Dragonspeak Recipes
Doors, Teleports (In/Out): (0:7) When somebody moves into position (#,#), (5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied. (0:7) When somebody moves into position (#,#), (5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied.
Locking Rooms: (Teleport & Lock) (0:7) When somebody moves into position (#,#), (5:14) move the triggering furre to (#,#) if there's nobody already there. (0:7) When somebody moves into position (#,#), (5:14) move the triggering furre to (#,#) if there's nobody already there. (0:7) When somebody moves into position (#,#),the lock (3:2) at position (#,#) on the map, the lock (5:6) swap object types # and #. on lock with off lock (3:2) at position (#,#) on the map,the door (5:6) swap object types # and #. the door with a rock
Stairs:(mainly 1 tile high stairs, but also logical default stairs) (0:7) When somebody moves into position (#,#), (1:19) and they (moved from/are standing at) position (#,#), (5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied. (0:7) When somebody moves into position (#,#), (1:19) and they (moved from/are standing at) position (#,#), (5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied.
Swap: (0:3) When somebody moves into object type #, (3:6) where the triggering furre moved into, (5:5) change object type # to type #.
Swap II: (0:3) When somebody moves into object type #, (3:6) where the triggering furre moved into, (5:4) place object type #.
Bar Hatch: (0:7) When somebody moves into position (#,#), (1:1013) and position (#,#) is object type #, (3:2) at position (#,#),on the map, (5:4) place object type 0. (5:50) set countdown timer # to go off in 3 seconds.
(0:50) When countdown timer # goes off, (3:2) at position (#,#),on the map, (5:4) place object type #.
Animation DS (0:100) When # seconds have passed, offset by #, (5:400) Cycle the three object types in this sequence one step forward: #, #, #.
Banning a Furre
(0:9) When a furre arrives in the dream,
(1:70) and their name is {...},
(5:78) eject the triggering furre.
Setup Entry Text
(should be one of the first
things in your ds file)
(0:0) When everything is starting up,
(5:210) set entrytext to {...}
Say something and an object appears in front of you:
(0:31) When a furre says {...},
(1:13) and the triggering furre is facing northeast (up and right),
(3:50) # step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:4) place object type #.
(0:31) When a furre says {...},
(1:14) and the triggering furre is facing southeast (down and right),
(3:51) # step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
(5:4) place object type #.
(0:31) When a furre says {...},
(1:15) and the triggering furre is facing southwest (down and left),
(3:52) # step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
(5:4) place object type #.
(0:31) When a furre says {...},
(1:16) and the triggering furre is facing northwest (up and left),
(3:53) # step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
(5:4) place object type #.
Making another when you pick an object up (0:17) When somebody picks up object type #, (3:7) where the triggering furre is currently at, (5:4) place object type #.
Pillows change color on F3 MAGICAL PILLOW DS (0:19) When somebody uses object type 0, (1:3) and they move into object type 5, (3:6) where the triggering furre moved into, (5:4) place object type 6. (0:19) When somebody uses object type 0, (1:3) and they move into object type 6, (3:6) where the triggering furre moved into, (5:4) place object type 7. (0:19) When somebody uses object type 0, (1:3) and they move into object type 7, (3:6) where the triggering furre moved into, (5:4) place object type 8. (0:19) When somebody uses object type 0, (1:3) and they move into object type 8, (3:6) where the triggering furre moved into, (5:4) place object type 9. (0:19) When somebody uses object type 0, (1:3) and they move into object type 9, (3:6) where the triggering furre moved into, (5:4) place object type 10. (0:19) When somebody uses object type 0, (1:3) and they move into object type 10, (3:6) where the triggering furre moved into, (5:4) place object type 11. (0:19) When somebody uses object type 0, (1:3) and they move into object type 11, (3:6) where the triggering furre moved into, (5:4) place object type 12. (0:19) When somebody uses object type 0, (1:3) and they move into object type 12, (3:6) where the triggering furre moved into, (5:4) place object type 13. (0:19) When somebody uses object type 0, (1:3) and they move into