* 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: [You have no bank Ask staff for one :)] } 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