The Depths vPA.0.6

*****************************************************************************************************************************
*Code written by Sprocket T. and El Furriando

*If you use some or all of the code here please attribute thank you :)

*The program is getting further ahead of what my comments.  I appologize and when I can find time I will go through and fully
*comment the Code.

*Working note.  to fix adding spawn points to the rooms set the floor to a different floor type before finilizing
*Use a set amount of monsters per level.  No spawners.  Still randamize.
*To cope with the lag spikes that can happen in the game and to promote stategy based gameplay create a semi turn based system.
*the premis being a stanima bar.  A single character can only make so many moves per second.  That way multiplayer groups
*won't be overwhelmed by monsters by just one player moving.
*Add treasure chests at all hall ends.
*****************************************************************************************************************************


DSPK V04.00 Furcadia
(0:0) When everything is starting up,
    (5:300) set variable %step to the value 0.
    (5:300) set variable %inSafe to the value 0.
    (5:300) set variable %level to the value 1.
    (5:300) set variable %mobOne to the value 2408.
    (5:300) set variable %mobTwo to the value 2407.
    (5:300) set variable %mobThree to the value 2405.
    (5:300) set variable %stat to the value 1.
    (5:300) set variable %statTwo to the value 1.
    (5:300) set variable %statThree to the value 1.
    (5:300) set variable %Substep to the value 0.
    (5:300) set variable %speed to the value 5.
    (5:300) set variable %apTotal to the value 0.
    (5:300) set variable %mobAPtotal to the value 0.
    (5:300) set variable %mobAP to the value 0.
    (5:300) set variable %playerTurn to the value 2.
    (5:300) set variable %rooms to the value 0.

    (5:250) set message ~nameHolder to { }.
    (5:250) set message ~statHolder to { }.
    (5:250) set message ~statHold to { }.
    (5:250) set message ~guiUpdate to { }.
    (5:250) set message ~tempGui to { }.

    (5:650) use the PhoenixSpeak 'just testing' area to store info from now on.

    (5:166) make it impossible to pick up or drop items in region 5.
    (5:166) make it impossible to pick up or drop items in region 4.



(0:58) When someone is summoned to the Dream,
    (5:112) make summoned furres arrive at the start of the Dream.

***********************************************************************************************************************
*Init timers* Clock Top
(0:0) When everything is starting up,
    (5:50) set countdown timer 400 to go off in 1 seconds.
    (5:300) set variable %npc_loop to the value 400.

*Tie all npc's to one tick of the game clock
*For each timer being used assign an npc to it
(0:49) When any countdown timer goes off,
    (5:327) set variable %timer to the number of the countdown timer that just went off.
    (5:301) copy the value of variable %timer into variable %wut_npc.
    (5:304) take variable %wut_npc and subtract 399 from it.
    (5:300) set variable %trig_npc to the value 0.
**************************************************************************************************************************



*if noone was in the dream when entered reset to generate new dungeon

(0:9) When someone arrives in the Dream,
 (1:200) and variable %inDream is equal to 0,
    (5:5) change item 2415 to item 0.
    (5:5) change item 2401 to item 0.
    (5:5) change item %mobOne to item 0.
    (5:5) change item %mobTwo to item 0.
    (5:5) change item %mobThree to item 0.
    (5:5) change item 305 to item 0.
    (5:5) change item 306 to item 0.
    (5:5) change item 307 to item 0.
    (5:5) change item 308 to item 0.
    (5:5) change item 309 to item 0.
    (5:5) change item 310 to item 0.
    (5:5) change item 58 to item 0.
*We are going to use a dummy player to track the stats of all npcs*
    (5:631) forget all PhoenixSpeak info about the player named {N}.
    (5:5) change item 1398 to item 0


    (5:139) show effects in region 6 to everyone that can see there.


   (4:1) only where the floor is 500,
    (5:150) place overlay effect 0.
    (5:120) make this/these location(s) part of region 5.
    (5:5) change item 1143 to item 0.
    (5:5) change item 1135 to item 0.
    (5:1) set the floor to 161.

   (4:0) clear all filtering,
    (5:300) set variable %step to the value 0.
    (5:300) set variable %hallCount to the value 0.
    (5:300) set variable %rooms to the value 0.
    (5:300) set variable %roomCount to the value 0.
    (5:300) set variable %debrisCount to the value 0.
    (5:300) set variable %mobCount to the value 0.
    (5:300) set variable %stat to the value 1.
    (5:300) set variable %statTwo to the value 1.
    (5:300) set variable %statThree to the value 1.
    (5:300) set variable %Substep to the value 0.
    (5:300) set variable %inDungeon to the value 0.
    (5:300) set variable %apTotal to the value 0.
    (5:300) set variable %playerTurn to the value 2.




*In wanderer tuple, add in the shape variations for the npc*
*Variation number in () followed by the item number, and then a ( if its at the end of the string*
    (5:250) set message ~wanderer_tuple to { (1)305(2)306(3)307(4)308(5)309(6)310( }.
*set wanderer_diversity to the number of entries in wanderer_tuple*
    (5:300) set variable %wanderer_diversity to the value 6.

    (5:300) set variable %level to the value 1.

 
*Normal entry into dream.

(0:9) When a furre arrives in the dream,
    (5:302) take variable %inDream and add 1 to it.
    (5:302) take variable %inSafe and add 1 to it.
    (5:180) show the triggering furre's DragonSpeak Button 11.
    (5:180) show the triggering furre's DragonSpeak Button 12.
    (5:180) show the triggering furre's DragonSpeak Button 13.
    (5:180) show the triggering furre's DragonSpeak Button 14.
    (5:180) show the triggering furre's DragonSpeak Button 15.
    (5:180) show the triggering furre's DragonSpeak Button 16.
    (5:180) show the triggering furre's DragonSpeak Button 17.
    (5:180) show the triggering furre's DragonSpeak Button 18.
    (5:180) show the triggering furre's DragonSpeak Button 19.
    (5:180) show the triggering furre's DragonSpeak Button 20.
    (5:180) show the triggering furre's DragonSpeak Button 21.

    (5:252) set message ~newName to the triggering furre's name.
    (5:257) take message ~guiUpdate and add { (~newName) } onto the end of it.

    (5:15) move the triggering furre to (18,28), or to someplace nearby if it's occupied.
    (5:200) emit message {The new round system is currently function just not visual if you get froze in place no worries you will be able to move again shortly.  Also have added the future title song to the patch for testing.} to the triggering furre.
    (5:200) emit message {Say !Title to listen, I have no way to currently stop the song in yet.} to the triggering furre.
    (5:200) emit message {For more information on this project visit my blog here. Updates Saturdays, The F tab has remaining menu options} to the triggering furre.

    (5:76) place item 58 in the triggering furre's paws.



 





*badd Entry Solution?

(0:9) When someone arrives in the Dream,
 (1:185) and the triggering furre (didn't move from/isn't standing in) region 4,
    (5:15) move the triggering furre to (18,28), or to someplace nearby if it's occupied.







(0:10) When someone leaves the Dream,
 (1:85) and the triggering furre (moved from/is standing in) region 4,
    (5:304) take variable %inSafe and subtract 1 from it.

(0:10) When someone leaves the Dream,
    (5:304) take variable %inDream and subtract 1 from it.
    (5:252) set message ~newName to the triggering furre's name.
    (5:278) remove the first 1 copies of { (~newName) } from message ~guiUpdate.
    (5:630) forget all PhoenixSpeak info about the triggering furre.




(0:49) When any countdown timer goes off,
   (4:30) only in region 1,
    (5:1) set the floor to 161.


* depth
(0:49) When any countdown timer goes off,
    (5:433) jump the animation of DragonSpeak Button 11 to step %level for everyone in the Dream.

*****************************************************************************************************************************
**SECTION**  Encyclopedia
****************************************************************************************************************************
*This area will hold all the data for enemies and weapons and such.  For easy pulling into loot tables and enemy tables
*so the code doesnt have to be reiterated for each level.

*monster information

*model

*hp

*behavior type

*name

*one model#, two hp, three ap, four class, five armor

(0:49) When any countdown timer goes off,
 (1:201) and variable %level is more than 0,
 (1:202) and variable %level is less than 101,
    (5:250) set message ~mobOne to { (1)2405(2)20(3)5(4)1(5)1( }.
    (5:250) set message ~mobTwo to { (1)2407(2)10(3)5(4)1(5)1( }.
    (5:250) set message ~mobThree to { (1)2408(2)30(3)5(4)1(5)1( }.