object type 13, (3:6) where the triggering furre moved into, (5:4) place object type 14. (0:19) When somebody uses object type 0, (1:3) and they move into object type 14, (3:6) where the triggering furre moved into, (5:4) place object type 15. (0:19) When somebody uses object type 0, (1:3) and they move into object type 15, (3:6) where the triggering furre moved into, (5:4) place object type 16. (0:19) When somebody uses object type 0, (1:3) and they move into object type 16, (3:6) where the triggering furre moved into, (5:4) place object type 17. (0:19) When somebody uses object type 0, (1:3) and they move into object type 17, (3:6) where the triggering furre moved into, (5:4) place object type 18. (0:19) When somebody uses object type 0, (1:3) and they move into object type 18, (3:6) where the triggering furre moved into, (5:4) place object type 19. (0:19) When somebody uses object type 0, (1:3) and they move into object type 19, (3:6) where the triggering furre moved into, (5:4) place object type 20. (0:19) When somebody uses object type 0, (1:3) and they move into object type 20, (3:6) where the triggering furre moved into, (5:4) place object type 21. (0:19) When somebody uses object type 0, (1:3) and they move into object type 21, (3:6) where the triggering furre moved into, (5:4) place object type 22. (0:19) When somebody uses object type 0, (1:3) and they move into object type 22, (3:6) where the triggering furre moved into, (5:4) place object type 23. (0:19) When somebody uses object type 0, (1:3) and they move into object type 23, (3:6) where the triggering furre moved into, (5:4) place object type 24. (0:19) When somebody uses object type 0, (1:3) and they move into object type 24, (3:6) where the triggering furre moved into, (5:4) place object type 25. (0:19) When somebody uses object type 0, (1:3) and they move into object type 25, (3:6) where the triggering furre moved into, (5:4) place object type 26. (0:19) When somebody uses object type 0, (1:3) and they move into object type 26, (3:6) where the triggering furre moved into, (5:4) place object type 27. (0:19) When somebody uses object type 0, (1:3) and they move into object type 27, (3:6) where the triggering furre moved into, (5:4) place object type 28. (0:19) When somebody uses object type 0, (1:3) and they move into object type 28, (3:6) where the triggering furre moved into, (5:4) place object type 29. (0:19) When somebody uses object type 0, (1:3) and they move into object type 29, (3:6) where the triggering furre moved into, (5:4) place object type 30. (0:19) When somebody uses object type 0, (1:3) and they move into object type 30, (3:6) where the triggering furre moved into, (5:4) place object type 31. (0:19) When somebody uses object type 0, (1:3) and they move into object type 31, (3:6) where the triggering furre moved into, (5:4) place object type 32. (0:19) When somebody uses object type 0, (1:3) and they move into object type 32, (3:6) where the triggering furre moved into, (5:4) place object type 5.
Portable Portals
(0:0) When everything is starting up,
(5:110) allow dream pad uploads by dream owner and shared furres.
(0:31) When a furre says {Portal},
(3:7) where the triggering furre is currently at,
(5:6) swap object types 0 and 606.
TRIVIA
(0:31) When a furre says {trivia},
(5:50) set countdown timer 1 to go off in 2 seconds.
(5:312) set variable %question to the total of rolling 1 dice with 6 sides plus 0.
(0:50) When countdown timer 1 goes off,
(1:200) and variable %question is equal to 1.
(5:202) emit message {...} to every furre who can see (#,#).
(0:50) When countdown timer 1 goes off,
(1:200) and variable %question is equal to 2.
(5:202) emit message {...} to every furre who can see (#,#).
//etc - six questions
(0:31) When a furre says {...},//answer one
(1:200) and variable %question is equal to 1.
(5:202) emit message {...} to every furre who can see (#,#).
//etc - six answers
Auras that stick: (0:19) When somebody uses object type #, NOTHING IN PAWS IS ZERO, OR USE AN OBJECT (1:18) and they (moved from/are standing at) object type 0, (3:5) where the triggering furre (moved from/is standing at), (5:4) place object type 0. (3:6) where the triggering furre moved into, (5:4) place object type #. YOUR AURA OBJECT (0:19) When somebody uses object type #, NOTHING IN PAWS IS ZERO, OR USE AN OBJECT (1:18) and they (moved from/are standing at) object type #, AURA OBJECT (3:5) where the triggering furre (moved from/is standing at), (5:4) place object type 0.
