DSPK V03.00 Furcadia (0:9) When a furre arrives in the dream, (5:15) move the triggering furre to (10,10), or to someplace nearby if it's occupied. (0:0) When everything is starting up, (5:300) set variable %entertainment to the value 1. (5:300) set variable %food to the value 0. (5:300) set variable %pay to the value 4. (5:300) set variable %disco to the value 0. (5:300) set variable %decoration to the value 0. (0:100) When %pay seconds have passed, offset by 0, (5:300) set variable %n to the value 0. (5:300) set variable %c to the value 0. (5:300) set variable %profit to the value 0. (5:300) set variable %niceness to the value 0. (5:300) set variable %comfyness to the value 0. (5:381) set variable %table1 to the object type at (10,16). (5:381) set variable %table2 to the object type at (12,15). (5:381) set variable %table3 to the object type at (16,19). (5:381) set variable %table4 to the object type at (16,18). (5:304) take variable %table1 and subtract 60 from it. (5:304) take variable %table2 and subtract 60 from it. (5:304) take variable %table3 and subtract 60 from it. (5:304) take variable %table4 and subtract 60 from it. (5:306) multiply variable %table1 by 5. (5:306) multiply variable %table2 by 5. (5:306) multiply variable %table3 by 5. (5:306) multiply variable %table4 by 5. (5:381) set variable %chair1 to the object type at (10,15). (5:381) set variable %chair2 to the object type at (10,14). (5:381) set variable %chair3 to the object type at (12,17). (5:381) set variable %chair4 to the object type at (12,16). (5:381) set variable %chair5 to the object type at (14,18). (5:381) set variable %chair6 to the object type at (16,17). (5:381) set variable %chair7 to the object type at (16,20). (5:381) set variable %chair8 to the object type at (18,19). (5:381) set variable %chair9 to the object type at (10,17). (5:381) set variable %chair10 to the object type at (18,17). (5:304) take variable %chair1 and subtract 4 from it. (5:304) take variable %chair2 and subtract 4 from it. (5:304) take variable %chair4 and subtract 4 from it. (5:304) take variable %chair3 and subtract 4 from it. (5:304) take variable %chair5 and subtract 4 from it. (5:304) take variable %chair6 and subtract 4 from it. (5:304) take variable %chair7 and subtract 4 from it. (5:304) take variable %chair8 and subtract 4 from it. (5:304) take variable %chair9 and subtract 4 from it. (5:304) take variable %chair10 and subtract 4 from it. (5:303) take variable %niceness and add variable %table1 to it. (5:303) take variable %niceness and add variable %table2 to it. (5:303) take variable %niceness and add variable %table3 to it. (5:303) take variable %niceness and add variable %table4 to it. (5:303) take variable %comfyness and add variable %chair1 to it. (5:303) take variable %comfyness and add variable %chair2 to it. (5:303) take variable %comfyness and add variable %chair3 to it. (5:303) take variable %comfyness and add variable %chair4 to it. (5:303) take variable %comfyness and add variable %chair5 to it. (5:303) take variable %comfyness and add variable %chair6 to it. (5:303) take variable %comfyness and add variable %chair7 to it. (5:303) take variable %comfyness and add variable %chair8 to it. (5:303) take variable %comfyness and add variable %chair9 to it. (5:303) take variable %comfyness and add variable %chair10 to it. (5:301) copy the value of variable %comfyness into variable %c. (5:301) copy the value of variable %niceness into variable %n. (5:301) copy the value of variable %disco into variable %d. (5:301) copy the value of variable %decorations into variable %dec. (5:306) multiply variable %d by 20. (5:308) divide variable %c by 10 and put the remainder in variable %x. (5:308) divide variable %n by 10 and put the remainder in variable %x. (5:303) take variable %n and add variable %c to it. (5:301) copy the value of variable %n into variable %profit. (5:303) take variable %profit and add variable %food to it. (5:303) take variable %profit and add variable %d to it. (5:307) multiply variable %profit by variable %entertainment. (5:302) take variable %money and add %profit to it. (0:100) When %pay seconds have passed, offset by 0, (1:202) and variable %profit is less than 7, (5:302) take variable %money and add 4 to it. (0:31) When a furre says {stats}, (5:200) emit message {pay: %pay food: %food disco: %disco entertainment: %entertainment comfortable-ness: %comfyness niceness: %niceness money: %money profit: %profit} to whoever set off the trigger. (5:200) emit message {Tables in order: %table1, %table2, %table3, %table4 Chairs in order: %chair1,%chair2,%chair3, %chair4, %chair5, %chair6, %chair7, %chair8 %chair9, %chair10} to whoever set off the trigger. (0:31) When a furre says {Paint}, (1:118) and they (didn't move from/aren't standing at) object type 0, (1:118) and they (didn't move from/aren't standing at) object type 15, (1:201) and variable %money is greater than 0, (5:304) take variable %money and subtract 25 from it. (3:5) where the triggering furre (moved from/is standing at), (5:26) add 1 to the object number (0:31) When a furre