****************************************************************************************************************************
**SECTION**  Player Information
****************************************************************************************************************************
*When someone enters dream create stats for that individual.

*The stat system will not be based on GURPS.  There will be no underlaying stats to roll against.
*Combat will be basic rolls of Weapon strength versus armor class.  There will be situations where 0 damage will occur.
*As combat will be Time based players will have Action Points Comonly known as AP to perform between rounds.
*Action Points will be spent on movement and abilities.
*Stats and abilities will be given by equipment.
*Equipables will be Weapon, Armor, Clothes, 2 rings, 1 necklace


(0:9) When someone arrives in the Dream,
*H = HP
*A = max AP
*B = remaining AP
*E = Equipment
*D = Defense
*W = attack
*C = Currency
*I = Inventory n

    (5:600) memorize that the PhoenixSpeak info {H} about the triggering furre will now be 100.
    (5:600) memorize that the PhoenixSpeak info {A} about the triggering furre will now be 20.
    (5:600) memorize that the PhoenixSpeak info {B} about the triggering furre will now be 10.
    (5:600) memorize that the PhoenixSpeak info {E} about the triggering furre will now be 1111.
    (5:600) memorize that the PhoenixSpeak info {E2} about the triggering furre will now be 1111.
    (5:600) memorize that the PhoenixSpeak info {D} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {W} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {C} about the triggering furre will now be 1.

*inventory
    (5:600) memorize that the PhoenixSpeak info {I} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I2} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I3} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I4} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I5} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I6} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I7} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I8} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {I9} about the triggering furre will now be 1.

*abilities
    (5:600) memorize that the PhoenixSpeak info {A1} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A2} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A3} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A4} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A5} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A6} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A7} about the triggering furre will now be 1.
    (5:600) memorize that the PhoenixSpeak info {A8} about the triggering furre will now be 1.




*Use stored player names to update thier gui

(0:49) When any countdown timer goes off,


    (5:251) copy message ~guiUpdate onto message ~tempUpdate.

    (5:283) set variable %Update to the total number of characters before {)} appears in message ~guiUpdate (or zero if not found).
    (5:270) chop off the end of message ~tempUpdate, leaving just the first %Update characters of it still there.
    (5:274) chop off the beginning of message ~tempUpdate, removing the first 3 characters of it.
    (5:56) make the furre named {~tempUpdate} the new triggering furre, if they're in the Dream right now.

*******
* This section updates the Gui information for all players

*remember relevent information
    (5:611) remember the PhoenixSpeak info {H} about the furre named {~tempUpdate}, and put it in variable %Hp.
*jump relevent buttons
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 21 to step %Hp.



    (5:611) remember the PhoenixSpeak info {I} about the furre named {~tempUpdate}, and put it in variable %I.

    (5:611) remember the PhoenixSpeak info {I2} about the furre named {~tempUpdate}, and put it in variable %I2.

    (5:611) remember the PhoenixSpeak info {I3} about the furre named {~tempUpdate}, and put it in variable %I3.

    (5:611) remember the PhoenixSpeak info {I4} about the furre named {~tempUpdate}, and put it in variable %I4.

    (5:611) remember the PhoenixSpeak info {I5} about the furre named {~tempUpdate}, and put it in variable %I5.

    (5:611) remember the PhoenixSpeak info {I6} about the furre named {~tempUpdate}, and put it in variable %I6.

    (5:611) remember the PhoenixSpeak info {I7} about the furre named {~tempUpdate}, and put it in variable %I7.

    (5:611) remember the PhoenixSpeak info {I8} about the furre named {~tempUpdate}, and put it in variable %I8.

    (5:611) remember the PhoenixSpeak info {I9} about the furre named {~tempUpdate}, and put it in variable %I9.



*ability updates

    (5:611) remember the PhoenixSpeak info {A1} about the furre named {~tempUpdate}, and put it in variable %A1.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 19 to step %A1.

    (5:611) remember the PhoenixSpeak info {A2} about the furre named {~tempUpdate}, and put it in variable %A2.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 18 to step %A2.

    (5:611) remember the PhoenixSpeak info {A3} about the furre named {~tempUpdate}, and put it in variable %A3.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 12 to step %A3.

    (5:611) remember the PhoenixSpeak info {A4} about the furre named {~tempUpdate}, and put it in variable %A4.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 13 to step %A4.

    (5:611) remember the PhoenixSpeak info {A5} about the furre named {~tempUpdate}, and put it in variable %A5.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 14 to step %A5.

    (5:611) remember the PhoenixSpeak info {A6} about the furre named {~tempUpdate}, and put it in variable %A6.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 15 to step %A6.

    (5:611) remember the PhoenixSpeak info {A7} about the furre named {~tempUpdate}, and put it in variable %A7.
    (5:442) jump the animation of the triggering furre's DragonSpeak Button 16 to step %A7.



*    (5:611) remember the PhoenixSpeak info {A8} about the furre named {~tempUpdate}, and put it in variable %Update.
*(5:442) jump the animation of the triggering furre's DragonSpeak Button 17 to step %Update.

***********

*cycle updater
    (5:278) remove the first 1 copies of { (~tempUpdate) } from message ~guiUpdate.
    (5:257) take message ~guiUpdate and add { (~tempUpdate) } onto the end of it.








****************************************************************************************************************************
**SECTION**  Basic Player Actions
****************************************************************************************************************************

*currently in the works.

*forgot to mention in article code in basic player action also made by El Furriando

*basic F3 for testing and attacking*
*Depending on the direction the player is facing grab the position directly in front of them.
(0:16) When someone uses any item,
    (5:350) set variable %temp to the X,Y position the triggering player (moved from/is standing at).
(0:16) When someone uses any item,
 (1:13) and they are facing northeast (up and right),
    (5:352) move the position in variable %temp northeast (up and right) 1 step(s).
(0:16) When someone uses any item,
 (1:14) and they are facing southeast (down and right),
    (5:353) move the position in variable %temp southeast (down and right) 1 step(s).
(0:16) When someone uses any item,
 (1:15) and they are facing southwest (down and left),
    (5:354) move the position in variable %temp southwest (down and left) 1 step(s).
(0:16) When someone uses any item,
 (1:16) and they are facing northwest (up and left),
    (5:355) move the position in variable %temp northwest (up and left) 1 step(s).

*check to see if there is anything in the position in front of the player
*if there is information about that position and put it into a reference variable
*using the reference variable access the rest of the data Health(max),Sub Health,Action Points,Class,Defense, and turn
*perform the the attack check and commit that check to the database
*Then emit the information about the monster to the one who attacked it.
(0:16) When someone uses any item,
 (1:615) and the PhoenixSpeak info {%temp.x %temp.y} about the player named {N} exists,
    (5:611) remember the PhoenixSpeak info {%temp.x %temp.y} about the player named {N}, and put it in variable %temp1.
    (5:611) remember the PhoenixSpeak info {%temp1 h} about the player named {N}, and put it in variable %emit_health.
    (5:611) remember the PhoenixSpeak info {%temp1 h} about the player named {N}, and put it in variable %emit_sub_health.
    (5:611) remember the PhoenixSpeak info {%temp1 a} about the player named {N}, and put it in variable %emit_ap.
    (5:611) remember the PhoenixSpeak info {%temp1 c} about the player named {N}, and put it in variable %emit_class.
    (5:611) remember the PhoenixSpeak info {%temp1 d} about the player named {N}, and put it in variable %emit_defense.
    (5:611) remember the PhoenixSpeak info {%temp1 t} about the player named {N}, and put it in variable %emit_turn.
    (5:304) take variable %emit_sub_health and subtract 1 from it.
    (5:601) memorize that the PhoenixSpeak info {%temp1 h} about the player named {N} will now be %emit_sub_health.
    (5:200) emit message {My ID is %temp1} to the triggering player.
    (5:200) emit message {My HP was %emit_health, but its now %emit_sub_health} to the triggering player.
    (5:200) emit message {I have %emit_ap action points.} to the triggering player.
    (5:200) emit message {My class number is %emit_class} to the triggering player.
    (5:200) emit message {My defense is %emit_defense} to the triggering player.
    (5:200) emit message {I am on turn %emit_turn} to the triggering player.


***************************************************************************************************************************
**SECTION**  Level Initilization Protocal and map clear
****************************************************************************************************************************
*spoken Reload - clear map of all previous information


(0:3) When someone moves into item 1135,
    (5:901) popup a Yes/No dialog with request number 1 and message {Once you go to the safe room you can not re-enter this level. Proceed?} for the triggering furre.