Driving (Bumper Carts): (0:5) When a furre turns right(clockwise), (1:18) and they (moved from/are standing at) object type 309, (3:7) where the triggering furre is currently at, (5:4) place object type 311. (0:5) When a furre turns right(clockwise), (1:18) and they (moved from/are standing at) object type 311, (3:7) where the triggering furre is currently at, (5:4) place object type 312. (0:5) When a furre turns right(clockwise), (1:18) and they (moved from/are standing at) object type 312, (3:7) where the triggering furre is currently at, (5:4) place object type 353. (0:5) When a furre turns right(clockwise), (1:18) and they (moved from/are standing at) object type 353, (3:7) where the triggering furre is currently at, (5:4) place object type 309. (0:6) When a furre turns left(counterclockwise), (1:18) and they (moved from/are standing at) object type 312, (3:7) where the triggering furre is currently at, (5:4) place object type 353. (0:6) When a furre turns left(counterclockwise), (1:18) and they (moved from/are standing at) object type 309, (3:7) where the triggering furre is currently at, (5:4) place object type 353. (0:6) When a furre turns left(counterclockwise), (1:18) and they (moved from/are standing at) object type 353, (3:7) where the triggering furre is currently at, (5:4) place object type 312. (0:6) When a furre turns left(counterclockwise), (1:18) and they (moved from/are standing at) object type 312, (3:7) where the triggering furre is currently at, (5:4) place object type 311. (0:6) When a furre turns left(counterclockwise), (1:18) and they (moved from/are standing at) object type 311, (3:7) where the triggering furre is currently at, (5:4) place object type 309. (0:19) When somebody uses object type 0, (1:18) and they (moved from/are standing at) object type 353, (1:13) and the triggering furre is facing northeast (up and right), (1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0, (3:5) where the triggering furre (moved from/is standing at), (5:4) place object type 0. (5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there. (3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing), (5:4) place object type 353. (0:19) When somebody uses object type 0, (1:18) and they (moved from/are standing at) object type 309, (1:14) and the triggering furre is facing southheast (down and right), (1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0, (3:5) where the triggering furre (moved from/is standing at), (5:4) place object type 0. (5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there. (3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing), (5:4) place object type 309. (0:19) When somebody uses object type 0, (1:18) and they (moved from/are standing at) object type 311, (1:15) and the triggering furre is facing southwest (down and left), (1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0, (3:5) where the triggering furre (moved from/is standing at), (5:4) place object type 0. (5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there. (3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing), (5:4) place object type 311. (0:19) When somebody uses object type 0, (1:18) and they (moved from/are standing at) object type 312, (1:16) and the triggering furre is facing northwest (up and left), (1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0, (3:5) where the triggering furre (moved from/is standing at), (5:4) place object type 0. (5:83) move any furre present 1 step(s) northeast (up and left) if there's nobody already there. (3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing), (5:4) place object type 312.
Drag DS (0:1) Whenever somebody moves, (1:1002) and they are holding item 53 in their paws, (1:4) and they bump into a furre, (5:350) set variable %Holder to the X,Y position the triggering furre (moved from/is standing at). (5:351) set variable %Victim to the X,Y position the triggering furre moved to. (0:1) Whenever somebody moves, (1:19) and they (moved from/are standing at) position %Holder.x, %Holder.y, (1:1002) and they are holding item 53 in their paws, (1:5) and they successfully moved, (5:350) set variable %Holder to the X,Y position the triggering furre (moved from/is standing at). (3:2) at position %Victim.x, %Victim.y on the map, (5:16) move any furre present to %Holder.x, %Holder.y if nobody's already there. (5:350) set variable %Victim to the X,Y position the triggering furre (moved from/is standing at). (5:351) set variable %Holder to the X,Y position the triggering furre moved to. (0:18) When somebody drops object type 53, (5:300) set variable %Victim.x to the value 0. (5:300) set variable %Victim.y to the value 0. (0:1) Whenever somebody moves, (1:1004) and they are not holding item 53 in their paws, (1:19) and they (moved from/are standing at) position %Victim.x, %Victim.y, (5:18) move the triggering furre back where they came from.
Cuff DS
(0:0) When everything is starting up,
(5:300) set variable %dreamNotReset to the value 0
(0:100) When 1 seconds have passed, offset by 0,
(1:200) and variable %dreamNotReset is equal to 0,
(5:300) set variable %dreamNotReset to the value 1
(5:300) set variable %cuff to the value 0
* When Captor says 'cuff', then enable the trapping mode.
(0:31) When a furre says {cuff},
(1:70) and their name is {Captor},
(1:200) and variable %cuff is equal to 0,
(5:300) set variable %cuff to the value 1.
* When Captor walks into a furre while trapping mode is active, then 'cuff' the furre.
(0:1) Whenever somebody moves,
(1:70) and their name is {Captor},
(1:4) and they bump into a furre,
(1:200) and variable %cuff is equal to 1,
(5:350) set variable %captorPos to the X,Y position the triggering furre (moved from/is standing at).
