* Resetting the Dram
(0:0) When everything is starting up,
(5:300) set variable %MoneyStart to 100
(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
(3:4) within the rectangle (202,1) - (202,199)
(5:4) place object type 0
(5:1) set the floor to type 0
(3:4) within the rectangle (204,1) - (204,199)
(5:4) place object type 0
(5:1) set the floor to type 0
(3:4) within the rectangle (206,1) - (206,199)
(5:4) place object type 1
(5:1) set the floor to type 0
* Numbers of Furres in the dream
(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
* 199 furres in the dream. Take one furre and eject him. 198 furres in the dream...
(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. #SG Try coming back later...} to the triggering furre
(5:78) eject the triggering furre
* Giving people records
(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)
* Unexspected error
(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 gathered for you right now.} to the triggering furre
(5:200) emit message {Please return to this dream and try again. #SG} to the triggering furre
(5:78) eject the triggering furre
* Initialise 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)
* 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)
(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)
(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
* Loading peoples stats x3
(0:1) whenever somebody moves
(1:206) and variable %EF is not equal to 999
(0:4) when a furre turns
(1:206) and variable %EF is not equal to 999
(0:9) when a furre arrives in the dream
(1:206) and variable %EF is not equal to 999
(0:10) when a furre leaves the dream
(1:206) and variable %EF is not equal to 999
(0:15) when a furre uses the get/drop command
(1:206) and variable %EF is not equal to 999
(0:16) when a furre uses any object
(1:206) and variable %EF is not equal to 999
(0:36) when a furre says or emotes anything
(1:206) and variable %EF is not equal to 999
(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
(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
(0:80) when a furre clicks DragonSpeak Button 2
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 3
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 4
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 5
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 6
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 7
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 8
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 9
(1:206) and variable %EF is not equal to 999
(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.
**** END DATABASE START
Peoples 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
(0:32) When a furre says something with {!giveb} 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.
(3:2) at position (%S_FRONT_POS) on the map,
(5:201) emit message {You can now access 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 {!clearb},
(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 ID %EF.} to whoever set off the trigger.
(3:2) at position (%S_FRONT_POS) on the map,
(5:201) emit message {Your bank has been cleared. #SA} to any furre present.
(5:300) set variable %DF_MyBank to the value 0.
(0:32) When a furre says something with {!resetb} 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 just reset bank %S_NUMBER_SAID. It will be set back to 100$ and all people usuing it will no longer have a 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,
(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 $ to %EF.x's bank.} to whoever set off the trigger.
(3:2) at position (%S_FRONT_POS) on the map,
(5:201) emit message {%S_NUMBER_SAID $ has been added to your bank. #SD} 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 $ from %EF.x's bank.} to whoever set off the trigger.
(3:2) at position (%S_FRONT_POS) on the map,
(5:201) emit message {%S_NUMBER_SAID $ has been removed from your bank. #SG} 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)
(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)
(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,
(0:4) when a furre turns
(1:206) and variable %D_BankValue is not equal to 32767,
(0:9) when a furre arrives in the dream
(1:206) and variable %D_BankValue is not equal to 32767,
(0:10) when a furre leaves the dream
(1:206) and variable %D_BankValue is not equal to 32767,
(0:15) when a furre uses the get/drop command
(1:206) and variable %D_BankValue is not equal to 32767,
(0:16) when a furre uses any object
(1:206) and variable %D_BankValue is not equal to 32767,
(0:36) when a furre says or emotes anything
(1:206) and variable %D_BankValue is not equal to 32767,
(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,
(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,
(0:80) when a furre clicks DragonSpeak Button 1
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 2
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 3
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 4
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 5
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 6
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 7
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 8
(1:206) and variable %D_BankValue is not equal to 32767,
(0:80) when a furre clicks DragonSpeak Button 9
(1:206) and variable %D_BankValue is not equal to 32767,
(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
(0:4) when a furre turns
(1:206) and variable %EF is not equal to 999
(0:9) when a furre arrives in the dream
(1:206) and variable %EF is not equal to 999
(0:10) when a furre leaves the dream
(1:206) and variable %EF is not equal to 999
(0:15) when a furre uses the get/drop command
(1:206) and variable %EF is not equal to 999
(0:16) when a furre uses any object
(1:206) and variable %EF is not equal to 999
(0:36) when a furre says or emotes anything
(1:206) and variable %EF is not equal to 999
(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
(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
(0:80) when a furre clicks DragonSpeak Button 2
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 3
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 4
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 5
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 6
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 7
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 8
(1:206) and variable %EF is not equal to 999
(0:80) when a furre clicks DragonSpeak Button 9
(1:206) and variable %EF is not equal to 999
(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
(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 have ask for 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 {!Load ID} 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
(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 invalidID.} 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
* Copy data
(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)
(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)
(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)
(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)
(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)
(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)
(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)
(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)
(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)
* Increment stats
(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