(0:86) When someone clicks Yes for request number 1,
    (5:54) make any furre present unable to lead and follow.
    (5:610) remember the PhoenixSpeak info {A} about the triggering furre, and put it in variable %holdMe.
    (5:305) take variable %apTotal and subtract variable %holdMe from it.
    (5:15) move the triggering furre to (18,28), or to someplace nearby if it's occupied.
    (5:5) change item 1332 to item 1802.
    (5:302) take variable %inSafe and add 1 to it.

*bug workaround not elegent but it will fix a bug that happens when two people try to exit a dungeon level at the same time.



*temporary when level 100 reached go back to level one
(0:86) When someone clicks Yes for request number 1,
 (1:203) and variable %inSafe is equal to variable %inDream,
 (1:200) and variable %level is equal to 100,
    (5:31) play midi 2 to everyone on the map.
    (5:201) emit message {Congratulations!!!  You have cleared 100 Floors. :D} to any furre present.

    (5:300) set variable %level to the value 0.

*change to ds button to avoid horrible console bleep
*clear old map data to prepare space for new level, increment Level.
(0:86) When someone clicks Yes for request number 1,
 (1:203) and variable %inSafe is equal to variable %inDream,
    (5:5) change item 2415 to item 0.
    (5:5) change item 2401 to item 0.
    (5:5) change item %mobOne to item 0.
    (5:5) change item %mobTwo to item 0.
    (5:5) change item %mobThree to item 0.
    (5:5) change item 305 to item 0.
    (5:5) change item 306 to item 0.
    (5:5) change item 307 to item 0.
    (5:5) change item 308 to item 0.
    (5:5) change item 309 to item 0.
    (5:5) change item 310 to item 0.
    (5:5) change item 58 to item 0.
*We are going to use a dummy player to track the stats of all npcs*
    (5:631) forget all PhoenixSpeak info about the player named {N}.
    (5:5) change item 1398 to item 0


    (5:139) show effects in region 6 to everyone that can see there.


   (4:1) only where the floor is 500,
    (5:150) place overlay effect 0.
    (5:120) make this/these location(s) part of region 5.
    (5:5) change item 1143 to item 0.
    (5:5) change item 1135 to item 0.
    (5:1) set the floor to 161.
 
   (4:0) clear all filtering,
    (5:300) set variable %step to the value 0.
    (5:300) set variable %hallCount to the value 0.
    (5:300) set variable %rooms to the value 0.
    (5:300) set variable %roomCount to the value 0.
    (5:300) set variable %debrisCount to the value 0.
    (5:300) set variable %mobCount to the value 0.
    (5:300) set variable %stat to the value 1.
    (5:300) set variable %statTwo to the value 1.
    (5:300) set variable %statThree to the value 1.
    (5:300) set variable %Substep to the value 0.
    (5:300) set variable %inDungeon to the value 0.
    (5:300) set variable %apTotal to the value 0.
    (5:300) set variable %mobAPtotal to the value 0.
    (5:300) set variable %mobAP to the value 0.
    (5:300) set variable %playerTurn to the value 2.


    (5:250) set message ~nameHolder to { }.
    (5:600) memorize that the PhoenixSpeak info {H} about the triggering furre will now be 100.


*In wanderer tuple, add in the shape variations for the npc*
*Variation number in () followed by the item number, and then a ( if its at the end of the string*
    (5:250) set message ~wanderer_tuple to { (1)2405(2)2405(3)2405(4)2405(5)2405(6)2405( }.
*set wanderer_diversity to the number of entries in wanderer_tuple*
    (5:300) set variable %wanderer_diversity to the value 6.

    (5:302) take variable %level and add 1 to it.


 
*teleport into dream

(0:3) When someone moves into item 1332,
    (5:54) make any furre present unable to lead and follow.
    (5:610) remember the PhoenixSpeak info {A} about the triggering furre, and put it in variable %holdMe.
    (5:303) take variable %apTotal and add variable %holdMe to it.
    (5:15) move the triggering furre to (%entrance), or to someplace nearby if it's occupied.
    (5:302) take variable %inDungeon and add 1 to it.
    (5:252) set message ~newName to the triggering furre's name.
    (5:257) take message ~nameHolder and add {(%inDungeon)~newName} onto the end of it.
    (5:304) take variable %inSafe and subtract 1 from it.
    (5:181) hide the triggering furre's DragonSpeak Button 22.





*For Debuging

(0:32) When someone says something with {teleport} in it,
 (1:117) and the triggering furre (didn't move from/isn't standing at) floor 500,
   (4:2) only where the floor is not 8,
    (5:15) move the triggering furre to (%entrance), or to someplace nearby if it's occupied.

****************************************************************************************************************************
**SECTION**  Load Mob Data From Encyclopedia
****************************************************************************************************************************
*grabs data from the encyclopedia


(0:49) When any countdown timer goes off,
 (1:200) and variable %Substep is equal to 0,
    (5:251) copy message ~mobOne onto message ~temp.
    (5:283) set variable %temp to the total number of characters before {(%stat)} appears in message ~temp (or zero if not found).
    (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it.
    (5:278) remove the first 1 copies of {(%stat)} from message ~temp.
    (5:282) set variable %mobOneSprt to the first number in ~temp.
    (5:302) take variable %stat and add 1 to it.

    (5:283) set variable %temp to the total number of characters before {(%stat)} appears in message ~temp (or zero if not found).
    (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it.
    (5:278) remove the first 1 copies of {(%stat)} from message ~temp.
    (5:282) set variable %mobOneHP to the first number in ~temp.

    (5:302) take variable %stat and add 1 to it.

    (5:283) set variable %temp to the total number of characters before {(%stat)} appears in message ~temp (or zero if not found).
    (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it.
    (5:278) remove the first 1 copies of {(%stat)} from message ~temp.
    (5:282) set variable %mobOneAP to the first number in ~temp.

    (5:302) take variable %stat and add 1 to it.

    (5:283) set variable %temp to the total number of characters before {(%stat)} appears in message ~temp (or zero if not found).
    (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it.
    (5:278) remove the first 1 copies of {(%stat)} from message ~temp.
    (5:282) set variable %mobOneAI to the first number in ~temp.

    (5:302) take variable %stat and add 1 to it.

    (5:283) set variable %temp to the total number of characters before {(%stat)} appears in message ~temp (or zero if not found).
    (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it.
    (5:278) remove the first 1 copies of {(%stat)} from message ~temp.
    (5:282) set variable %mobOneAC to the first number in ~temp.

    (5:302) take variable %Substep and add 1 to it.


*For second Mob
(0:49) When any countdown timer goes off,
 (1:200) and variable %Substep is equal to 1,
    (5:251) copy message ~mobTwo onto message ~tempTwo.
    (5:283) set variable %tempTwo to the total number of characters before {(%statTwo)} appears in message ~tempTwo (or zero if not found).
    (5:274) chop off the beginning of message ~tempTwo, removing the first %tempTwo characters of it.
    (5:278) remove the first 1 copies of {(%statTwo)} from message ~tempTwo.
    (5:282) set variable %mobTwoSprt to the first number in ~tempTwo.

    (5:302) take variable %statTwo and add 1 to it.

    (5:283) set variable %tempTwo to the total number of characters before {(%statTwo)} appears in message ~tempTwo (or zero if not found).
    (5:274) chop off the beginning of message ~tempTwo, removing the first %tempTwo characters of it.
    (5:278) remove the first 1 copies of {(%statTwo)} from message ~tempTwo.
    (5:282) set variable %mobTwoHP to the first number in ~tempTwo.

    (5:302) take variable %statTwo and add 1 to it.

    (5:283) set variable %tempTwo to the total number of characters before {(%statTwo)} appears in message ~tempTwo (or zero if not found).
    (5:274) chop off the beginning of message ~tempTwo, removing the first %tempTwo characters of it.
    (5:278) remove the first 1 copies of {(%statTwo)} from message ~tempTwo.
    (5:282) set variable %mobTwoAP to the first number in ~tempTwo.

    (5:302) take variable %statTwo and add 1 to it.

    (5:283) set variable %tempTwo to the total number of characters before {(%statTwo)} appears in message ~tempTwo (or zero if not found).
    (5:274) chop off the beginning of message ~tempTwo, removing the first %tempTwo characters of it.
    (5:278) remove the first 1 copies of {(%statTwo)} from message ~tempTwo.
    (5:282) set variable %mobTwoAI to the first number in ~tempTwo.