says {improve}, (1:13) and the triggering furre is not facing northeast (up and right), (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 61, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:14) and the triggering furre is not facing southeast (down and right), (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 61, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 61, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:16) and the triggering furre is not facing northwest (up and left), (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 61, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:13) and the triggering furre is not facing northeast (up and right), (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 62, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:14) and the triggering furre is not facing southeast (down and right), (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 62, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:15) and the triggering furre is not facing southwest (down and left), (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 62, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:16) and the triggering furre is not facing northwest (up and left), (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 62, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:13) and the triggering furre is not facing northeast (up and right), (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 63, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:14) and the triggering furre is not facing southeast (down and right), (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 63, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:15) and the triggering furre is not facing southwest (down and left), (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 63, (1:201) and variable %money is greater than 0, (0:31) When a furre says {improve}, (1:16) and the triggering furre is not facing northwest (up and left), (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 63, (1:201) and variable %money is greater than 0, (5:304) take variable %money and subtract 250 from it. (3:10) in the space right in front of the triggering furre, (5:26) add 1 to the object number (0:31) {decorations} (5:200) {Decoration 1- Torn rug Decoration 2- Gold Tapestry SW $400 Decoration 3- Gold dragon SE $500} (0:31) When a furre says {food}, (1:201) and variable %money is greater than 250, (1:200) and variable %food is equal to 3, (5:304) take variable %money and subtract 600 from it. (5:300) set variable %food to the value 4. (5:40) set the floor to type 190 at (18,16). (0:31) When a furre says {food}, (1:201) and variable %money is greater than 250, (1:200) and variable %food is equal to 2, (5:304) take variable %money and subtract 600 from it. (5:300) set variable %food to the value 3. (5:40) set the floor to type 190 at (18,15). (0:31) When a furre says {food}, (1:201) and variable %money is greater than 250, (1:200) and variable %food is equal to 1, (5:304) take variable %money and subtract 600 from it. (5:300) set variable %food to the value 2. (5:40) set the floor to type 190 at (16,13). (0:31) When a furre says {food}, (1:201) and variable %money is greater than 250, (1:200) and variable %food is equal to 0, (5:304) take variable %money and subtract 600 from it. (5:300) set variable %food to the value 1. (5:40) set the floor to type 190 at (14,12). (0:31) When a furre says {buy 1}, (1:201) and variable %money is greater than 650, (5:304) take variable %money and subtract 1000 from it. (5:300) set variable %entertainment to the value 2. (5:40) set the floor to type 190 at (6,22). (5:40) set the floor to type 190 at (8,21). (5:40) set the floor to type 190 at (8,20). (5:40) set the floor to type 180 at (10,24). (5:40) set the floor to type 180 at (12,23). (5:40) set the floor to type 180 at (12,24). (0:31) When a furre says {buy 2}, (1:201) and variable %money is greater than 1150, (5:304) take variable %money and subtract 1500 from it. (5:300) set variable %entertainment to the value 3. (5:40) set the floor to type 180 at (6,22). (5:40) set the floor to type 180 at (8,21). (5:40) set the floor to type 180 at (8,20). (5:40) set the floor to type 190 at (10,24). (5:40) set the floor to type 190 at (12,23). (5:40) set the floor to type 190 at (12,24). (0:100) When 1 seconds have passed, offset by 0, (1:200) and variable%entertainment is equal to 3, (5:312) set variable %music to the total of rolling 1 dice with 100 sides plus 0. (5:10) play sound %music to every furre who can see (12,23). (0:100) When 20 seconds have passed, offset by 0, (1:200) and variable %entertainment is equal to 2, (5:312) set variable %joke to the total of rolling 1 dice with 5 sides plus 0. (0:100) When 20 seconds have passed, offset by 0, (1:200) and variable %entertainment is equal to 2, (1:200) and variable %joke is equal to 1, (5:202) emit message {Johnny comes back from school crying and says, "Mommy all the kids in the school say I have a big head." His mother replies, "No you don't Johnny. You have a hideously