Unused to the object type at (198,%E)
  (5:380) set variable %D_Unused to the floor type at (198,%E)
  (5:381) set variable %D_Unused to the object type at (200,%E)
  (5:380) set variable %D_Unused to the floor type at (200,%E)
  (5:380) set variable %D_ACPassword to the floor type at (204,%E)
  (5:310) use variable %banks as an array, and copy element %D_MyBank of it into variable %D_BankValue.
  (5:41) place object type %S_CURRENT_POS.x at (202,%E)
  (5:40) set the floor to type %S_CURRENT_POS.y at (202,%E)
  (5:300) set variable %DF_CopyItem to 0
  (5:300) set variable %DF_CopyFloor to 0
  (5:300) set variable %DF_CopyWShape to 0
  (5:300) set variable %DF_CopyWTex to 0
  (5:300) set variable %DF_Suspend to 0
  (5:300) set variable %DF_Idle to 0
  (5:300) set variable %DF_MyBank to 0
  (5:300) set variable %DF_HPassword to 0
  (5:300) set variable %DF_Entry to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_ACPassword to 0
  (5:300) set variable %DF_BankValue to 0
  (3:4) within the rectangle (202,1) - (202,199)
  (4:3) only where an object type %S_FRONT_POS.x is
  (5:2) change floor type %S_FRONT_POS.y to type 999
  (5:301) copy the value of variable %null into variable %furre_find_temp
  (5:510) set variable %furre_find_temp to the X,Y position of a random spot where the floor is type 999 within the rectangle (202,1) - (202,199)
  (5:301) copy the value of variable %furre_find_temp.y into variable %EF
  (5:2) change floor type 999 to type %S_FRONT_POS.y
  (4:0) clear all filtering
(0:71) when a furre stays in the same square for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
  (5:315) set variable %E to the triggering furre's entry code
  (5:314) set variable %S_NUMBER_SAID to the number the triggering furre just said.
  (5:317) set variable %S_OBJECT_HELD to the number of the object in the triggering furre's paws.
  (5:350) set variable %S_MOVED_FROM to the X,Y position the triggering furre (moved from/is standing at).
  (5:351) set variable %S_MOVED_TO to the X,Y position the triggering furre moved to.
  (5:380) set variable %S_FLOOR_FROM to the floor type at (%S_MOVED_FROM).
  (5:381) set variable %S_OBJECT_FROM to the object type at (%S_MOVED_FROM).
  (5:380) set variable %S_FLOOR_TO to the floor type at (%S_MOVED_TO).
  (5:381) set variable %S_OBJECT_TO to the object type at (%S_MOVED_TO).
  (5:382) set variable %S_WALL_SHA_FROM.x to the wall shape at (%S_MOVED_FROM).
  (5:301) copy the value of variable %S_MOVED_FROM into variable %V_TMP_A.
  (5:302) take variable %V_TMP_A.x and add 1 to it.
  (5:382) set variable %S_WALL_SHA_FROM.y to the wall shape at (%V_TMP_A).
  (5:383) set variable %S_WALL_TEX_FROM.x to the wall texture at (%S_MOVED_FROM).
  (5:383) set variable %S_WALL_TEX_FROM.y to the wall texture at (%V_TMP_A).
  (5:382) set variable %S_WALL_SHA_TO.x to the wall shape at (%S_MOVED_TO).
  (5:301) copy the value of variable %S_MOVED_TO into variable %V_TMP_A.
  (5:302) take variable %V_TMP_A.x and add 1 to it
  (5:382) set variable %S_WALL_SHA_TO.y to the wall shape at (%V_TMP_A).
  (5:383) set variable %S_WALL_TEX_TO.x to the wall texture at (%S_MOVED_TO).
  (5:383) set variable %S_WALL_TEX_TO.y to the wall texture at (%V_TMP_A).
 (3:2) at position (0,0) on the map
  (5:4) place object type 1500
  (3:7) whereever the triggering furre was at when the trigger activated
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_CURRENT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (3:11) 1 step(s) in front of the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_FRONT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:381) set variable %S_OBJECT_FRONT to the object type at (%S_FRONT_POS).
  (5:380) set variable %S_FLOOR_FRONT to the floor type at (%S_FRONT_POS).
  (5:381) set variable %D_CopyItem to the object type at (0,%E)
  (5:380) set variable %D_CopyFloor to the floor type at (0,%E)
  (5:381) set variable %D_CopyWShape to the object type at (2,%E)
  (5:380) set variable %D_CopyWTex to the floor type at (2,%E)
  (5:381) set variable %D_Suspend to the object type at (4,%E)
  (5:380) set variable %D_Idle to the floor type at (4,%E)
  (5:381) set variable %D_MyBank to the object type at (6,%E)
  (5:380) set variable %D_HPassword to the floor type at (6,%E)
  (5:381) set variable %D_Entry to the object type at (196,%E)
  (5:380) set variable %D_Unused to the floor type at (196,%E)
  (5:381) set variable %D_Unused to the object type at (198,%E)
