(0:31) When a furre says {...}, (0:32) When a furre says something with {...} in it, (0:60) When a furre moves northeast, (0:61) When a furre moves southeast, (0:62) When a furre moves southwest, (0:63) When a furre moves northwest, (0:101) When the time is #:# FST (0:252) When a furre turns into a griffon, (0:253) When a furre turns into a hawk, (1:5) and they successfully moved, (1:8) and they can see position (#,#), (1:28) and the triggering furre is a griffon, (1:40) and # step(s) northeast (up and right) from the triggering furre is floor #, (1:41) and # step(s) southeast (down and right) from the triggering furre is floor #, (1:42) and # step(s) southwest (down and left) from the triggering furre is floor #, (1:43) and # step(s) northwest (up and left) from the triggering furre is floor #, (1:44) and # step(s) NE & # step(s) NW from the triggering furre is floor #, (1:45) and # step(s) NE & # step(s) SE from the triggering furre is floor #, (1:46) and # step(s) SW & # step(s) SE from the triggering furre is floor #, (1:47) and # step(s) SW & # step(s) NW from the triggering furre is floor #, (1:50) and # step(s) northeast (up and right) from the triggering furre is object #, (1:51) and # step(s) southeast (down and right) from the triggering furre is object #, (1:52) and # step(s) southwest (down and left) from the triggering furre is object #, (1:53) and # step(s) northwest (up and left) from the triggering furre is object #, (1:54) and # step(s) NE & # step(s) NW from the triggering furre is object #, (1:55) and # step(s) NE & # step(s) SE from the triggering furre is object #, (1:56) and # step(s) SW & # step(s) SE from the triggering furre is object #, (1:57) and # step(s) SW & # step(s) NW from the triggering furre is object #, (1:70) and their name is {...}, (1:105) and they were blocked from moving (or stood still), (1:128) and the triggering furre is not a griffon, (1:140) and # step(s) northeast (up and right) from the triggering furre is not floor #, (1:141) and # step(s) southeast (down and right) from the triggering furre is not floor #, (1:142) and # step(s) southwest (down and left) from the triggering furre is not floor #, (1:143) and # step(s) northwest (up and left) from the triggering furre is not floor #, (1:144) and # step(s) NE & # step(s) NW from the triggering furre is not floor #, (1:145) and # step(s) NE & # step(s) SE from the triggering furre is not floor #, (1:146) and # step(s) SW & # step(s) SE from the triggering furre is not floor #, (1:147) and # step(s) SW & # step(s) NW from the triggering furre is not floor #, (1:150) and # step(s) northeast (up and right) from the triggering furre is not object #, (1:151) and # step(s) southeast (down and right) from the triggering furre is not object #, (1:152) and # step(s) southwest (down and left) from the triggering furre is not object #, (1:153) and # step(s) northwest (up and left) from the triggering furre is not object #, (1:154) and # step(s) NE & # step(s) NW from the triggering furre is not object #, (1:155) and # step(s) NE & # step(s) SE from the triggering furre is not object #, (1:156) and # step(s) SW & # step(s) SE from the triggering furre is not object #, (1:157) and # step(s) SW & # step(s) NW from the triggering furre is not object #, (1:170) and their name is not {...}, (1:200) and variable # is equal to #. (1:201) and variable # is greater than #. (1:202) and variable # is less than #. (1:203) and variable # is equal to variable #. (1:204) and variable # is greater than variable #. (1:205) and variable # is less than variable #. (1:206) and variable # is not equal to #. (1:207) and variable # is not equal to variable #. (1:208) and the X,Y position in variable # is the same as the position in variable #. (1:209) and the X,Y position in variable # is not the same as the position in variable #. (3:7) where the triggering furre is currently at, (3:8) everyplace that the triggering furre can see, (3:9) everyplace that can be seen from (#,#), (5:9) play sound # to any furre present. (5:10) play sound # to every furre who can see (#,#). (5:11) play sound # to every furre who can see the triggering furre. (5:26) add # to the object number. (5:27) subtract # from the object number. (5:28) add # to the floor number. (5:29) subtract # from the floor number. (5:32) play music file # to any furre present. (5:33) play music file # to every furre who can see (#,#) (5:34) play music file # to every furre who can see the triggering furre. (5:40) set the floor to type # at (#,#). (5:41) place object type # at (#,#). (5:78) eject the triggering furre. (5:80) move any furre present # step(s) northeast (up and right) if there's nobody already there. (5:81) move any furre present # step(s) southeast (down and right) if there's nobody already there. (5:82) move any furre present # step(s) southwest (down and left) if there's nobody already there. (5:83) move any furre present # step(s) northwest (up and left) if there's nobody already there. (5:84) move any furre present # step(s) NE & # step(s) NW if there's nobody already there. (5:85) move any furre present # step(s) NE & # step(s) SE if there's nobody already there. (5:86) move any furre present # step(s) SW & # step(s) SE if there's nobody already there. (5:87) move any furre present # step(s) SW & # step(s) NW if there's nobody already there. (5:88) turn the triggering furre clockwise. (5:89) turn the triggering furre counterclockwise. (5:90) turn the triggering furre to face northeast. (5:91) turn the triggering furre to face southeast. (5:92) turn the triggering furre to face southwest. (5:93) turn the triggering furre to face northwest. (5:94) turn any furre present clockwise. (5:95) turn any furre present counterclockwise. (5:96) turn any furre present to face northeast. (5:97) turn any furre present to face southeast. (5:98) turn any furre present to face southwest. (5:99) turn any furre present to face northwest. (5:112) make summoned furres arrive at the start of the dream. (5:113) allow summoned furres to arrive right by the summoner. (5:200) emit message {...} to whoever set off the trigger. (5:201) emit message {...} to any furre present. (5:202) emit message {...} to every furre who can see (#,#). (5:203) emit message {...} to every furre who can see the triggering furre. (5:204) emitloud message {...} to everyone on the map. (5:210) set entrytext to {...} (5:300) set variable # to the value #. (5:301) copy the value of variable # into variable #. (5:302) take variable # and add # to it. (5:303) take variable # and add variable # to it. (5:304) take variable # and subtract # from it. (5:305) take variable # and subtract variable # from it. (5:306) multiply variable # by #. (5:307) multiply variable # by variable #. (5:308) divide variable # by # and put the remainder in variable #. (5:309) divide variable # by variable # and put the remainder in variable #. (5:310) use variable # as an array, and copy element # of it into variable #. (5:311) use variable # as an array, and set element # of it to #. (5:312) set variable # to the total of rolling # dice with # sides plus #. (5:313) set variable # to the total of rolling # dice with # sides minus #. (5:314) set variable # to the number the triggering furre just said. (5:350) set variable # to the X,Y position the triggering furre (moved from/is standing at). (5:351) set variable # to the X,Y position the triggering furre moved to. (5:352) move the position in variable # northeast (up and right) # step(s). (5:353) move the position in variable # southeast (down and right) # step(s). (5:354) move the position in variable # southwest (down and left) # step(s). (5:355) move the position in variable # northwest (up and left) # step(s). (5:380) set variable # to the floor type at (#, #). (5:381) set variable # to the object type at (#, #). (5:399) clear all variables to zero.