    (5:302) take variable %statTwo and add 1 to it.

    (5:283) set variable %tempTwo to the total number of characters before {(%statTwo)} appears in message ~tempTwo (or zero if not found).
    (5:274) chop off the beginning of message ~tempTwo, removing the first %tempTwo characters of it.
    (5:278) remove the first 1 copies of {(%statTwo)} from message ~tempTwo.
    (5:282) set variable %mobTwoAC to the first number in ~tempTwo.

    (5:302) take variable %Substep and add 1 to it.

*For Third Mob
(0:49) When any countdown timer goes off,
 (1:200) and variable %Substep is equal to 2,
    (5:251) copy message ~mobThree onto message ~tempThree.
    (5:283) set variable %tempThree to the total number of characters before {(%statThree)} appears in message ~tempThree (or zero if not found).
    (5:274) chop off the beginning of message ~tempThree, removing the first %tempThree characters of it.
    (5:278) remove the first 1 copies of {(%statThree)} from message ~tempThree.
    (5:282) set variable %mobThreeSprt to the first number in ~tempThree.

    (5:302) take variable %statThree and add 1 to it.

    (5:283) set variable %tempThree to the total number of characters before {(%statThree)} appears in message ~tempThree (or zero if not found).
    (5:274) chop off the beginning of message ~tempThree, removing the first %tempThree characters of it.
    (5:278) remove the first 1 copies of {(%statThree)} from message ~tempThree.
    (5:282) set variable %mobThreeHP to the first number in ~tempThree.

    (5:302) take variable %statThree and add 1 to it.

    (5:283) set variable %tempThree to the total number of characters before {(%statThree)} appears in message ~tempThree (or zero if not found).
    (5:274) chop off the beginning of message ~tempThree, removing the first %tempThree characters of it.
    (5:278) remove the first 1 copies of {(%statThree)} from message ~tempThree.
    (5:282) set variable %mobThreeAP to the first number in ~tempThree.

    (5:302) take variable %statThree and add 1 to it.

    (5:283) set variable %tempThree to the total number of characters before {(%statThree)} appears in message ~tempThree (or zero if not found).
    (5:274) chop off the beginning of message ~tempThree, removing the first %tempThree characters of it.
    (5:278) remove the first 1 copies of {(%statThree)} from message ~tempThree.
    (5:282) set variable %mobThreeAI to the first number in ~tempThree.

    (5:302) take variable %statThree and add 1 to it.

    (5:283) set variable %tempThree to the total number of characters before {(%statThree)} appears in message ~tempThree (or zero if not found).
    (5:274) chop off the beginning of message ~tempThree, removing the first %tempThree characters of it.
    (5:278) remove the first 1 copies of {(%statThree)} from message ~tempThree.
    (5:282) set variable %mobThreeAC to the first number in ~tempThree.

    (5:302) take variable %Substep and add 1 to it.

****************************************************************************************************************************
**SECTION**  Build Halls
*****************************************************************************************************************************

*set up the paramaters for current dungeon.  Number of hallways and number of rooms. Fetch start position.
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 0,
    (5:301) copy the value of variable %level into variable %halls.
    (5:302) take variable %halls and add 2 to it.

    (5:301) copy the value of variable %level into variable %rooms.
    (5:308) divide variable %rooms by 4 and put the remainder in variable %holdMe.

    (5:532) set variable %start to the X,Y position of a random spot where the item is 40 somewhere in the Dream.
    (5:300) set variable %step to the value 1.





*if to many attempts made move place item to a hall and try again.
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 1,
 (1:200) and variable %attempt is equal to 2,
    (5:5) change item 40 to item 0.
    (5:300) set variable %attempt to the value 0.
   (4:1) only where the floor is 500,
    (5:512) set variable %newPath to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
    (5:41) place item 40 at (%newPath).
    (5:300) set variable %step to the value 0.


*if all halls are laid start building rooms

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 1,
 (1:203) and variable %hallCount is equal to variable %halls,
    (5:300) set variable %step to the value 6.


*choose direction and distance for halway.
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 1,
 (1:202) and variable %attempt is less than 2,

 (1:205) and variable %hallCount is less than variable %halls,
    (5:312) set variable %length to the total of rolling 1 dice with 3 sides plus 8.
    (5:312) set variable %direction to the total of rolling 1 dice with 4 sides plus 0.



    (5:301) copy the value of variable %start into variable %check.
    (5:301) copy the value of variable %start into variable %rightLane.
    (5:301) copy the value of variable %start into variable %leftLane.

    (5:300) set variable %checkR to the value 1.
    (5:300) set variable %checkF to the value 1.

    (5:300) set variable %step to the value 2.

*preload paramaters for checks and adjacent lanes depending on direction roll.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 2,
 (1:200) and variable %direction is equal to 1,
    (5:352) move the position in variable %check northeast (up and right) %length step(s).
    (5:355) move the position in variable %leftLane northwest (up and left) 1 step(s).
    (5:353) move the position in variable %rightLane southeast (down and right) 1 step(s).

    (5:320) set variable %checkR to the region number (%check) is part of.
    (5:380) set variable %checkF to the floor type at (%check).
    (5:300) set variable %step to the value 3.



(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 2,
 (1:200) and variable %direction is equal to 2,
    (5:353) move the position in variable %check southeast (down and right) %length step(s).
    (5:352) move the position in variable %leftLane northeast (up and right) 1 step(s).
    (5:354) move the position in variable %rightLane southwest (down and left) 1 step(s).

    (5:320) set variable %checkR to the region number (%check) is part of.
    (5:380) set variable %checkF to the floor type at (%check).

    (5:300) set variable %step to the value 3.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 2,
 (1:200) and variable %direction is equal to 3,
    (5:354) move the position in variable %check southwest (down and left) %length step(s).
    (5:353) move the position in variable %leftLane southeast (down and right) 1 step(s).
    (5:355) move the position in variable %rightLane northwest (up and left) 1 step(s).

    (5:320) set variable %checkR to the region number (%check) is part of.
    (5:380) set variable %checkF to the floor type at (%check).

    (5:300) set variable %step to the value 3.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 2,
 (1:200) and variable %direction is equal to 4,
    (5:355) move the position in variable %check northwest (up and left) %length step(s).
    (5:354) move the position in variable %leftLane southwest (down and left) 1 step(s).
    (5:352) move the position in variable %rightLane northeast (up and right) 1 step(s).

    (5:320) set variable %checkR to the region number (%check) is part of.
    (5:380) set variable %checkF to the floor type at (%check).

    (5:300) set variable %step to the value 3.


*check to make sure that the path will be made in an acceptable area.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 3,
 (1:200) and variable %checkR is equal to 1,
    (5:302) take variable %attempt and add 1 to it.

    (5:300) set variable %step to the value 1.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 3,
 (1:200) and variable %checkF is equal to 500,
    (5:302) take variable %attempt and add 1 to it.

    (5:300) set variable %step to the value 1.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 3,
 (1:200) and variable %checkR is equal to 5,
 (1:200) and variable %checkF is equal to 161,
    (5:300) set variable %step to the value 4.


*placemarkers at start and finish of each hallway for possible room placement

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 4,
    (5:121) make location (%check) part of region 2.
    (5:41) place item 1324 at (%check).
    (5:121) make location (%start) part of region 2.
    (5:41) place item 0 at (%start).
    (5:300) set variable %step to the value 5.




*placefloors in the length and direction of the hallway one itteration for each lane ending with the the middle lane increasing the count and step.

*going northeast

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 1,
  (3:16) in a line starting at (%leftLane) and going 1 more spaces southwest.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 1,
  (3:14) in a line starting at (%leftLane) and going %length more spaces northeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 1,
  (3:16) in a line starting at (%start) and going 1 more spaces southwest.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 1,
  (3:16) in a line starting at (%rightLane) and going 1 more spaces southwest.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 1,
  (3:14) in a line starting at (%rightLane) and going %length more spaces northeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 1,
  (3:14) in a line starting at (%start) and going %length more spaces northeast.
    (5:1) set the floor to 500.
    (5:352) move the position in variable %start northeast (up and right) %length step(s).
    (5:302) take variable %hallCount and add 1 to it.
    (5:300) set variable %step to the value 1.