  (5:380) set variable %D_Unused to the floor type at (198,%E)
  (5:381) set variable %D_Unused to the object type at (200,%E)
  (5:380) set variable %D_Unused to the floor type at (200,%E)
  (5:380) set variable %D_ACPassword to the floor type at (204,%E)
  (5:310) use variable %banks as an array, and copy element %D_MyBank of it into variable %D_BankValue.
  (5:41) place object type %S_CURRENT_POS.x at (202,%E)
  (5:40) set the floor to type %S_CURRENT_POS.y at (202,%E)
  (5:300) set variable %DF_CopyItem to 0
  (5:300) set variable %DF_CopyFloor to 0
  (5:300) set variable %DF_CopyWShape to 0
  (5:300) set variable %DF_CopyWTex to 0
  (5:300) set variable %DF_Suspend to 0
  (5:300) set variable %DF_Idle to 0
  (5:300) set variable %DF_MyBank to 0
  (5:300) set variable %DF_HPassword to 0
  (5:300) set variable %DF_Entry to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_ACPassword to 0
  (5:300) set variable %DF_BankValue to 0
  (3:4) within the rectangle (202,1) - (202,199)
  (4:3) only where an object type %S_FRONT_POS.x is
  (5:2) change floor type %S_FRONT_POS.y to type 999
  (5:301) copy the value of variable %null into variable %furre_find_temp
  (5:510) set variable %furre_find_temp to the X,Y position of a random spot where the floor is type 999 within the rectangle (202,1) - (202,199)
  (5:301) copy the value of variable %furre_find_temp.y into variable %EF
  (5:2) change floor type 999 to type %S_FRONT_POS.y
  (4:0) clear all filtering
(0:80) when a furre clicks DragonSpeak Button 1
(0:80) when a furre clicks DragonSpeak Button 2
(0:80) when a furre clicks DragonSpeak Button 3
(0:80) when a furre clicks DragonSpeak Button 4
(0:80) when a furre clicks DragonSpeak Button 5
(0:80) when a furre clicks DragonSpeak Button 6
(0:80) when a furre clicks DragonSpeak Button 7
(0:80) when a furre clicks DragonSpeak Button 8
(0:80) when a furre clicks DragonSpeak Button 9
(0:80) when a furre clicks DragonSpeak Button 10
  (5:315) set variable %E to the triggering furre's entry code
  (5:314) set variable %S_NUMBER_SAID to the number the triggering furre just said.
  (5:317) set variable %S_OBJECT_HELD to the number of the object in the triggering furre's paws.
  (5:350) set variable %S_MOVED_FROM to the X,Y position the triggering furre (moved from/is standing at).
  (5:351) set variable %S_MOVED_TO to the X,Y position the triggering furre moved to.
  (5:380) set variable %S_FLOOR_FROM to the floor type at (%S_MOVED_FROM).
  (5:381) set variable %S_OBJECT_FROM to the object type at (%S_MOVED_FROM).
  (5:380) set variable %S_FLOOR_TO to the floor type at (%S_MOVED_TO).
  (5:381) set variable %S_OBJECT_TO to the object type at (%S_MOVED_TO).
  (5:382) set variable %S_WALL_SHA_FROM.x to the wall shape at (%S_MOVED_FROM).
  (5:301) copy the value of variable %S_MOVED_FROM into variable %V_TMP_A.
  (5:302) take variable %V_TMP_A.x and add 1 to it.
  (5:382) set variable %S_WALL_SHA_FROM.y to the wall shape at (%V_TMP_A).
  (5:383) set variable %S_WALL_TEX_FROM.x to the wall texture at (%S_MOVED_FROM).
  (5:383) set variable %S_WALL_TEX_FROM.y to the wall texture at (%V_TMP_A).
  (5:382) set variable %S_WALL_SHA_TO.x to the wall shape at (%S_MOVED_TO).
  (5:301) copy the value of variable %S_MOVED_TO into variable %V_TMP_A.
  (5:302) take variable %V_TMP_A.x and add 1 to it
  (5:382) set variable %S_WALL_SHA_TO.y to the wall shape at (%V_TMP_A).
  (5:383) set variable %S_WALL_TEX_TO.x to the wall texture at (%S_MOVED_TO).
  (5:383) set variable %S_WALL_TEX_TO.y to the wall texture at (%V_TMP_A).
  (3:2) at position (0,0) on the map
  (5:4) place object type 1500
  (3:7) whereever the triggering furre was at when the trigger activated
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_CURRENT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (3:11) 1 step(s) in front of the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:531) set variable %S_FRONT_POS to the X,Y position of a random spot where the object is type 1500 that is onscreen for the triggering furre
  (5:23) swap the object with the object at (0,0)
  (5:381) set variable %S_OBJECT_FRONT to the object type at (%S_FRONT_POS).
  (5:380) set variable %S_FLOOR_FRONT to the floor type at (%S_FRONT_POS).
  (5:381) set variable %D_CopyItem to the object type at (0,%E)
  (5:380) set variable %D_CopyFloor to the floor type at (0,%E)
  (5:381) set variable %D_CopyWShape to the object type at (2,%E)
  (5:380) set variable %D_CopyWTex to the floor type at (2,%E)
