*---------------------------
*DOUBLE DICE ROLL ROUTINE by Honcho

*How to use
*- Patch a dream and put one of the dice patches into the patch folder for it, and rename it iteme.fsh (Use the FSHeditor to make it easy).
*-Copy and paste the DS sequence between the *--------------------------- lines into your dream (making sure your DS file starts with DSPK V02.00 Furcadia)
*-In your dream, place object 2402 somewhere you want to roll a set of dice.
*-This DS uses timers 100,101, and variables %DiceRollRed, %DiceRollGreen and %DiceSpot
*-TIP: make a seperate DS routine to place object 2402 on the map in case someone walks off with the dice


*Drop and Set Roll Timer


(0:18) When somebody drops object type 2402,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2402 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2403,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2403 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2404,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2404 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2405,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2405 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2406,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2406 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2407,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2407 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2408,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2408 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2409,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2409 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2410,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2410 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2411,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2411 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2412,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2412 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2413,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2413 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2414,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2414 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2415,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2415 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2416,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2416 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2417,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2417 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2418,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2418 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2419,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2419 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2420,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2420 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2421,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2421 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2422,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2422 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2423,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2423 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2424,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2424 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2425,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2425 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2426,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2426 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2427,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2427 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2428,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2428 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2429,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2429 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2430,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2430 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2431,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2431 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2432,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2423 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2433,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2433 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2434,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2434 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2435,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2435 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2436,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2436 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.
(0:18) When somebody drops object type 2437,
	(3:5) where the triggering furre (moved from/is standing at),
	(5:5) change object type 2437 to type 2400.
	(5:350) set variable %DiceSpot to the X,Y position the triggering furre (moved from/is standing at).
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
	(5:50) set countdown timer 100 to go off in 1 seconds.


*Decide Roll


(0:50) When countdown timer 100 goes off,
	(5:312) set variable %DiceRollRed to the total of rolling 1 dice with 6 sides plus 0. 
	(5:312) set variable %DiceRollGreen to the total of rolling 1 dice with 6 sides plus 0. 
	(5:5) change object type 2400 to type 2401
	(5:50) set countdown timer 101 to go off in 1 seconds.


*Dice Change

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 1.
(1:200) and variable %DiceRollGreen is equal to 1.
	(5:5) change object type 2401 to type 2402.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 1.
(1:200) and variable %DiceRollGreen is equal to 2.
	(5:5) change object type 2401 to type 2403.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 1.
(1:200) and variable %DiceRollGreen is equal to 3.
	(5:5) change object type 2401 to type 2404.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 1.
(1:200) and variable %DiceRollGreen is equal to 4.
	(5:5) change object type 2401 to type 2405.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 1.
(1:200) and variable %DiceRollGreen is equal to 5.
	(5:5) change object type 2401 to type 2406.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 1.
(1:200) and variable %DiceRollGreen is equal to 6.
	(5:5) change object type 2401 to type 2407.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 2.
(1:200) and variable %DiceRollGreen is equal to 1.
	(5:5) change object type 2401 to type 2408.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 2.
(1:200) and variable %DiceRollGreen is equal to 2.
	(5:5) change object type 2401 to type 2409.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 2.
(1:200) and variable %DiceRollGreen is equal to 3.
	(5:5) change object type 2401 to type 2410.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 2.
(1:200) and variable %DiceRollGreen is equal to 4.
	(5:5) change object type 2401 to type 2411.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 2.
(1:200) and variable %DiceRollGreen is equal to 5.
	(5:5) change object type 2401 to type 2412.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 2.
(1:200) and variable %DiceRollGreen is equal to 6.
	(5:5) change object type 2401 to type 2413.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 3.
(1:200) and variable %DiceRollGreen is equal to 1.
	(5:5) change object type 2401 to type 2414.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 3.
(1:200) and variable %DiceRollGreen is equal to 2.
	(5:5) change object type 2401 to type 2415.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 3.
(1:200) and variable %DiceRollGreen is equal to 3.
	(5:5) change object type 2401 to type 2416.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 3.
(1:200) and variable %DiceRollGreen is equal to 4.
	(5:5) change object type 2401 to type 2417.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 3.
(1:200) and variable %DiceRollGreen is equal to 5.
	(5:5) change object type 2401 to type 2418.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 3.
(1:200) and variable %DiceRollGreen is equal to 6.
	(5:5) change object type 2401 to type 2419.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 4.
(1:200) and variable %DiceRollGreen is equal to 1.
	(5:5) change object type 2401 to type 2420.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 4.
(1:200) and variable %DiceRollGreen is equal to 2.
	(5:5) change object type 2401 to type 2421.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 4.
(1:200) and variable %DiceRollGreen is equal to 3.
	(5:5) change object type 2401 to type 2422.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 4.
(1:200) and variable %DiceRollGreen is equal to 4.
	(5:5) change object type 2401 to type 2423.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 4.
(1:200) and variable %DiceRollGreen is equal to 5.
	(5:5) change object type 2401 to type 2424.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 4.
(1:200) and variable %DiceRollGreen is equal to 6.
	(5:5) change object type 2401 to type 2425.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 5.
(1:200) and variable %DiceRollGreen is equal to 1.
	(5:5) change object type 2401 to type 2426.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 5.
(1:200) and variable %DiceRollGreen is equal to 2.
	(5:5) change object type 2401 to type 2427.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 5.
(1:200) and variable %DiceRollGreen is equal to 3.
	(5:5) change object type 2401 to type 2428.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 5.
(1:200) and variable %DiceRollGreen is equal to 4.
	(5:5) change object type 2401 to type 2429.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 5.
(1:200) and variable %DiceRollGreen is equal to 5.
	(5:5) change object type 2401 to type 2430.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 5.
(1:200) and variable %DiceRollGreen is equal to 6.
	(5:5) change object type 2401 to type 2431.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 6.
(1:200) and variable %DiceRollGreen is equal to 1.
	(5:5) change object type 2401 to type 2432.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 6.
(1:200) and variable %DiceRollGreen is equal to 2.
	(5:5) change object type 2401 to type 2433.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 6.
(1:200) and variable %DiceRollGreen is equal to 3.
	(5:5) change object type 2401 to type 2434.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 6.
(1:200) and variable %DiceRollGreen is equal to 4.
	(5:5) change object type 2401 to type 2435.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 6.
(1:200) and variable %DiceRollGreen is equal to 5.
	(5:5) change object type 2401 to type 2436.

(0:50) When countdown timer 101 goes off,
(1:200) and variable %DiceRollRed is equal to 6.
(1:200) and variable %DiceRollGreen is equal to 6.
	(5:5) change object type 2401 to type 2437.

(0:50) When countdown timer 101 goes off,
	(5:10) play sound 23 to every furre who can see (%DiceSpot).
*---------------------------

