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.