  (5:381) set variable %D_Suspend to the object type at (4,%E)
  (5:380) set variable %D_Idle to the floor type at (4,%E)
  (5:381) set variable %D_MyBank to the object type at (6,%E)
  (5:380) set variable %D_HPassword to the floor type at (6,%E)
  (5:381) set variable %D_Entry to the object type at (196,%E)
  (5:380) set variable %D_Unused to the floor type at (196,%E)
  (5:381) set variable %D_Unused to the object type at (198,%E)
  (5:380) set variable %D_Unused to the floor type at (198,%E)
  (5:381) set variable %D_Unused to the object type at (200,%E)
  (5:380) set variable %D_Unused to the floor type at (200,%E)
  (5:380) set variable %D_ACPassword to the floor type at (204,%E)
  (5:310) use variable %banks as an array, and copy element %D_MyBank of it into variable %D_BankValue.
  (5:41) place object type %S_CURRENT_POS.x at (202,%E)
  (5:40) set the floor to type %S_CURRENT_POS.y at (202,%E)
  (5:300) set variable %DF_CopyItem to 0
  (5:300) set variable %DF_CopyFloor to 0
  (5:300) set variable %DF_CopyWShape to 0
  (5:300) set variable %DF_CopyWTex to 0
  (5:300) set variable %DF_Suspend to 0
  (5:300) set variable %DF_Idle to 0
  (5:300) set variable %DF_MyBank to 0
  (5:300) set variable %DF_HPassword to 0
  (5:300) set variable %DF_Entry to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_Unused to 0
  (5:300) set variable %DF_ACPassword to 0
  (5:300) set variable %DF_BankValue to 0
  (3:4) within the rectangle (202,1) - (202,199)
  (4:3) only where an object type %S_FRONT_POS.x is
  (5:2) change floor type %S_FRONT_POS.y to type 999
  (5:301) copy the value of variable %null into variable %furre_find_temp
  (5:510) set variable %furre_find_temp to the X,Y position of a random spot where the floor is type 999 within the rectangle (202,1) - (202,199)
  (5:301) copy the value of variable %furre_find_temp.y into variable %EF
  (5:2) change floor type 999 to type %S_FRONT_POS.y
  (4:0) clear all filtering
* Let's load their stats! :)
(0:1) whenever somebody moves
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:4) when a furre turns
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:9) when a furre arrives in the dream
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:10) when a furre leaves the dream
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:15) when a furre uses the get/drop command
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:16) when a furre uses any object
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:36) when a furre says or emotes anything
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:70) when a furre idles (doesn't do ANYTHING) for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:71) when a furre stays in the same square for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 1
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 2
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 3
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 4
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 5
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 6
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 7
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 8
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 9
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.
(0:80) when a furre clicks DragonSpeak Button 10
 (1:206) and variable %EF is not equal to 999
  (5:381) set variable %DF_CopyItem to the object type at (0,%EF)
  (5:380) set variable %DF_CopyFloor to the floor type at (0,%EF)
  (5:381) set variable %DF_CopyWShape to the object type at (2,%EF)
  (5:380) set variable %DF_CopyWTex to the floor type at (2,%EF)
  (5:381) set variable %DF_Suspend to the object type at (4,%EF)
  (5:380) set variable %DF_Idle to the floor type at (4,%EF)
  (5:381) set variable %DF_MyBank to the object type at (6,%EF)
  (5:380) set variable %DF_HPassword to the floor type at (6,%EF)
  (5:381) set variable %DF_Entry to the object type at (196,%EF)
  (5:380) set variable %DF_Unused to the floor type at (196,%EF)
  (5:381) set variable %DF_Unused to the object type at (198,%EF)
  (5:380) set variable %DF_Unused to the floor type at (198,%EF)
  (5:381) set variable %DF_Unused to the object type at (200,%EF)
  (5:380) set variable %DF_Unused to the floor type at (200,%EF)
  (5:380) set variable %DF_ACPassword to the floor type at (204,%EF)
  (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %DF_BankValue.