*going southeast

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 2,
  (3:17) in a line starting at (%leftLane) and going 1 more spaces northwest.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 2,
  (3:15) in a line starting at (%leftLane) and going %length more spaces southeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 2,
  (3:17) in a line starting at (%start) and going 1 more spaces northwest.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 2,
  (3:17) in a line starting at (%rightLane) and going 1 more spaces northwest.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 2,
  (3:15) in a line starting at (%rightLane) and going %length more spaces southeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 2,
  (3:15) in a line starting at (%start) and going %length more spaces southeast.
    (5:1) set the floor to 500.
    (5:353) move the position in variable %start southeast (down and right) %length step(s).
    (5:302) take variable %hallCount and add 1 to it.
    (5:300) set variable %step to the value 1.



*going southwest


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 3,
  (3:14) in a line starting at (%leftLane) and going 1 more spaces northeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 3,
  (3:16) in a line starting at (%leftLane) and going %length more spaces southwest.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 3,
  (3:14) in a line starting at (%start) and going 1 more spaces northeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 3,
  (3:14) in a line starting at (%rightLane) and going 1 more spaces northeast.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 3,
  (3:16) in a line starting at (%rightLane) and going %length more spaces southwest.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 3,
  (3:16) in a line starting at (%start) and going %length more spaces southwest.
    (5:1) set the floor to 500.
    (5:354) move the position in variable %start southwest (down and left) %length step(s).
    (5:302) take variable %hallCount and add 1 to it.
    (5:300) set variable %step to the value 1.



*going northwest

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 4,
  (3:15) in a line starting at (%leftLane) and going 1 more spaces southeast.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 4,
  (3:17) in a line starting at (%leftLane) and going %length more spaces northwest.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 4,
  (3:15) in a line starting at (%start) and going 1 more spaces southeast.
    (5:1) set the floor to 500.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 4,
  (3:15) in a line starting at (%rightLane) and going 1 more spaces southeast.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 4,
  (3:17) in a line starting at (%rightLane) and going %length more spaces northwest.
    (5:1) set the floor to 500.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 5,
 (1:200) and variable %direction is equal to 4,
  (3:17) in a line starting at (%start) and going %length more spaces northwest.
    (5:1) set the floor to 500.
    (5:355) move the position in variable %start northwest (up and left) %length step(s).
    (5:302) take variable %hallCount and add 1 to it.
    (5:300) set variable %step to the value 1.


*****************************************************************************************************************************
**SECTION**  Entrance and Exit
****************************************************************************************************************************


*Put the entrance at the location of the building guide item and the exit at the end of a random hall
*replace end hall regions with standard hall regions for laying the floor.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 6,
  (3:30) in region 2,
    (5:512) set variable %placeStart to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
    (5:300) set variable %step to the value 7.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 7,
    (5:41) place item 1143 at (%placeStart).
    (5:300) set variable %step to the value 8.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 8,
  (3:30) in region 2,
    (5:532) set variable %placeStart to the X,Y position of a random spot where the item is 1324 somewhere in the Dream.
    (5:300) set variable %step to the value 9.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 9,
    (5:41) place item 1135 at (%placeStart).
    (5:151) set location (%placeStart) to overlay effect 194.

    (5:300) set variable %step to the value 10.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 10,
 
    (5:532) set variable %entrance to the X,Y position of a random spot where the item is 1143 somewhere in the Dream.
    (5:5) change item 1802 to item 1332.
    (5:138) hide all effects in region 6 from everybody.
    (5:300) set variable %step to the value 11.

*****************************************************************************************************************************
**SECTION**  Build Rooms
****************************************************************************************************************************
*preload room paramaters

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 11,
 (1:205) and variable %roomCount is less than variable %rooms,
  (3:30) in region 2,
   (4:1) only where the floor is 500,
    (5:512) set variable %roomCenter to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
    (5:312) set variable %radius to the total of rolling  2 dice with 2 sides plus 1.
    (5:306) multiply variable %radius by 2.

    (5:121) make location (%roomCenter) part of region 5.

    (5:301) copy the value of variable %roomCenter into variable %roomTop.
    (5:301) copy the value of variable %roomCenter into variable %roomBottom.


    (5:305) take variable %roomTop.y and subtract variable %radius from it.
    (5:303) take variable %roomBottom.y and add variable %radius to it.
 
    (5:300) set variable %step to the value 12.


*In the Diamond that is the room lay the floor

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 12,
  (3:3) within the diamond (%roomTop) - (%roomBottom),
    (5:1) set the floor to 8.
    (5:302) take variable %roomCount and add 1 to it.
    (5:300) set variable %step to the value 11.

*place treasure Chests - just because it fits well into the algorithm here

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 11,
 (1:202) and variable %treasureCount is less than %treasures,
  (3:532) at a random spot somewhere in the Dream where the item is 1324,
    (5:4) place item 1159.



*Escape loop.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 11,
 (1:203) and variable %roomCount is equal to variable %rooms,

    (5:300) set variable %step to the value 13.
****************************************************************************************************************************
**SECTION**  Place Enemies into Level.
****************************************************************************************************************************

*preload Enemy information for level.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 13,
    (5:312) set variable %mobs to the total of rolling %rooms dice with 4 sides plus 0.
    (5:205) emit message {%mobs mobs set} to the furre named {Sprocket T. Squirrel} if they're in the Dream.
    (5:301) copy the value of variable %mobs into variable %wanderers.
    (5:300) set variable %step to the value 14.


*Start of Loop
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:205) and variable %mobCount is less than variable %mobs,
    (5:312) set variable %choice to the total of rolling 1 dice with 6 sides plus 0.

*for each choice select which monster will be spawned in
*this section preloads information pulled from encyclopedia for each monster type.
*For Monster Type one
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:201) and variable %choice is more than 0,
 (1:202) and variable %choice is less than 4,
    (5:301) copy the value of variable %mobOneSprt into variable %mobSprt.
    (5:301) copy the value of variable %mobOneHP into variable %mobHP.
    (5:301) copy the value of variable %mobOneAP into variable %mobAP.
    (5:301) copy the value of variable %mobOneAI into variable %mobAI.
    (5:301) copy the value of variable %mobOneAC into variable %mobAC.
    (5:300) set variable %step to the value 15.
*For Monster Type two
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:201) and variable %choice is more than 3,
 (1:202) and variable %choice is less than 6,
    (5:301) copy the value of variable %mobTwoSprt into variable %mobSprt.
    (5:301) copy the value of variable %mobTwoHP into variable %mobHP.
    (5:301) copy the value of variable %mobTwoAP into variable %mobAP.
    (5:301) copy the value of variable %mobTwoAI into variable %mobAI.
    (5:301) copy the value of variable %mobTwoAC into variable %mobAC.
(5:300) set variable %step to the value 15.
*For Monster Type 3
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:200) and variable %choice is equal to 6,
    (5:301) copy the value of variable %mobThreeSprt into variable %mobSprt.
    (5:301) copy the value of variable %mobThreeHP into variable %mobHP.
    (5:301) copy the value of variable %mobThreeAP into variable %mobAP.
    (5:301) copy the value of variable %mobThreeAI into variable %mobAI.
    (5:301) copy the value of variable %mobThreeAC into variable %mobAC.
(5:300) set variable %step to the value 15.

*might not need wanderers.x/y since have %npc_loc.x/y

*Spawn wanderers*
(0:49) When any countdown timer goes off,
 (1:201) and variable %wanderers is more than 0,
 (1:200) and variable %step is equal to 15,
    (5:312) set variable %wanderer_type to the total of rolling 1 dice with %wanderer_diversity sides plus 0.
    (5:251) copy message ~wanderer_tuple onto message ~temp.
    (5:283) set variable %temp to the total number of characters before {(%wanderer_type)} appears in message ~temp (or zero if not found).
    (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it.
    (5:278) remove the first 1 copies of {(%wanderer_type)} from message ~temp.
    (5:282) set variable %wanderer_item to the first number in ~temp.
  (3:502) at a random spot somewhere in the Dream,
   (4:1) only where the floor is 8,
   (4:8) only where there are no items,
    (5:4) place item 1398.
   (4:0) clear all filtering,
    (5:532) set variable %npc_loc to the X,Y position of a random spot where the item is 1398 somewhere in the Dream.
    (5:41) place item %mobSprt at (%npc_loc).
*                        ^was wanderer_item which was for placing di