deformed head. The other children are merely hiding the truth to protect your feelings." } to every furre who can see (8,21). (0:100) When 20 seconds have passed, offset by 0, (1:200) and variable %entertainment is equal to 2, (1:200) and variable %joke is equal to 2, (5:202) emit message {What's a polygon? A dead parrot. } to every furre who can see (8,21). (0:100) When 20 seconds have passed, offset by 0, (1:200) and variable %entertainment is equal to 2, (1:200) and variable %joke is equal to 3, (5:202) emit message {A redneck walks into a bar with a wet, steaming pile of poo in his hands. He looks over at the bartender with pride and says, "Lookie what I almost stepped in!" } to every furre who c(0:100) When 20 seconds have passed, offset by 0, (1:200) and variable %entertainment is equal to 2, (1:200) and variable %joke is equal to 4, (5:202) emit message {Yo mama''s so fat, she dont need the Internet - she's already world wide.} to every furre who can see (8,21). (0:100) When 20 seconds have passed, offset by 0, (1:200) and variable %entertainment is equal to 2, (1:200) and variable %joke is equal to 5, (5:202) emit message {There was a blonde driving down the road one day. She glanced to her right and noticed another blonde sitting in a nearby field. She was in a boat rowing, with no water in sight. The blonde angrily pulled her car over and yelled at the rowing blonde, “What do you think you're doing? It's things like this that give us blondes a bad name. If I could swim, I'd come out there and kick your butt!”} to every furre who can see (8,21).an see (8,21). (0:31) When a furre says {pay 1000}, (1:201) and variable %money is greater than 650, (5:304) take variable %money and subtract 1000 from it. (5:41) place object type 1322 at (16,10). (5:5) change object type 55 to type 73. (5:5) change object type 1280 to type 73. (5:5) change object type 76 to type 73. (5:300) set variable %pay to the value 3. (5:50) set countdown timer 1 to go off in 120 seconds. (5:300) set variable %high to the value 1. (0:31) When a furre says {pay 2000}, (1:201) and variable %money is greater than 1650, (5:304) take variable %money and subtract 2000 from it. (5:41) place object type 1322 at (16,10). (5:5) change object type 73 to type 76. (5:5) change object type 1280 to type 76. (5:5) change object type 55 to type 76. (5:300) set variable %pay to the value 2. (5:50) set countdown timer 2 to go off in 120 seconds. (5:300) set variable %high to the value 2. (0:31) When a furre says {pay 3000}, (1:201) and variable %money is greater than 2650, (5:304) take variable %money and subtract 3000 from it. (5:41) place object type 1322 at (16,10). (5:5) change object type 73 to type 1280. (5:5) change object type 76 to type 1280. (5:5) change object type 55 to type 1280. (5:300) set variable %pay to the value 1. (5:50) set countdown timer 3 to go off in 120 seconds. (5:300) set variable %high to the value 3. (0:50) When countdown timer 1 goes off, (1:200) and variable %high is equal to 1, (1:201) and variable %money is greater than 650, (5:304) take variable %money and subtract 1000 from it. (0:50) When countdown timer 2 goes off, (1:200) and variable %high is equal to 2, (1:201) and variable %money is greater than 1650, (5:304) take variable %money and subtract 2000 from it. (0:50) When countdown timer 3 goes off, (1:200) and variable %high is equal to 3, (1:201) and variable %money is greater than 2650, (5:304) take variable %money and subtract 3000 from it. (0:50) When countdown timer 1 goes off, (1:200) and variable %high is equal to 1, (1:205) and variable %money is not equal 2650, (5:5) change object type 73 to type 55. (5:5) change object type 1280 to type 55. (5:5) change object type 76 to type 55. (5:41) place object type 55 at (16,10). (0:50) When countdown timer 2 goes off, (1:200) and variable %high is equal to 2, (1:205) and variable %money is not equal 2650, (5:5) change object type 73 to type 55. (5:5) change object type 1280 to type 55. (5:5) change object type 76 to type 55. (5:41) place object type 55 at (16,10). (0:50) When countdown timer 3 goes off, (1:200) and variable %high is equal to 3, (1:205) and variable %money is not equal 2650, (5:5) change object type 73 to type 55. (5:5) change object type 1280 to type 55. (5:5) change object type 76 to type 55. (5:41) place object type 55 at (16,10). (0:31) When a furre says {buy disco}, (1:200) and variable %disco is equal to 2, (1:201) and variable %money is greater than 3000, (5:304) take variable %money and subtract 3500 from it. (5:300) set variable %disco to the value 3. (0:31) When a furre says {buy disco}, (1:200) and variable %disco is equal to 1, (1:201) and variable %money is greater than 2000, (5:304) take variable %money and subtract 2500 from it. (5:300) set variable %disco to the value 2. (0:31) When a furre says {buy disco}, (1:200) and variable %disco is equal to 0, (1:201) and variable %money is greater than 10000, (5:304) take variable %money and subtract 12500 from it. (5:5) change object type 551 to type 0. (5:300) set variable %disco to the value 