The stats

(0:32) When a furre says something with {!set} in it,
            (5:314) set variable %D_HPassword to the number the triggering furre just said.

(0:31) When a furre says {my info},
   (1:200) and variable %D_MyBank is equal to 0,
            (5:200) emit message {Item copied: %D_CopyItem + Floor copied: %D_CopyFloor + Wall Shape copied: %D_CopyWShape + Wall Texture copied: %D_CopyWTex + Password for home: %D_HPassword + Gold: [<i>You have no bank Ask staff for one :)</i>] } to whoever set off the trigger.

(0:31) When a furre says {my info},
   (1:206) and variable %D_MyBank is not equal to 0,
            (5:200) emit message {Item copied: %D_CopyItem + Floor copied: %D_CopyFloor + Wall Shape copied: %D_CopyWShape + Wall Texture copied: %D_CopyWTex + Password for home: %D_HPassword + Gold: %D_BankValue + Current Bank: %D_MyBank } to whoever set off the trigger.

* Various bank stuff!
(0:9) When a furre arrives in the dream,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
            (5:300) set variable %D_MyBank to the value 22.

(0:32) When a furre says something with {!givebank} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:201) and variable %S_NUMBER_SAID is greater than 0,
   (1:202) and variable %S_NUMBER_SAID is less than 22,
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 22,
            (5:200) emit message {You have given bank %S_NUMBER_SAID to furre ID %EF .} to whoever set off the trigger.
(0:32) When a furre says something with {!givebank} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:201) and variable %S_NUMBER_SAID is greater than 0,
   (1:202) and variable %S_NUMBER_SAID is less than 22,
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 22,
      (3:10) in the space right in front of the triggering furre,
            (5:201) emit message {You can now access to bank %S_NUMBER_SAID.} to any furre present.
            (5:301) copy the value of variable %S_NUMBER_SAID into variable %DF_MyBank.

(0:31) When a furre says {!clearbank},
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 22,
            (5:200) emit message {You have cleared the bank for furre ID %EF.} to whoever set off the trigger.
(0:31) When a furre says {!clearbank},
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 22,
      (3:10) in the space right in front of the triggering furre,
            (5:201) emit message {Your bank has been cleared.} to any furre present.
            (5:300) set variable %DF_MyBank to the value 0.

