Furcadia/DragonSpeak/Cookbook

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These are just little DragonSpeak tricks that are not common knowledge, and have a possible practical aspect aimed more toward the DreamWeaving community.

Contents

Drawing Dream

When left alone for a few hours, maybe even days, assuming the position variable doesn't go beyond the boundries of the dream, this can draw some pretty interesting things using the default floor tiles. Credit: xP

(0:0) When everything is starting up,
     (5:300) set variable %pos.x to the value 100.
     (5:300) set variable %pos.y to the value 100.
     (5:50) set countdown timer 1 to go off in 1 seconds.
(0:50) When countdown timer 1 goes off,
     (5:312) set variable %dir to the total of rolling 1 dice with 3 sides plus 1.
(0:50) When countdown timer 1 goes off,
 (1:200) and variable %dir is equal to 1,
     (5:352) move the position in variable %pos northeast (up and right) 1 step(s).
(0:50) When countdown timer 1 goes off,
 (1:200) and variable %dir is equal to 2,
     (5:355) move the position in variable %pos northwest (up and left) 1 step(s).
(0:50) When countdown timer 1 goes off,
 (1:200) and variable %dir is equal to 3,
     (5:353) move the position in variable %pos southeast (down and right) 1 step(s).
(0:50) When countdown timer 1 goes off,
 (1:200) and variable %dir is equal to 4,
     (5:354) move the position in variable %pos southwest (down and left) 1 step(s).
(0:50) When countdown timer 1 goes off,
     (5:312) set variable %flr to the total of rolling 1 dice with 207 sides plus 0.
     (5:40) set the floor to type %flr at (%pos).
     (5:50) set countdown timer 1 to go off in 1 seconds.

Moonwalk

Assuming the client isn't lagging much, this gives the illusion that everyone is moonwalking. Credit: xP

Edit: Fixed the code to prevent visual errors.

(0:1) Whenever somebody moves,
 (1:5) and they successfully moved,
   (3:6) where the triggering furre moved into,
     (5:94) turn any furre present clockwise.
     (5:94) turn any furre present clockwise.
(0:1) Whenever somebody moves,
 (1:105) and they were blocked from moving (or stood still),
   (3:5) where the triggering furre (moved from/is standing at),
     (5:94) turn any furre present clockwise.
     (5:94) turn any furre present clockwise.

Hop

Very small Hop DS as compared to the other DS that has code for all four directions. Credit: xP

(0:32) When a furre says something with {hop} in it,
 (1:11) and the triggering furre has got shared control (or is the dream owner),
   (3:5) where the triggering furre (moved from/is standing at),
     (5:314) set variable %hop to the number the triggering furre just said.
     (5:19) move any furre present %hop step(s) forward (in the direction they're facing) if
            there's nobody already there.

Link DS

Say if you made something in the dream using Form or Makeitem DS. But don't won't to Reload the dream...Well now you don't have to all you have to do is tell it the link X,Y and the Link to X,Y... Example: Link 50 and 30 to 30 and 50. That will allow you when you move into Position 50,30 it will move you to 30,50 and vice versa. Credit: Phish


(0:32) When a furre says something with {link } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
    (5:314) set variable %link to the number the triggering furre just said.
           (5:300) set variable %linktrack to the value 1.
(0:32) When a furre says something with {and } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %linktrack is equal to 1,
           (5:314) set variable %linker to the number the triggering furre just said.
                       (5:300) set variable %linktrack to the value 2.
(0:32) When a furre says something with {to } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %linktrack is equal to 2,
           (5:314) set variable %linkto to the number the triggering furre just said.
           (5:300) set variable %linktrack to the value 3.
(0:32) When a furre says something with {and } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %linktrack is equal to 3,
           (5:314) set variable %linkerto to the number the triggering furre just said.
           (5:300) set variable %linktrack to the value 0.
(0:7) When somebody moves into position (%link,%linker),
           (5:15) move the triggering furre to (%linkto,%linkerto), or to someplace nearby if it's occupied.
(0:7) When somebody moves into position (%linkto,%linkerto),
           (5:15) move the triggering furre to (%link,%linker), or to someplace nearby if it's occupied.


Send DS (Items)

This Send DS uses items, it works great with the link DS, and for dreams that you don't want to reload every time you edit something Credit: Phish


(0:31) When a furre says {set i,x,y},
  (1:11) and the triggering furre has got shared control (or is the dream owner),
                       (5:300) set variable %set to the value 1.
(0:32) When a furre says something with {send } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %set is equal to 1,
     (5:314) set variable %item to the number the triggering furre just said.
           (5:300) set variable %set to the value 2.
(0:32) When a furre says something with {to } in it,
  (1:200) and variable %set is equal to 2,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
           (5:314) set variable %send1 to the number the triggering furre just said.
           (5:300) set variable %set to the value 3.
(0:32) When a furre says something with {and } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %set is equal to 3,
           (5:314) set variable %send2 to the number the triggering furre just said.
           (5:300) set variable %set to the value 0.
           (5:41) place object type %item at (%send1,%send2).

Send DS (Floors)

This Send DS uses floors, it works great with the link DS, and for dreams that you don't want to reload every time you edit something Credit: Phish


(0:31) When a furre says {set f,x,y},
  (1:11) and the triggering furre has got shared control (or is the dream owner),
                       (5:300) set variable %setf to the value 1.
(0:32) When a furre says something with {send } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %setf is equal to 1,
     (5:314) set variable %floor to the number the triggering furre just said.
           (5:300) set variable %setf to the value 2.
(0:32) When a furre says something with {to } in it,
  (1:200) and variable %setf is equal to 2,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
           (5:314) set variable %send1f to the number the triggering furre just said.
           (5:300) set variable %setf to the value 3.
(0:32) When a furre says something with {and } in it,
  (1:11) and the triggering furre has got shared control (or is the dream owner),
  (1:200) and variable %setf is equal to 3,
           (5:314) set variable %send2f to the number the triggering furre just said.
           (5:300) set variable %setf to the value 0.
           (5:40) place object type %floor at (%send1f,%send2f).
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