DSPK V01.00 Furcadia
IMAGINARIUM
Tuning Variables
*Number of furres before start position transitions.
*Time Limit for Idle Furres

XXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXX Moving arrival point XXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXX
(0:0)
            (5:300) set variable %FurreMax to the value 3.
            (5:300) set variable %IdleLimit to the value 120.
             (5:300) set variable %StartPos.x is equal to 16.
            (5:300) set variable %StartPos.y is equal to 104.
            (5:300) set variable %ReturnTrip to the value 1.
Place a furre
(0:9) When a furre arrives in the dream,
            (5:15) move the triggering furre to (%StartPos), or to someplace nearby if it's occupied.
            (5:302) take variable %FurreNumber and add 1 to it.
Too many furres? Time to move!
(0:9) When a furre arrives in the dream,
   (1:200) and variable %FurreNumber is equal to %FurreMax.
            (5:300) set variable %FurreNumber to the value 0.
            (5:300) set variable %StartPosMove to the value 1.
West End
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:200) and variable %StartPos.x is equal to 16.
   (1:200) and variable %ReturnTrip is equal to 1.
            (5:352) move the position in variable %StartPos northeast (up and right) 3 step(s).
            (5:300) set variable %StartPosMove to the value 0.
            (5:300) set variable %ReturnTrip to the value 0.
Frst Road
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:202) and variable %StartPos.x is less than 86.
   (1:201) and variable %StartPos.x is greater than 16.
   (1:200) and variable %ReturnTrip is equal to 0.
            (5:352) move the position in variable %StartPos northeast (up and right) 3 step(s).
            (5:300) set variable %StartPosMove to the value 0.
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:202) and variable %StartPos.x is less than 88.
   (1:201) and variable %StartPos.x is greater than 16.
   (1:200) and variable %ReturnTrip is equal to 1.
            (5:354) move the position in variable %StartPos southwest (down and left) 3 step(s).
            (5:300) set variable %StartPosMove to the value 0.
Second Road
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:202) and variable %StartPos.x is less than 130.
   (1:201) and variable %StartPos.x is greater than 84.
   (1:200) and variable %ReturnTrip is equal to 0.
            (5:353) move the position in variable %StartPos southeast (down and right) 4 step(s).
            (5:300) set variable %StartPosMove to the value 0.
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:202) and variable %StartPos.x is less than 132.
   (1:201) and variable %StartPos.x is greater than 86.
   (1:200) and variable %ReturnTrip is equal to 1.
            (5:355) move the position in variable %StartPos northwest (up and left) 4 step(s).
            (5:300) set variable %StartPosMove to the value 0.
Third Road
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:202) and variable %StartPos.x is less than 144.
   (1:201) and variable %StartPos.x is greater than 130.
   (1:200) and variable %ReturnTrip is equal to 1.
            (5:354) move the position in variable %StartPos southwest (down and left) 3 step(s).
            (5:300) set variable %StartPosMove to the value 0.
(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:202) and variable %StartPos.x is less than 144.
   (1:201) and variable %StartPos.x is greater than 128.
   (1:200) and variable %ReturnTrip is equal to 0.
            (5:352) move the position in variable %StartPos northeast (up and right) 3 step(s).
            (5:300) set variable %StartPosMove to the value 0.

(0:9) When a furre arrives in the dream,
   (1:200) and variable %StartPosMove is equal to 1.
   (1:200) and variable %StartPos.x is equal to 144.
   (1:200) and variable %ReturnTrip is equal to 0.
            (5:354) move the position in variable %StartPos southwest (down and left) 3 step(s).
            (5:300) set variable %StartPosMove to the value 0.
            (5:300) set variable %ReturnTrip to the value 1.

Anti Idle DS
(0:71) When a furre stays in the same square for %IdleLimit seconds,
   (1:17) and they (moved from/are standing at) floor type 8,
(5:521) set variable %IdlePos to the X,Y position of a random spot where the floor is not type 8 that is onscreen for the triggering furre,
            (5:15) move the triggering furre to (%IdlePos), or to someplace nearby if it's occupied.


Animation
Fires
(0:3) When somebody moves into object type 79,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 407.
(0:3) When somebody moves into object type 407,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 79.
(0:3) When somebody moves into object type 1000,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 79.
(0:3) When somebody moves into object type 1001,
      (3:6) where the triggering furre moved into,
            (5:4) place object type 79.

(0:100) When 1 seconds have passed, offset by 0,
(5:400) cycle the three object types in this sequence one step forward: 407, 1000, 1001.

One: HOURGLASS
(0:7) When somebody moves into position (24,76),
 (5:15) move the triggering furre to (90,170), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (28,79),
 (5:15) move the triggering furre to (94,173), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (90,171),
 (5:15) move the triggering furre to (24,77), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (92,174),
 (5:15) move the triggering furre to (26,80), or to someplace nearby if it's occupied.