(0:32) When a furre says something with {!resetbank} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:201) and variable %S_NUMBER_SAID is greater than 0,
   (1:202) and variable %S_NUMBER_SAID is less than 22,
      (3:4) within the rectangle (6,1) - (6,199),
            (5:5) change object type %S_NUMBER_SAID to type 0.
            (5:311) use variable %banks as an array, and set element %S_NUMBER_SAID of it to %MoneyStart.
            (5:200) emit message {You have reset bank %S_NUMBER_SAID. All furres using it have had their bank removed, and it has been set back to %MoneyStart coins.} to whoever set off the trigger.

(0:32) When a furre says something with {!addmoney} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
            (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %tempgold.
            (5:302) take variable %tempgold and add %S_NUMBER_SAID to it.
            (5:311) use variable %banks as an array, and set element %DF_MyBank of it to %tempgold.
            (5:200) emit message {You have added %S_NUMBER_SAID dollars to %EF.x's bank.} to whoever set off the trigger.
(0:32) When a furre says something with {!addmoney} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
      (3:10) in the space right in front of the triggering furre,
            (5:201) emit message {%S_NUMBER_SAID dollars has been added to your bank.} to any furre present.

(0:32) When a furre says something with {!addmoney} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
   (1:203) and variable %D_MyBank is equal to variable %DF_MyBank,
            (5:301) copy the value of variable %tempgold into variable %D_BankValue.

(0:32) When a furre says something with {!removemoney} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 0,
            (5:310) use variable %banks as an array, and copy element %DF_MyBank of it into variable %tempgold.
            (5:304) take variable %tempgold and subtract %S_NUMBER_SAID from it.
            (5:311) use variable %banks as an array, and set element %DF_MyBank of it to %tempgold.
            (5:200) emit message {You have removed %S_NUMBER_SAID dollars from %EF.x's bank.} to whoever set off the trigger.
(0:32) When a furre says something with {!removemoney} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 0,
      (3:10) in the space right in front of the triggering furre,
            (5:201) emit message {%S_NUMBER_SAID dollars has been removed from your bank.} to any furre present.

(0:32) When a furre says something with {!removemoney} in it,
   (1:11) and the triggering furre has got shared control (or is the dream owner),
   (1:206) and variable %EF is not equal to 999,
   (1:206) and variable %DF_MyBank is not equal to 0,
   (1:203) and variable %D_MyBank is equal to variable %DF_MyBank,
            (5:301) copy the value of variable %tempgold into variable %D_BankValue.