(5:351) set variable %captivePos to the X,Y position the triggering furre moved to.
* When the captor says 'uncuff' and we're currently 'cuffing' someone, then release this furre.
(0:31) When a furre says {uncuff},
(1:70) and their name is {Captor},
(1:200) and variable %cuff is equal to 1,
(5:300) set variable %captorPos to the value 0.
(5:300) set variable %captivePos to the value 0.
(5:300) set variable %cuff to the value 0.
* When the captive tries to move, move him back to where he came from
(0:1) Whenever somebody moves,
(1:19) and they (moved from/are standing at) position (%captivePos),
(1:200) and variable %cuff is equal to 1,
(5:18) move the triggering furre back where they came from.
* When the captor moves succesfully, move the captive into the space he just left.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:19) and they (moved from/are standing at) position (%captorPos),
(1:200) and variable %cuff is equal to 1,
(5:351) set variable %captorPos to the X,Y position the triggering furre moved to.
(3:2) at position (%captivePos) on the map,
(5:350) set variable %captivePos to the X,Y position the triggering furre (moved from/is standing at).
(5:16) move any furre present to (%captivePos) if there's nobody already there.
Push DS
(0:32) When a furre says something with {push!} in it,
(1:13) and the triggering furre is facing northeast (up and right),
(5:314) set variable %distance to the number the triggering furre just said.
(3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:80) move any furre present %distance step(s) northeast (up and right) if there's nobody already there.
(0:32) When a furre says something with {push!} in it,
(1:14) and the triggering furre is facing southeast (down and right),
(5:314) set variable %distance to the number the triggering furre just said.
(3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
(5:81) move any furre present %distance step(s) southeast (down and right) if there's nobody already there.
(0:32) When a furre says something with {push!} in it,
(1:15) and the triggering furre is facing southwest (down and left),
(5:314) set variable %distance to the number the triggering furre just said.
(3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
(5:82) move any furre present %distance step(s) southwest (down and left) if there's nobody already there.
(0:32) When a furre says something with {push!} in it,
(1:16) and the triggering furre is facing northwest (up and left),
(5:314) set variable %distance to the number the triggering furre just said.
(3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
(5:83) move any furre present %distance step(s) northwest (up and left) if there's nobody already there.
GO TO JAIL
Written by Carrie O'Kaye
Function:
One Furre, by the name of Captor, will be able to send any Furre that he bumps into to a detention area (location (8,9)).
To activate the function, Captor says, "Punisher on".
To deactivate the function, Captor says, "Punisher off".
Code Sample
0:31) When a furre says {Punisher on},
(1:70) and their name is {Captor},
(5:300) set variable %punishMode to the value 1
(0:31) When a furre says {Punisher off},
(1:70) and their name is {Captor},
(5:300) set variable %punishMode to the value 0
(0:1) Whenever somebody moves,
(1:70) and their name is {Captor},
(1:200) and variable %punishMode is equal to 1,
(1:4) and they bump into a furre,
(3:6) where the triggering furre moved into,
(5:201) emit message {Go directly to jail. Do not pass "Go". Do not collect $200.} to any furre present
(5:17) move any furre present to (8,9), or to someplace nearby if it's occupied
FURRE HOPPING, PUSHING or PULLING FURRE
Written by smartguy362
Function:
Useful for getting rid of Furres who are blocking sections of your Dream.
A Furre can hop Nth steps ahead. "hop #"
A Furre can push another Furre away by Nth step. "push #"
A Furre can pull another Furre, who is Nth step away, toward him. "pull #"
Hopping
Code Sample
***NorthEast***
(0:32) When a furre says something with {hop} in it,
(1:13) and the triggering furre is facing northeast (up and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %hop to the number the triggering furre just said.
(3:5) where the triggering furre (moved from/is standing at),
(5:80) move any furre present %hop step(s) northeast (up and right) if there's nobody already there.
***SouthEast***
(0:32) When a furre says something with {hop} in it,
(1:14) and the triggering furre is facing southeast (down and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %hop to the number the triggering furre just said.
(3:5) where the triggering furre (moved from/is standing at),
(5:81) move any furre present %hop step(s) southeast if there's nobody already there.
***SouthWest***
(0:32) When a furre says something with {hop} in it,
(1:15) and the triggering furre is facing southwest (down and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %hop to the number the triggering furre just said.
(3:5) where the triggering furre (moved from/is standing at),
(5:82) move any furre present %hop step(s) southwest if there's nobody already there.