1. (0:100) When 1 seconds have passed, offset by 0, (1:201) and variable %disco is greater than 0, (5:412) Cycle the five floor types in this sequence one step forward: 189, 182, 183, 186, 187. (0:37) When a furre says or emotes {song}, (1:201) and variable %disco is greater than 1, (5:530) set variable %place to the X,Y position of a random spot where the object is type 1 within the rectangle (34,0) - (52,0), (5:380) set variable %music to the floor type at (%place). (5:304) take variable %music and subtract 170 from it. (5:33) play music file %music to every furre who can see (24,22). (0:37) When a furre says or emotes {buy song}, (1:201) and variable %disco is greater than 1, (1:202) and variable %maxmusic is less than 9, (5:304) take variable %money and subtract 500 from it. (5:540) set variable %place to the X,Y position of a random spot where the object is not type 1 within the rectangle (34,0) - (52,0), (5:41) place object type 1 at (%place). (5:380) set variable %music to the floor type at (%place). (5:304) take variable %music and subtract 170 from it. (5:200) emit message {song %music has been bought!!!!} to whoever set off the trigger. (5:33) play music file %music to every furre who can see (24,22). (5:302) take variable %maxmusic and add 1 to it. (0:100) When 1 seconds have passed, offset by 0, (1:201) and variable %disco is greater than 2, (5:5) change object type 1082 to type 0. (5:402) Cycle the five object types in this sequence one step forward: 209, 202, 203, 186, 207. (5:381) set variable %floor to the object type at (32,0). (5:304) take variable %floor and subtract 20 from it. (5:512) set variable %place to the X,Y position of a random spot where the floor is type %floor somewhere in the dream, (5:41) place object type 1082 at (%place). (5:512) set variable %place to the X,Y position of a random spot where the floor is type %floor somewhere in the dream, (5:41) place object type 1082 at (%place). (5:512) set variable %place to the X,Y position of a random spot where the floor is type %floor somewhere in the dream, (5:41) place object type 1082 at (%place). (0:100) When %pay seconds have passed, offset by 0, (1:206) and variable %payment is not equal to 4, (5:302) take variable %payment and add 1 to it. (0:100) When %pay seconds have passed, offset by 0, (1:200) and variable %payment is equal to 4, (5:300) set variable %payment to the value 1. (0:100) When %pay seconds have passed, offset by 0, (1:200) and variable %payment is equal to 1, (5:41) place object type 167 at (66,12). (0:100) When %pay seconds have passed, offset by 0, (1:200) and variable %payment is equal to 2, (0:100) When %pay seconds have passed, offset by 0, (1:200) and variable %payment is equal to 3, (0:100) When %pay seconds have passed, offset by 0, (1:200) and variable %payment is equal to 4, (0:31) When a furre says {buy decoration}, (1:12) and the triggering furre is facing towards position (12,11), (1:1011) and position (12,11) is floor type 180, (1:201) and variable %money is greater than 50, (5:304) take variable %money and subtract 400 from it. (3:10) in the space right in front of the triggering furre, (5:1) set the floor to type 190. (5:41) place object type 225 at (60,11). (5:302) take variable %decoration and add 3 to it. (0:31) When a furre says {buy decoration}, (1:12) and the triggering furre is facing towards position (10,12), (1:1011) and position (10,12) is floor type 180, (1:201) and variable %money is greater than 500, (5:304) take variable %money and subtract 1250 from it. (3:10) in the space right in front of the triggering furre, (5:1) set the floor to type 190. (5:41) place object type 224 at (58,12). (5:302) take variable %decoration and add 5 to it. (0:31) When a furre says {buy decoration}, (1:12) and the triggering furre is facing towards position (10,13), (1:1011) and position (10,13) is floor type 180, (1:201) and variable %money is greater than 5000, (5:304) take variable %money and subtract 6500 from it. (3:10) in the space right in front of the triggering furre, (5:1) set the floor to type 190. (5:41) place object type 235 at (58,12). (5:302) take variable %decoration and add 30 to it. (0:31) When a furre says {buy decoration}, (1:12) and the triggering furre is facing towards position (8,14), (1:1011) and position (8,14) is floor type 180, (1:201) and variable %money is greater than 500, (5:304) take variable %money and subtract 1250 from it. (3:10) in the space right in front of the triggering furre, (5:1) set the floor to type 190. (5:41) place object type 234 at (56,14). (5:302) take variable %decoration and add 5 to it. (0:31) When a furre says {buy decoration}, (1:12) and the triggering furre is facing towards position (8,15), (1:1011) and position (8,15) is floor type 180, (1:201) and variable %money is greater than 250, (5:304) take variable %money and subtract 700 from it. (3:10) in the space right in front of the triggering furre, (5:1) set the floor to type 190. (5:41) place object type 228 at (56,15). (5:302) take variable %decoration and add 4 to it. *Endtriggers* 8888 *Endtriggers*