**** START DATABASE END
* Save data! Warning, a huge DS block -might- attack you.
*  "Haha you died by a DS."
(0:1) whenever somebody moves
(0:4) when a furre turns
(0:9) when a furre arrives in the dream
(0:10) when a furre leaves the dream
(0:15) when a furre uses the get/drop command
(0:16) when a furre uses any object
(0:36) when a furre says or emotes anything
(0:70) when a furre idles (doesn't do ANYTHING) for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
(5:41) place object type %D_CopyItem at (0,%E)
  (5:40) set the floor to type %D_CopyFloor at (0,%E)
  (5:41) place object type %D_CopyWShape at (2,%E)
  (5:40) set the floor to type %D_CopyWTex at (2,%E)
  (5:41) place object type %D_Suspend at (4,%E)
  (5:40) set the floor to type %D_Idle at (4,%E)
  (5:41) place object type %D_MyBank at (6,%E)
  (5:40) set the floor to type %D_HPassword at (6,%E)
  (5:41) place object type %D_Entry at (196,%E)
  (5:40) set the floor to type %D_Unused at (196,%E)
  (5:41) place object type %D_Unused at (198,%E)
  (5:40) set the floor to type %D_Unused at (198,%E)
  (5:41) place object type %D_Unused at (200,%E)
  (5:40) set the floor to type %D_Unused at (200,%E)
  (5:40) set the floor to type %D_ACPassword at (204,%E)
(0:71) when a furre stays in the same square for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
(5:41) place object type %D_CopyItem at (0,%E)
  (5:40) set the floor to type %D_CopyFloor at (0,%E)
  (5:41) place object type %D_CopyWShape at (2,%E)
  (5:40) set the floor to type %D_CopyWTex at (2,%E)
  (5:41) place object type %D_Suspend at (4,%E)
  (5:40) set the floor to type %D_Idle at (4,%E)
  (5:41) place object type %D_MyBank at (6,%E)
  (5:40) set the floor to type %D_HPassword at (6,%E)
  (5:41) place object type %D_Entry at (196,%E)
  (5:40) set the floor to type %D_Unused at (196,%E)
  (5:41) place object type %D_Unused at (198,%E)
  (5:40) set the floor to type %D_Unused at (198,%E)
  (5:41) place object type %D_Unused at (200,%E)
  (5:40) set the floor to type %D_Unused at (200,%E)
  (5:40) set the floor to type %D_ACPassword at (204,%E)
(0:80) when a furre clicks DragonSpeak Button 1
(0:80) when a furre clicks DragonSpeak Button 2
(0:80) when a furre clicks DragonSpeak Button 3
(0:80) when a furre clicks DragonSpeak Button 4
(0:80) when a furre clicks DragonSpeak Button 5
(0:80) when a furre clicks DragonSpeak Button 6
(0:80) when a furre clicks DragonSpeak Button 7
(0:80) when a furre clicks DragonSpeak Button 8
(0:80) when a furre clicks DragonSpeak Button 9
(0:80) when a furre clicks DragonSpeak Button 10
  (5:41) place object type %D_CopyItem at (0,%E)
  (5:40) set the floor to type %D_CopyFloor at (0,%E)
  (5:41) place object type %D_CopyWShape at (2,%E)
  (5:40) set the floor to type %D_CopyWTex at (2,%E)
  (5:41) place object type %D_Suspend at (4,%E)
  (5:40) set the floor to type %D_Idle at (4,%E)
  (5:41) place object type %D_MyBank at (6,%E)
  (5:40) set the floor to type %D_HPassword at (6,%E)
  (5:41) place object type %D_Entry at (196,%E)
  (5:40) set the floor to type %D_Unused at (196,%E)
  (5:41) place object type %D_Unused at (198,%E)
  (5:40) set the floor to type %D_Unused at (198,%E)
  (5:41) place object type %D_Unused at (200,%E)
  (5:40) set the floor to type %D_Unused at (200,%E)
  (5:40) set the floor to type %D_ACPassword at (204,%E)

* Save bank
(0:1) whenever somebody moves
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:4) when a furre turns
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:9) when a furre arrives in the dream
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:10) when a furre leaves the dream
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:15) when a furre uses the get/drop command
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:16) when a furre uses any object
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:36) when a furre says or emotes anything
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:70) when a furre idles (doesn't do ANYTHING) for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:71) when a furre stays in the same square for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 1
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 2
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 3
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 4
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 5
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 6
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 7
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 8
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 9
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.
(0:80) when a furre clicks DragonSpeak Button 10
 (1:206) and variable %D_BankValue is not equal to 32767,
  (5:311) use variable %banks as an array, and set element %D_MyBank of it to %D_BankValue.

* Save non-triggering furre's data! Now with 100% bigger DS blocks. :)
(0:1) whenever somebody moves
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:4) when a furre turns
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:9) when a furre arrives in the dream
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:10) when a furre leaves the dream
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:15) when a furre uses the get/drop command
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:16) when a furre uses any object
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:36) when a furre says or emotes anything
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:70) when a furre idles (doesn't do ANYTHING) for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:71) when a furre stays in the same square for 1 seconds
 (1:119) and they didn't move from nor aren't standing on position (0,0)
 (1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 1
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 2
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 3
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 4
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 5
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 6
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 7
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 8
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 9
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)
(0:80) when a furre clicks DragonSpeak Button 10
 (1:206) and variable %EF is not equal to 999
  (5:41) place object type %DF_CopyItem at (0,%EF)
  (5:40) set the floor to type %DF_CopyFloor at (0,%EF)
  (5:41) place object type %DF_CopyWShape at (2,%EF)
  (5:40) set the floor to type %DF_CopyWTex at (2,%EF)
  (5:41) place object type %DF_Suspend at (4,%EF)
  (5:40) set the floor to type %DF_Idle at (4,%EF)
  (5:41) place object type %DF_MyBank at (6,%EF)
  (5:40) set the floor to type %DF_HPassword at (6,%EF)
  (5:41) place object type %DF_Entry at (196,%EF)
  (5:40) set the floor to type %DF_Unused at (196,%EF)
  (5:41) place object type %DF_Unused at (198,%EF)
  (5:40) set the floor to type %DF_Unused at (198,%EF)
  (5:41) place object type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_Unused at (200,%EF)
  (5:40) set the floor to type %DF_ACPassword at (204,%EF)