***NorthWest***
(0:32) When a furre says something with {hop} in it,
(1:16) and the triggering furre is facing northwest (up and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %hop to the number the triggering furre just said.
(3:5) where the triggering furre (moved from/is standing at),
(5:83) move any furre present %hop step(s) northwest if there's nobody already there.
Pushing
Code Sample
***NorthEast***
(0:32) When a furre says something with {push} in it,
(1:13) and the triggering furre is facing northeast (up and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %push to the number the triggering furre just said.
(3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:80) move any furre present %push step(s) northeast (up and right) if there's nobody already there.
***SouthEast***
(0:32) When a furre says something with {push} in it,
(1:14) and the triggering furre is facing southeast (down and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %push to the number the triggering furre just said.
(3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
(5:81) move any furre present %push step(s) southeast if there's nobody already there.
***SouthWest***
(0:32) When a furre says something with {push} in it,
(1:15) and the triggering furre is facing southwest (down and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %push to the number the triggering furre just said.
(3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
(5:82) move any furre present %push step(s) southwest if there's nobody already there.
***NorthWest***
(0:32) When a furre says something with {push} in it,
(1:16) and the triggering furre is facing northwest (up and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %push to the number the triggering furre just said.
(3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
(5:83) move any furre present %push step(s) northwest if there's nobody already there.
Pulling
Code Sample
***NorthEast***
(0:32) When a furre says something with {pull} in it,
(1:13) and the triggering furre is facing northeast (up and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:7) where the triggering furre is currently at,
(5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
(0:32) When a furre says something with {pull} in it,
(1:13) and the triggering furre is facing northeast (up and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %pull to the number the triggering furre just said.
(3:50) %pull step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:82) move any furre present %pull step(s) southwest if there's nobody already there.
***SouthEast***
(0:32) When a furre says something with {pull} in it,
(1:14) and the triggering furre is facing southeast (down and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:7) where the triggering furre is currently at,
(5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
(0:32) When a furre says something with {pull} in it,
(1:14) and the triggering furre is facing southeast (down and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %pull to the number the triggering furre just said.
(3:51) %pull step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
(5:83) move any furre present %pull step(s) northwest if there's nobody already there.
***SouthWest***
(0:32) When a furre says something with {pull} in it,
(1:15) and the triggering furre is facing southwest (down and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:7) where the triggering furre is currently at,
(5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
(0:32) When a furre says something with {pull} in it,
(1:15) and the triggering furre is facing southwest (down and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %pull to the number the triggering furre just said.
(3:52) %pull step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
(5:80) move any furre present %pull step(s) northeast (up and right) if there's nobody already there.
***NorthWest***
(0:32) When a furre says something with {pull} in it,
(1:16) and the triggering furre is facing northwest (up and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:7) where the triggering furre is currently at,
(5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
(0:32) When a furre says something with {pull} in it,
(1:16) and the triggering furre is facing northwest (up and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:314) set variable %pull to the number the triggering furre just said.
(3:53) %pull step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
(5:81) move any furre present %pull step(s) southeast if there's nobody already there.
Pass Thru DS (0:1) Whenever somebody moves, (1:4) and they bump into a furre, (1:13) and the triggering furre is facing northeast (up and right), (3:5) where the triggering furre (moved from/is standing at), (5:80) move any furre present 2 step(s) northeast (up and right) if there's nobody already there. (0:1) Whenever somebody moves, (1:4) and they bump into a furre, (1:14) and the triggering furre is facing southeast (down and right), (3:5) where the triggering furre (moved from/is standing at), (5:81) move any furre present 2 step(s) southeast (down and right) if there's nobody already there. (0:1) Whenever somebody moves, (1:4) and they bump into a furre, (1:15) and the triggering furre is facing southwest (down and left), (3:5) where the triggering furre (moved from/is standing at), (5:82) move any furre present 2 step(s) southwest (down and left) if there's nobody already there. (0:1) Whenever somebody moves, (1:4) and they bump into a furre, (1:16) and the triggering furre is facing northwest (up and left), (3:5) where the triggering furre (moved from/is standing at), (5:83) move any furre present 2 step(s) northwest (up and left) if there's nobody already there. (0:1) Whenever somebody moves, (1:4) and they bump into a furre, (1:13) and the triggering furre is facing northeast (up and right), (3:5) where the triggering furre (moved from/is standing at), (5:80) move any furre present 2 step(s) northeast (up and right) if there's nobody already there.