*MEMORIZE WANDERER POS*
    (5:601) memorize that the PhoenixSpeak info {%wanderers x} about the player named {N} will now be %npc_loc.x
    (5:601) memorize that the PhoenixSpeak info {%wanderers y} about the player named {N} will now be %npc_loc.y
*MEMORIZE WANDERER HP, SET TO 10 FOR NOW*
    (5:601) memorize that the PhoenixSpeak info {%wanderers h} about the player named {N} will now be %mobHP
*MEMORIZE WANDERER ACTION POINTS, SET TO %mobAP FOR NOW*
    (5:601) memorize that the PhoenixSpeak info {%wanderers a} about the player named {N} will now be %mobAP
*MEMORIZE WANDERER CLASS, SET TO 1 FOR NOW*
*CLASS IS STORED AS A NUMBER TO CONSERVE PS SPACE, BUT YOU COULD USE THAT VALUE TO COMPARE IT TO A STRING*
    (5:601) memorize that the PhoenixSpeak info {%wanderers c} about the player named {N} will now be %mobAI
*MEMORIZE WANDERER ARMOUR, SET TO 1 FOR NOW(Used D for defence, A is already being used for action points)*
    (5:601) memorize that the PhoenixSpeak info {%wanderers d} about the player named {N} will now be %mobAC
*Memorize mob attack strength
    (5:601) memorize that the PhoenixSpeak info {%wanderers w} about the player named {N} will now be 2
*MEMORIZE WANDERER decremented when mobs take an action refreshed against thier max stored info
    (5:601) memorize that the PhoenixSpeak info {%wanderers t} about the player named {N} will now be %mobAP
*Memorize wanderer inverted coordinate(for referencing)
    (5:601) memorize that the PhoenixSpeak info {%npc_loc.x %npc_loc.y} about the player named {N} will now be %wanderers.
*add to monster ap Pool
*(5:303) take variable %mobAPtotal and add variable %mobAP to it.

*subtract 1 from spawn
    (5:304) take variable %wanderers and subtract 1 from it.
    (5:302) take variable %mobCount and add 1 to it.
    (5:300) set variable %step to the value 14.


*(5:204) emitloud message {NPC loc is %npc_loc.x %npc_loc.y} to everyone on the map.




*break Loop
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:203) and variable %mobCount is equal to variable %mobs,
    (5:2) change floor 8 to floor 500.
    (5:300) set variable %step to the value 16.



****************************************************************************************************************************
**SECTION**  Place random objects into level
****************************************************************************************************************************
*preload debris paramaters
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 16,
    (5:312) set variable %debris to the total of rolling 2 dice with 8 sides plus 3.
    (5:300) set variable %step to the value 17.




(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 17,
 (1:202) and variable %debrisCount is less than %debris,
  (3:502) at a random spot somewhere in the Dream,
   (4:1) only where the floor is 500,
   (4:8) only where there are no items,
    (5:13) place a random item type between 1127 and 1127.
    (5:302) take variable %debrisCount and add 1 to it.

*Escape Loop

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 17,
 (1:203) and variable %debrisCount is equal to variable %debris,
    (5:300) set variable %step to the value 18.

*place treasure Chests - just because it fits well into the algorithm here

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 18,
    (5:5) change item 1324 to item 1159.
    (5:300) set variable %step to the value 19.



*put all ground walls in when ready.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 19,
 (1:203) and variable %roomCount is equal to variable %rooms,
  (3:30) in region 5,
   (4:1) only where the floor is 161,
    (5:4) place item 2415.
    (5:302) take variable %step and add 1 to it.

****************************************************************************************************************************
**SECTION**  Round Handler and reset
*****************************************************************************************************************************
*Rounds will use two stats to see how many actions how big of actions players and monsters can make.
*Speed will be used to determine the number of actions one can take before others can take an action.
*players pool thier actions. so if a monster has a speed of two they will take an action for every two actions that
*players make.
*players on the other hand always have priority in rounds as long as they have ap to spend.
*Even if players don't spend thier action points enemies will take actions equivilent to what would have been spent.
*players action points will reset based on a round based timer.

*will likely be moved to player handler with other parts added to other code to make this idea fully functional
*player takes an action

(0:60) When someone moves northeast,
*or
(0:61) When someone moves southeast,
*or
(0:62) When someone moves southwest,
*or
(0:63) When someone moves northwest,
*or
(0:16) When someone uses any item,
*make sure player has points to spend
 (1:17) and the triggering furre (moved from/is standing at) floor 500,

 (1:602) and the PhoenixSpeak info {B} about the triggering furre is more than 1,
 (1:202) and variable %apUsed is less than %apTotal,
*grab the ap of the player that took an action
    (5:610) remember the PhoenixSpeak info {B} about the triggering furre, and put it in variable %thisAP.
*subtract 1 action point
    (5:304) take variable %thisAP and subtract 1 from it.
*record the new ap for player
    (5:600) memorize that the PhoenixSpeak info {B} about the triggering furre will now be %thisAP.
    (5:302) take variable %apUsed and add 1 to it.


*stop actions if they have no AP left
 (0:1) Whenever someone moves,
 (1:603) and the PhoenixSpeak info {B} about the triggering furre is less than 1,
    (5:18) move the triggering furre back where they came from.
    (5:71) make the triggering furre sit down.
    (5:70) make the triggering furre stand up.



*round Clock
(0:49) When any countdown timer goes off,
 (1:200) and variable %playerTurn is equal to 3,
 (1:205) and variable %apUsed is less than variable %apTotal,
 (1:202) and variable %turnCount is less than 300,
    (5:302) take variable %turnCount and add 1 to it.



*let monsters know it is thier turn if all ap is used or the time limit was reached.

*for countdown timer
(0:49) When any countdown timer goes off,
 (1:201) and variable %turnCount is more than 3000,
*use player turn as a booleon
    (5:300) set variable %check100 to the value 0.
    (5:300) set variable %playerTurn to the value 0.
    (5:201) emit message {turn} to any furre present.



*if all ap is used
(0:49) When any countdown timer goes off,
 (1:200) and variable %playerTurn is equal to 3,
 (1:203) and variable %apUsed is equal to variable %apTotal,
    (5:300) set variable %check100 to the value 0.
    (5:300) set variable %playerTurn to the value 0.
*naughty exception
(0:49) When any countdown timer goes off,
 (1:200) and variable %playerTurn is equal to 3,
 (1:204) and variable %apUsed is more than variable %apTotal,
    (5:300) set variable %check100 to the value 0.
    (5:300) set variable %playerTurn to the value 0.

****************************************************************************************
*this section of code refills the ap of players after the monsters turn



*top part protects against out of bounds
(0:49) When any countdown timer goes off,
 (1:200) and variable %playerTurn is equal to 2,

*This cycles through the names of people in the dungeon and refreshes thier ap before player turn

    (5:301) copy the value of variable %nameCount2 into variable %nameID2.
    (5:251) copy message ~nameHolder onto message ~nameGrab2.
    (5:283) set variable %nameSpace2 to the total number of characters before {(%nameID2)} appears in message ~nameGrab2 (or zero if not found).
    (5:274) chop off the beginning of message ~nameGrab2, removing the first %nameSpace2 characters of it.
    (5:278) remove the first 1 copies of {(%nameID2)} from message ~nameGrab2.
    (5:302) take variable %nameID2 and add 1 to it.
    (5:284) set variable %nameSpace2 to the total number of characters after the first place {(%nameID2)} appears in message ~nameGrab2 (or zero if not found).
    (5:273) chop off the end of message ~nameGrab2, removing the last %nameSpace2 characters of it.
    (5:278) remove the first 1 copies of {(%nameID2)} from message ~nameGrab2.

    (5:56) make the furre named {~nameGrab2} the new triggering furre, if they're in the Dream right now.

    (5:610) remember the PhoenixSpeak info {A} about the triggering furre, and put it in variable %holdMe2.
    (5:600) memorize that the PhoenixSpeak info {B} about the triggering furre will now be %holdMe2.

    (5:302) take variable %nameCount2 and add 1 to it.

*when All players ap is refreshed start the new round.

(0:49) When any countdown timer goes off,
 (1:201) and variable %nameCount2 is more than %inDungeon,
    (5:300) set variable %nameCount2 to the value 0.
    (5:300) set variable %playerTurn to the value 3.
    (5:300) set variable %apUsed to the value 0.
    (5:300) set variable %turnCount to the value 0.







****************************************************************************************************************************
**SECTION**  Mob AI
****************************************************************************************************************************
*Because 100 clocks are going off 100 of these codes are processed almost instantly
*so each time the timer sets go off wut_npc is icremented then this goes through and checks stuff
*ok I am pretty tired but I swear I know what this does.

(0:49) When any countdown timer goes off,
 (1:200) and variable %playerTurn is equal to 0,
    (5:300) set variable %apTotalHold to the value 0.