* Someone went :(
(0:10) when a furre leaves the dream
 (1:190) and their entry code is not 0
 (1:201) and variable %D_ACPassword is greater than 0,
  (5:315) set variable %record_id to the triggering furre's entry code
  (5:41) place object type 0 at (202,%record_id)
  (5:40) set the floor to type 0 at (202,%record_id)
  (5:41) place object type 2 at (206,%record_id)
  (5:302) take variable %stored_records and add 1 to it
  (5:304) take variable %used_records and subtract 1 from it

(0:10) when a furre leaves the dream
 (1:190) and their entry code is not 0
 (1:200) and variable %D_ACPassword is 0,
  (5:315) set variable %record_id to the triggering furre's entry code
  (5:41) place object type 0 at (202,%record_id)
  (5:40) set the floor to type 0 at (202,%record_id)
  (5:41) place object type 1 at (206,%record_id)
  (5:302) take variable %free_records and add 1 to it
  (5:304) take variable %used_records and subtract 1 from it

* Count timer!
(0:100) when 60 seconds have passed, offset by 0
  (3:4) within the rectangle (206,1) - (206,199)
  (4:3) only where an object type 2 is
  (5:28) add 1 to the floor number

(0:100) when 5 seconds have passed, offset by 0
  (5:301) copy the value of variable %null into variable %old_record_find
  (5:510) set variable %old_record_find to the X,Y position of a random spot where the floor is type 15 within the rectangle (206,1) - (206,199)
  (5:510) set variable %old_record_find to the X,Y position of a random spot where the floor is type 16 within the rectangle (206,1) - (206,199)
  (5:510) set variable %old_record_find to the X,Y position of a random spot where the floor is type 17 within the rectangle (206,1) - (206,199)
  (5:510) set variable %old_record_find to the X,Y position of a random spot where the floor is type 18 within the rectangle (206,1) - (206,199)
  (5:510) set variable %old_record_find to the X,Y position of a random spot where the floor is type 19 within the rectangle (206,1) - (206,199)
  (5:510) set variable %old_record_find to the X,Y position of a random spot where the floor is type 20 within the rectangle (206,1) - (206,199)

(0:100) when 5 seconds have passed, offset by 0
 (1:209) and the X,Y position in variable %old_record_find is not the same as the position in variable %null
  (5:41) place object type 1 at (204,%old_record_find.y)
  (5:40) set the floor to type 0 at (204,%old_record_find.y)

* Load an old ID/Password combination
(0:32) when a furre says something with {!LoadID} in it
 (1:202) and variable %S_NUMBER_SAID is less than 1
  (5:200) emit message {You requested an invalid ID.} to the triggering furre
(0:32) when a furre says something with {!LoadID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 199
  (5:200) emit message {You requested an invalid ID.} to the triggering furre

(0:32) when a furre says something with {!LoadID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1014) and position (206,%S_NUMBER_SAID) is not object type 2
  (5:200) emit message {This ID is either being used or has no data stored in it.} to the triggering furre
  (5:200) emit message {If you previously owned this and wished to restore the data in it, then it may have expired.} to the triggering furre
  (5:200) emit message {Please keep in mind that IDs with no furre attached will only stay for 15 minutes.} to the triggering furre

(0:32) when a furre says something with {!LoadID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 2
 (1:1014) and position (204,%E) is not object type 0
  (5:200) emit message {You cannot attempt to load more than one ID. Please re-enter the dream if you wish to load another.} to the triggering furre

(0:32) when a furre says something with {!LoadID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 2
 (1:1013) and position (204,%E) is object type 0
  (5:200) emit message {You have loaded ID %S_NUMBER_SAID. Please type !Load Password # to load the correct password for this ID. #SA} to the triggering furre
  (5:41) place object type %S_NUMBER_SAID at (204,%E)

(0:32) when a furre says something with {!LoadPass} in it
  (5:381) set variable %IDCheck to the object type at (204,%E)