Two: THE X
(0:7) When somebody moves into position (14,50),
 (5:15) move the triggering furre to (180,120), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (24,50),
 (5:15) move the triggering furre to (192,120), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (182,119),
 (5:15) move the triggering furre to (16,49), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (192,119),
 (5:15) move the triggering furre to (24,49), or to someplace nearby if it's occupied.

Three: BLACK
(0:7) When somebody moves into position (30,20),
 (5:15) move the triggering furre to (52,171), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (28,23),
 (5:15) move the triggering furre to (48,174), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (52,172),
 (5:15) move the triggering furre to (32,21), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (50,175),
 (5:15) move the triggering furre to (28,24), or to someplace nearby if it's occupied.

Four: ARROW
(0:7) When somebody moves into position (64,22),
 (5:15) move the triggering furre to (112,172), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (70,22),
 (5:15) move the triggering furre to (118,172), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (114,173),
 (5:15) move the triggering furre to (66,23), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (118,173),
 (5:15) move the triggering furre to (70,23), or to someplace nearby if it's occupied.

Five: CASTLE-ISH
(0:7) When somebody moves into position (126,22),
 (5:15) move the triggering furre to (150,172), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (132,27),
 (5:15) move the triggering furre to (152,174), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (128,31),
 (5:15) move the triggering furre to (148,178), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (122,26),
 (5:15) move the triggering furre to (146,176), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (150,171),
 (5:15) move the triggering furre to (126,21), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (154,175),
 (5:15) move the triggering furre to (132,28), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (150,179),
 (5:15) move the triggering furre to (128,32), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (146,175),
 (5:15) move the triggering furre to (122,25), or to someplace nearby if it's occupied.

Six: L SAND ARENA
(0:7) When somebody moves into position (164,88),
 (5:15) move the triggering furre to (104,152), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (104,153),
 (5:15) move the triggering furre to (164,89), or to someplace nearby if it's occupied.

Seven: HEART
(0:7) When somebody moves into position (136,99),
 (5:15) move the triggering furre to (190,177), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (126,109),
 (5:15) move the triggering furre to (180,187), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (190,178),
 (5:15) move the triggering furre to (136,100), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (180,188),
 (5:15) move the triggering furre to (126,110), or to someplace nearby if it's occupied.

Eight: GALLERY
(0:7) When somebody moves into position (100,59),
 (5:15) move the triggering furre to (166,144), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (96,63),
 (5:15) move the triggering furre to (164,146), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (168,143),
 (5:15) move the triggering furre to (100,58), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (164,147),
 (5:15) move the triggering furre to (94,64), or to someplace nearby if it's occupied.

Nine: CHAOS
(0:7) When somebody moves into position (82,18),
 (5:15) move the triggering furre to (78,91), or to someplace nearby if it's occupied.
(0:7) When somebody moves into position (78,91),
 (5:15) move the triggering furre to (82,18), or to someplace nearby if it's occupied.

Ten: THE KEY
(0:7) When somebody moves into position (24,105),
 (5:15) move the triggering furre to (124,149), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (28,109),
 (5:15) move the triggering furre to (128,153), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (122,150),
 (5:15) move the triggering furre to (22,106), or to someplace nearby if it's occupied.

(0:7) When somebody moves into position (126,154),
 (5:15) move the triggering furre to (26,110), or to someplace nearby if it's occupied.

*F3 Spots
(0:0) When everything is starting up
(5:41) place object type 254 at (0,0)

(0:19) When someone uses object type 0 
(3:5) where the triggering furre (moved from/is standing at),
(5:23) swap the object with the object at (0,0).
(4:3) only where object type 254 is
(3:3) within the diamond (84,27) - (86,47),
(5:201) emit message {Cross Hall} to any furre present.
(5:17) move any furre present to (30,65), or to someplace nearby if it's occupied.
(3:3) within the diamond (32,57) - (30,74),
(5:201) emit message {Graveyard} to any furre present.
(5:17) move any furre present to (42,31), or to someplace nearby if it's occupied.
(3:3) within the diamond (42,25) - (42,38),
(5:201) emit message {Arrow Hall} to any furre present.
(5:17) move any furre present to (66,46), or to someplace nearby if it's occupied.
(3:3) within the diamond (68,39) - (68,51),
(5:201) emit message {Orange Hall} to any furre present.
(5:17) move any furre present to (118,36), or to someplace nearby if it's occupied.
(3:3) within the diamond (120,27) - (118,44),
(5:201) emit message {Eastern Hall} to any furre present.
(5:17) move any furre present to (142,65), or to someplace nearby if it's occupied.
(3:3) within the diamond (142,54) - (140,74),
(5:201) emit message {Heart Hall} to any furre present.
(5:17) move any furre present to (124,92), or to someplace nearby if it's occupied.
(3:3) within the diamond (126,83) - (124,99),
(5:201) emit message {Key Hall} to any furre present.
(5:17) move any furre present to (28,92), or to someplace nearby if it's occupied.
(3:1) everywhere on the whole map
(5:201) emit message {Street Corner} to any furre present.
(5:17) move any furre present to (84,36), or to someplace nearby if it's occupied.
(3:5) where the triggering furre (moved from/is standing at),
(5:23) swap the object with the object at (0,0).