*when npc turn is starting refill thier ap and add it to the total ap pool
(0:49) When any countdown timer goes off,
 (1:200) and variable %playerTurn is equal to 0,
 (1:201) and variable %wut_npc is more than 0,
 (1:202) and variable %wut_npc is less than 101,
 (1:202) and variable %check100 is less than 101,
 (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists,
    (5:611) remember the PhoenixSpeak info {%wut_npc a} about the furre named {N}, and put it in variable %mobAP2.
    (5:601) memorize that the PhoenixSpeak info {%wut_npc t} about the furre named {N} will now be %mobAP2.
*(5:205) emit message {%mobAP2, %check100} to the furre named {Sprocket T. Squirrel} if they're in the Dream.
    (5:303) take variable %apTotalHold and add variable %mobAP2 to it.
*(5:302) take variable %check100 and add 1 to it.

*increment to make sure all timers are checked (might need to do another check with %timer variable
 (0:49) When any countdown timer goes off,
  (1:200) and variable %playerTurn is equal to 0,
  (1:201) and variable %wut_npc is more than 0,
  (1:202) and variable %wut_npc is less than 101,
  (1:202) and variable %check100 is less than 101,
  (5:302) take variable %check100 and add 1 to it.

*(5:301) copy the value of variable %mobAPtotal into variable %apTotalHold.


*Escape Prep AI turn
(0:49) When any countdown timer goes off,
 (1:200) and variable %check100 is equal to 101,
 (1:200) and variable %playerTurn is equal to 0,
   (5:300) set variable %playerTurn to the value 1.




*Process wanderer's AI*
*Get current npc*
(0:49) When any countdown timer goes off,
 (1:201) and variable %wut_npc is more than 0,
 (1:202) and variable %wut_npc is less than 101,
 (1:200) and variable %playerTurn is equal to 1,
*make sure the timer is tied to an npc
 (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists,
*(1:610) and the PhoenixSpeak info {%wut_npc c} about the furre named {N} is equal to 1,
*check to see if they have any moves left
 (1:612) and the PhoenixSpeak info {%wut_npc t} about the furre named {N} is more than 0,
*tell loop that something is triggering
    (5:300) set variable %trig_npc to the value 1.
*grab location and ap information about what is triggering.
    (5:611) remember the PhoenixSpeak info {%wut_npc x} about the player named {N}, and put it in variable %npc.x
    (5:611) remember the PhoenixSpeak info {%wut_npc y} about the player named {N}, and put it in variable %npc.y
    (5:611) remember the PhoenixSpeak info {%wut_npc t} about the player named {N}, and put it in variable %npc_turn
    (5:611) remember the PhoenixSpeak info {%wut_npc a} about the player named {N}, and put it in variable %npc_ap
*Preload check around
    (5:301) copy the value of variable %npc into variable %npc_NE
    (5:301) copy the value of variable %npc into variable %npc_SE
    (5:301) copy the value of variable %npc into variable %npc_SW
    (5:301) copy the value of variable %npc into variable %npc_NW
*preloadMove/checkaround
    (5:352) move the position in variable %npc_NE northeast (up and right) 1 step(s).
    (5:353) move the position in variable %npc_SE southeast (down and right) 1 step(s).
    (5:354) move the position in variable %npc_SW southwest (down and left) 1 step(s).
    (5:355) move the position in variable %npc_NW northwest (up and left) 1 step(s).
*check act
    (5:312) set variable %NPC_dir to the total of rolling 1 dice with 4 sides plus 0.
    (5:312) set variable %NPC_move to the total of rolling 1 dice with 1 sides plus 0.

*************************************************************************************
*find and hold on to the four for spaces in each direction around the npc.
*MOVE NE
(0:49) When any countdown timer goes off,
 (1:200) and variable %NPC_dir is equal to 1,
    (5:301) copy the value of variable %npc_NE into variable %new_pos.
*MOVE SE
(0:49) When any countdown timer goes off,
 (1:200) and variable %NPC_dir is equal to 2,
    (5:301) copy the value of variable %npc_SE into variable %new_pos.
*MOVE SW
(0:49) When any countdown timer goes off,
 (1:200) and variable %NPC_dir is equal to 3,
    (5:301) copy the value of variable %npc_SW into variable %new_pos.
*MOVE NW
(0:49) When any countdown timer goes off,
 (1:200) and variable %NPC_dir is equal to 4,
    (5:301) copy the value of variable %npc_NW into variable %new_pos.
***************************************************************************************************
*move the monster

(0:49) When any countdown timer goes off,
 (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists,
*make sure an NPC is being triggered
 (1:200) and variable %trig_npc is equal to 1,
*ALWAYS TRIGGERS SAVING FOR NOW MAY DELETE LATER
 (1:200) and variable %NPC_move is equal to 1,
*Check action points*
 (1:201) and variable %npc_turn is more than 0,
*Check to  make sure npc isn't adjacent to a player*
 (1:1101) and there's no one at (%npc_NE),
 (1:1101) and there's no one at (%npc_SE),
 (1:1101) and there's no one at (%npc_SW),
 (1:1101) and there's no one at (%npc_NW),
*check the new location to make sure its clear*
 (1:1011) and position (%new_pos) is floor 500,
 (1:1013) and position (%new_pos) is item 0,
*get old sprite*
    (5:381) set variable %npcitem to the item type at (%npc).
*clear old sprite*
    (5:41) place item 0 at (%npc).
*place new object*
    (5:41) place item %npcitem at (%new_pos).
*subtract action point*
    (5:304) take variable %npc_turn and subtract 1 from it.
    (5:304) take variable %apTotalHold and subtract 1 from it.
*commit changes to memory*
    (5:601) memorize that the PhoenixSpeak info {%wut_npc x} about the player named {N} will now be %new_pos.x
    (5:601) memorize that the PhoenixSpeak info {%wut_npc y} about the player named {N} will now be %new_pos.y
    (5:601) memorize that the PhoenixSpeak info {%wut_npc t} about the player named {N} will now be %npc_turn.
    (5:635) forget the PhoenixSpeak info {%npc.x %npc.y} about the player named {N}.
    (5:601) memorize that the PhoenixSpeak info {%new_pos.x %new_pos.y} about the player named {N} will now be %wut_npc.








*clear npc if life is less than 1
*is not working currently it data still exists when item dissapears
*(0:49) When any countdown timer goes off,
*(1:615) and the PhoenixSpeak info {%wut_npc x} about the furre named {N} exists,
*(1:613) and the PhoenixSpeak info {%wut_npc h} about the furre named {N} is less than 1,
*(5:41) place item 0 at (%npc)
*(5:635) forget the PhoenixSpeak info {%wut_npc x} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc y} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc h} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc a} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc c} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc d} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc w} about the furre named {N}.
*(5:635) forget the PhoenixSpeak info {%wut_npc t} about the furre named {N}.



*escape AI when all ap is Used
(0:49) When any countdown timer goes off,
 (1:200) and variable %apTotalHold is equal to 5,
 (1:200) and variable %playerTurn is equal to 1,
 (1:202) and variable %level is less than 4,
    (5:300) set variable %playerTurn to the value 2.
*(5:300) set variable %check100 to the value 0.

(0:49) When any countdown timer goes off,
 (1:200) and variable %apTotalHold is equal to 0,
 (1:200) and variable %playerTurn is equal to 1,
    (5:300) set variable %playerTurn to the value 2.

*(0:49) When any countdown timer goes off,
*(1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists,
*make sure an NPC is being triggered
*(1:200) and variable %trig_npc is equal to 1,
*(1:201) and variable %npc_turn is more than 0,
*(1:200) and variable %playerTurn is equal to 1,
*(5:304) take variable %apTotalHold and subtract 1 from it.
*(5:601) memorize that the PhoenixSpeak info {%wut_npc t} about the player named {N} will now be %npc_turn.

*reset turns to 30 if at 0*
*(0:49) When any countdown timer goes off,
*(1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists,
*make sure an NPC is being triggered
*(1:200) and variable %trig_npc is equal to 1,
*(1:200) and variable %npc_turn is equal to 0,
*(5:601) memorize that the PhoenixSpeak info {%wut_npc t} about the player named {N} will now be 30.
*(5:601) memorize that the PhoenixSpeak info {%wut_npc a} about the player named {N} will now be 10.