(0:32) when a furre says something with {!LoadPass} in it
 (1:1013) and position (204,%E) is object type 0
  (5:200) emit message {There is no ID to use this password on. Please type !Load ID # to load a previously stored ID before using the Password function.} to the triggering furre

(0:32) when a furre says something with {!LoadPass} in it
 (1:1014) and position (204,%E) is not object type 0
 (1:1012) and position (204,%IDCheck) is not floor type %S_NUMBER_SAID
  (5:200) emit message {Your password for ID %IDCheck was incorrect. Please try again. #SA} to the triggering furre

(0:32) when a furre says something with {!LoadPass} in it
 (1:1014) and position (204,%E) is not object type 0
 (1:1011) and position (204,%IDCheck) is floor type %S_NUMBER_SAID
  (5:200) emit message {Your password was correct. ID %IDCheck is being loaded...} to the triggering furre
  (5:315) set variable %record_id to the triggering furre's entry code
  (5:41) place object type 0 at (202,%record_id)
  (5:40) set the floor to type 0 at (202,%record_id)
  (5:41) place object type 1 at (206,%record_id)
  (5:302) take variable %free_records and add 1 to it
  (5:304) take variable %stored_records and subtract 1 from it
  (5:316) set the triggering furre's entry code to %IDCheck

* Change a furre's ID
(0:32) when a furre says something with {!ChangeID} in it
 (1:202) and variable %S_NUMBER_SAID is less than 1
  (5:200) emit message {You requested an invalid ID.} to the triggering furre
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 199
  (5:200) emit message {You requested an invalid ID.} to the triggering furre

(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1014) and position (206,%S_NUMBER_SAID) is not object type 1
  (5:200) emit message {You cannot change to ID %S_NUMBER_SAID because it is currently in use or has stored data in it.} to the triggering furre
  (5:200) emit message {[If you wish to restore data from this ID, then type !Load ID #]} to the triggering furre

(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (5:315) set variable %record_id to the triggering furre's entry code
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (0,%record_id) on the map
  (5:22) copy the object to (0,%S_NUMBER_SAID)
  (5:24) copy the floor to (0,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (2,%record_id) on the map
  (5:22) copy the object to (2,%S_NUMBER_SAID)
  (5:24) copy the floor to (2,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (4,%record_id) on the map
  (5:22) copy the object to (4,%S_NUMBER_SAID)
  (5:24) copy the floor to (4,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (6,%record_id) on the map
  (5:22) copy the object to (6,%S_NUMBER_SAID)
  (5:24) copy the floor to (6,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (196,%record_id) on the map
  (5:22) copy the object to (196,%S_NUMBER_SAID)
  (5:24) copy the floor to (196,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (198,%record_id) on the map
  (5:22) copy the object to (198,%S_NUMBER_SAID)
  (5:24) copy the floor to (198,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (200,%record_id) on the map
  (5:22) copy the object to (200,%S_NUMBER_SAID)
  (5:24) copy the floor to (200,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
  (3:2) at position (202,%record_id) on the map
  (5:22) copy the object to (202,%S_NUMBER_SAID)
  (5:24) copy the floor to (202,%S_NUMBER_SAID)
(0:32) when a furre says something with {!ChangeID} in it
 (1:201) and variable %S_NUMBER_SAID is greater than 0
 (1:202) and variable %S_NUMBER_SAID is less than 200
 (1:1013) and position (206,%S_NUMBER_SAID) is object type 1
 (3:2) at position (204,%record_id) on the map
  (5:22) copy the object to (204,%S_NUMBER_SAID)
  (5:24) copy the floor to (204,%S_NUMBER_SAID)
  (5:41) place object type 0 at (202,%record_id)
  (5:40) set the floor to type 0 at (202,%record_id)
  (5:41) place object type 1 at (206,%record_id)
  (5:41) place object type 3 at (206,%S_NUMBER_SAID)
  (5:302) take variable %free_records and add 1 to it
  (5:304) take variable %stored_records and subtract 1 from it
  (5:316) set the triggering furre's entry code to %S_NUMBER_SAID
  (5:200) emit message {ID %S_NUMBER_SAID is free. Your new ID is now %S_NUMBER_SAID. (Your old data from ID %record_id has been copied.)} to the triggering furre