Eleven: THE DIVING BOARD
(0:7) When somebody moves into position (150,40),
(1:19) and they (moved from/are standing at) position (152,39),
     (3:2) at position (150,43) on the map,
     (5:17) move any furre present to (150,43), or to someplace nearby if it's occupied.
     (4:0) clear all filtering,
     (5:14) move the furre to (150,43) if there's nobody already there.
     (5:8) play sound (37) to whoever set off the trigger.
(0:7) When somebody moves into position (152,39),
 (1:119) and they (didn't move from/aren't standing at) position (152,38),
     (5:15) move the furre to (150,43), or to someplace nearby if it's occupied.
     (5:8) play sound (36) to whoever set off the trigger.
(0:7) When somebody moves into position (152,38),
 (1:119) and they (didn't move from/aren't standing at) position (154,37),
     (5:15) move the furre to (150,43), or to someplace nearby if it's occupied.
     (5:8) play sound (36) to whoever set off the trigger.

Twelve: THE CAMPFIRE

(0:3) When somebody moves into object type (407),
     (3:6) where the triggering furre moved into,
     (5:4) place object type (79).
(0:3) When somebody moves into object type (79),
     (3:6) where the triggering furre moved into,
     (5:4) place object type (407).


*****************************************************
* ANTI-ENTRANCE BLOCKING
*****************************************************

0:7 90 40 5:50 1 30 0:50 1 3:2 90 40 5:17 94 43
0:7 90 41 5:50 2 30 0:50 2 3:2 90 41 5:17 94 43
0:7 92 39 5:50 3 30 0:50 3 3:2 92 39 5:17 94 43
0:7 88 40 5:50 4 30 0:50 4 3:2 88 40 5:17 94 43
0:7 90 39 5:50 5 30 0:50 5 3:2 90 39 5:17 94 43
0:7 90 38 5:50 6 30 0:50 6 3:2 90 38 5:17 94 43
0:7 88 39 5:50 7 30 0:50 7 3:2 88 39 5:17 94 43
0:7 88 38 5:50 8 30 0:50 8 3:2 88 38 5:17 94 43
0:7 90 37 5:50 9 30 0:50 9 3:2 90 37 5:17 94 43
0:7 86 38 5:50 10 30 0:50 10 3:2 86 38 5:17 94 43
0:7 88 37 5:50 11 30 0:50 11 3:2 88 37 5:17 94 43
0:7 88 36 5:50 12 30 0:50 12 3:2 88 36 5:17 94 43
0:7 86 37 5:50 13 30 0:50 13 3:2 86 37 5:17 94 43
0:7 86 36 5:50 14 30 0:50 14 3:2 86 36 5:17 94 43
0:7 88 35 5:50 15 30 0:50 15 3:2 88 35 5:17 94 43
0:7 86 35 5:50 16 30 0:50 16 3:2 86 35 5:17 94 43
0:7 86 34 5:50 17 30 0:50 17 3:2 86 34 5:17 94 43
0:7 86 33 5:50 18 30 0:50 18 3:2 86 33 5:17 94 43
0:7 82 41 5:50 19 30 0:50 19 3:2 82 41 5:17 72 46
0:7 80 40 5:50 20 30 0:50 20 3:2 80 40 5:17 72 46
0:7 80 39 5:50 21 30 0:50 21 3:2 80 39 5:17 72 46
0:7 82 40 5:50 22 30 0:50 22 3:2 82 40 5:17 72 46
0:7 82 39 5:50 23 30 0:50 23 3:2 82 39 5:17 72 46
0:7 80 38 5:50 24 30 0:50 24 3:2 80 38 5:17 72 46
0:7 84 39 5:50 25 30 0:50 25 3:2 84 39 5:17 72 46
0:7 82 38 5:50 26 30 0:50 26 3:2 82 38 5:17 72 46
0:7 82 37 5:50 27 30 0:50 27 3:2 82 37 5:17 72 46
0:7 84 38 5:50 28 30 0:50 28 3:2 84 38 5:17 72 46
0:7 84 37 5:50 29 30 0:50 29 3:2 84 37 5:17 72 46
0:7 82 36 5:50 30 30 0:50 30 3:2 82 36 5:17 72 46
0:7 84 36 5:50 31 30 0:50 31 3:2 84 36 5:17 72 46
0:7 84 35 5:50 32 30 0:50 32 3:2 84 35 5:17 72 46
0:7 84 34 5:50 33 30 0:50 33 3:2 84 34 5:17 72 46


*Endtriggers* 8888 *Endtriggers*