*****************************************************************************************************************************
**SECTION**  Vision
*****************************************************************************************************************************
*Set Vision Area paramaters.  A that starts where furre is and goes two spaces down to the bottom of the diamond.



*break Loop
(0:49) When any countdown timer goes off,
 (1:201) and variable %nameCount is more than %inDungeon,
    (5:300) set variable %nameCount to the value 1.

*cleanup effect turns see through walls to solid walls again.
(0:49) When any countdown timer goes off,
 (1:201) and variable %timer is more than 399,
 (1:202) and variable %timer is less than 401,
    (5:5) change item 2401 to item 2415.

*top part protects against out of bounds
(0:49) When any countdown timer goes off,
 (1:201) and variable %timer is more than 399,
 (1:202) and variable %timer is less than 500,

*name holder comes from Level intiization code at bottom.  Names saved when Entered portal, Cleared when level resets.
*Finds names stored in string and seperates them using a numbered system.
    (5:301) copy the value of variable %nameCount into variable %nameID.
    (5:251) copy message ~nameHolder onto message ~nameGrab.
    (5:283) set variable %nameSpace to the total number of characters before {(%nameID)} appears in message ~nameGrab (or zero if not found).
    (5:274) chop off the beginning of message ~nameGrab, removing the first %nameSpace characters of it.
    (5:278) remove the first 1 copies of {(%nameID)} from message ~nameGrab.
    (5:302) take variable %nameID and add 1 to it.
    (5:284) set variable %nameSpace to the total number of characters after the first place {(%nameID)} appears in message ~nameGrab (or zero if not found).
    (5:273) chop off the end of message ~nameGrab, removing the last %nameSpace characters of it.
    (5:278) remove the first 1 copies of {(%nameID)} from message ~nameGrab.



*set the vision variables
    (5:56) make the furre named {~nameGrab} the new triggering furre, if they're in the Dream right now.


    (5:350) set variable %visionTop to the X,Y position the triggering furre (moved from/is standing at).
    (5:301) copy the value of variable %visionTop into variable %visionBottom.

    (5:304) take variable %visionTop.y and subtract 2 from it.
    (5:302) take variable %visionBottom.y and add 6 to it.

    (5:302) take variable %nameCount and add 1 to it.

*execute vision
(0:49) When any countdown timer goes off,
  (3:3) within the diamond (%visionTop) - (%visionBottom),
    (5:5) change item 2415 to item 2401.

*for smoother processing track moving player and clear area around them.
(0:1) Whenever someone moves,
    (5:350) set variable %visionTop to the X,Y position the triggering furre (moved from/is standing at).
    (5:301) copy the value of variable %visionTop into variable %visionBottom.

    (5:304) take variable %visionTop.y and subtract 2 from it.
    (5:302) take variable %visionBottom.y and add 6 to it.

(0:1) Whenever someone moves,
  (3:3) within the diamond (%visionTop) - (%visionBottom),
    (5:5) change item 2415 to item 2401.


*****************************************************************************************************************************
**SECTION**  New Clock
*****************************************************************************************************************************

*bug Fix find a new location
(0:49) When any countdown timer goes off,
 (1:202) and variable %inSafe is less than 0,
    (5:300) set variable %inSafe to the value 0.

(0:49) When any countdown timer goes off,
 (1:204) and variable %inSafe is more than variable %inDream,
    (5:301) copy the value of variable %inSafe into variable %inDream.

*******************************************************************************


************************************************************************************
*Add to loop*
(0:49) When any countdown timer goes off,
 (1:201) and variable %timer is more than 399,
 (1:202) and variable %timer is less than 500,
 (1:202) and variable %npc_loop is less than 500,
    (5:302) take variable %npc_loop and add 1 to it.
    (5:50) set countdown timer %npc_loop to go off in 1 seconds.

(0:49) When any countdown timer goes off,
 (1:201) and variable %timer is more than 399,
 (1:202) and variable %timer is less than 500,
    (5:50) set countdown timer %timer to go off in 1 seconds.


*****************************************************************************************************************************
**SECTION**  Debugging
****************************************************************************************************************************

*Status Checking Commands
(0:38) When someone says or emotes something with {!Title} in it,
    (5:30) play midi 30 to the triggering furre.

(0:38) When someone says or emotes something with {!StopSon} in it,
    (5:30) play midi 32 to the triggering furre.


(0:38) When someone says or emotes something with {!AP} in it,
    (5:610) remember the PhoenixSpeak info {A} about the triggering furre, and put it in variable %this.
    (5:610) remember the PhoenixSpeak info {B} about the triggering furre, and put it in variable %that.
    (5:200) emit message {max ap %this, ap left, %that apused,%apUsed} to the triggering furre.
 (5:200) emit message {mob max ap %mobAP2, mob ap left, %apTotalHold check %check100} to the triggering furre.


(0:38) When someone says or emotes something with {!Mobs} in it,
 (5:200) emit message {Mob Count %mobs} to the triggering furre.

(0:38) When someone says or emotes something with {!gnome} in it,
    (5:1200) change the triggering furre to localspecies 1.




(0:38) When someone says or emotes something with {!level100} in it,
    (5:300) set variable %level to the value 98.

(0:38) When someone says or emotes something with {!debug} in it,


    (5:200) emit message {In Dream In Safe in Dungeon NameCount2,%inDream,%inSafe,%inDungeon,%nameCount2} to the triggering furre.

    (5:200) emit message {Step,%step,} to the triggering furre.
    (5:200) emit message {Level,%level} to the triggering furre.
    (5:200) emit message {direction,%direction} to the triggering furre.
    (5:200) emit message {Hall Count, Halls,%hallCount,%halls} to the triggering furre.
    (5:200) emit message {player turn, %playerTurn ap total %apTotal ap used %apUsed turnCount %turnCount} to the triggering furre.
(5:200) emit message {holdMe2,%holdMe2,} to the triggering furre.

(0:38) When someone says or emotes something with {!mobOne} in it,
    (5:200) emit message {Model,%mobOneSprt,} to the triggering furre.
    (5:200) emit message {HP,%mobOneHP,} to the triggering furre.
    (5:200) emit message {AP,%mobOneAP,} to the triggering furre.
    (5:200) emit message {AI,%mobOneAI,} to the triggering furre.
    (5:200) emit message {AC,%mobOneAC,} to the triggering furre.
(0:38) When someone says or emotes something with {!mobTwo} in it,
    (5:200) emit message {Model,%mobTwoSprt,} to the triggering furre.
    (5:200) emit message {HP,%mobTwoHP,} to the triggering furre.
    (5:200) emit message {AP,%mobTwoAP,} to the triggering furre.
    (5:200) emit message {AI,%mobTwoAI,} to the triggering furre.
    (5:200) emit message {AC,%mobTwoAC,} to the triggering furre.
(0:38) When someone says or emotes something with {!mobThree} in it,
    (5:200) emit message {Model,%mobThreeSprt,} to the triggering furre.
    (5:200) emit message {HP,%mobThreeHP,} to the triggering furre.
    (5:200) emit message {AP,%mobThreeAP,} to the triggering furre.
    (5:200) emit message {AI,%mobThreeAI,} to the triggering furre.
    (5:200) emit message {AC,%mobThreeAC,} to the triggering furre.

(0:38) When someone says or emotes something with {!name} in it,
    (5:200) emit message {name holder ~nameHolder} to the triggering furre.
    (5:200) emit message {name Grab ~nameGrab} to the triggering furre.
    (5:200) emit message {gui Update ~guiUpdate} to the triggering furre.
    (5:200) emit message {gui Temp ~tempUpdate} to the triggering furre.
    (5:200) emit message {name Grab2 ~nameGrab2} to the triggering furre.




(0:31) When someone says {!stats},
    (5:610) remember the PhoenixSpeak info {H} about the triggering furre, and put it in variable %hp.
    (5:610) remember the PhoenixSpeak info {A} about the triggering furre, and put it in variable %ap.
    (5:610) remember the PhoenixSpeak info {E} about the triggering furre, and put it in variable %equ.
    (5:610) remember the PhoenixSpeak info {D} about the triggering furre, and put it in variable %def.
    (5:610) remember the PhoenixSpeak info {W} about the triggering furre, and put it in variable %atk.
    (5:610) remember the PhoenixSpeak info {C} about the triggering furre, and put it in variable %soul.
    (5:200) emit message {%hp HP, %ap AP, %def Defense, %atk Attack, %soul Soul Shards, %equ Equipment } to the triggering furre.


*****************************************************************************************************************************
*Endtriggers* 8888 *Endtriggers*

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