You've reached the Dragonspeak page! The page is long, so to find something you want, below is the list of things that are on here! Press Ctrl + F then type in the word(s) you want to find on this page! Words in blue are my comments or instructions on the DS clip. The words in white are the actual DS.
Contents
Animate Items - F3 command - Floor Tile Move - Floor Tile Switch - Item Duplication - Keep furre in one spot - Music / Midis
Pull A Furre - Screen Shaking - Sign Emit - Stairs & Doors - Trash Can - Working Doors
Copy/Paste items/floors
Copy Floor
* Following codes are all written by Crunchward
(0:31) When a furre says {!cfloor},
(5:350) set variable %temppos to the X,Y position the triggering furre (moved from/is standing at).
(5:380) set variable %floor to the floor type at (%temppos).
(5:600) memorize that the PhoenixSpeak info {floor} about the triggering furre will now be %floor.
(5:200) emit message {Floor copied. Use !pfloor to paste.} to the triggering furre.
Paste Floor
(0:31) When a furre says {!pfloor},
* Remember to add a condition to limit where this code can be used.
(5:610) remember the PhoenixSpeak info {floor} about the triggering furre, and put it in variable %floor.
(3:5) where the triggering furre (moved from/is standing at),
(5:1) set the floor to type %floor.
Copy Item
(0:31) When a furre says {!citem},
(5:350) set variable %temppos to the X,Y position the triggering furre (moved from/is standing at).
(5:381) set variable %object to the object type at (%temppos).
(5:600) memorize that the PhoenixSpeak info {object} about the triggering furre will now be %object.
(5:200) emit message {Object copied. Use !pitem to paste.} to the triggering furre.
Paste Item
(0:31) When a furre says {!pitem},
* Remember to add a condition to limit where this code can be used.
(5:610) remember the PhoenixSpeak info {object} about the triggering furre, and put it in variable %object.
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type %object.
Making space
(0:10) When a furre leaves the dream,
(5:630) forget all PhoenixSpeak info about the triggering furre.
How To Animate Items
Animating items is easier than it seems! How it works, is every so often, it changes one item to another and makes it look like it's animated! Below is a really simple way to animate 2 objects. You can change how fast the item animates by changing the number 1 on the first line. Don't worry about the 0 at the end there, it only means "from now on do this 0 seconds'.
(0:100) When 1 seconds have passed, offset by 0,
(5:6) swap object types 1 and 2.
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F3 Command
You can use the f3 command to do many things! This one below is a commonly used command. Move a furre to position 10,15 on the map. If a furre is at that position, it will place them somewhere nearby that spot. Object 0 is no item. So if the furre is holding no item in their paws, they move to spot 10,15.
(0:19) When somebody uses object type 0,
(5:15) move the triggering furre to (10,15), or to someplace nearby if it's occupied.
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Floor tile copy/paste (good for BAH's!)
This DS is for copying and pasting floors where the furre is standing. This way, you don't have to use a ton of DS to get the job done. Simply say "get-floor" to copy and then say "put-floor" to put the floor down.
(0:31) When a furre says {get-floor},
(5:350) set variable %floorspot to the X,Y position the triggering furre (moved from/is standing at).
(5:380) set variable %floorshape to the floor type at (%floorspot).
(5:316) set the triggering furre's entry code to %floorshape.
(0:31) When a furre says {put-floor},
(5:315) set variable %floorshape to the triggering furre's entry code.
(3:5) where the triggering furre (moved from/is standing at),
(5:1) set the floor to type %floorshape.
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Floor tile move - move/follow benith the furre
This ds makes a floor tile follow the furre. If the entire floor is white, the one spot where the furre stands will be black for examle. Then when the furre walks, the black floor tile will follow them.
(0:1) Whenever somebody moves,
(1:2) and they move into floor type 3,
(3:6) where the triggering furre moved into,
(5:1) set the floor to type 16.
(0:1) Whenever somebody moves,
(1:17) and they (moved from/are standing at) floor type 16,
(3:5) where the triggering furre (moved from/is standing at),
(5:1) set the floor to type 3.
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Floor tile switch within a diamond
This is a method to animate a large area within a diamond shape. The first coordinates are the very tip of the diamond shape. The second coordinate is the very bottom of the diamond. So in this ds clip, every 1 second that passes, the floor 1 & 2 swap back and fourth.
(0:100) When 1 seconds have passed, offset by 0,
(3:3) within the diamond (10,10) - (10,10),
(5:3) swap floor types 1 and 2.
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Lock (Created by Alabar!)
How this works goes like this. When someone moves into object door frame (object 161) and they're at the spot, inside the room.. it changes 161 into 162 and places a non walkable item outside of the room doorway. When you walk into the item 162, it will unlock the door.
(0:3) When somebody moves into object type 161,
(1:19) and they (moved from/are standing at) position (48,45),
(5:6) swap object types 161 and 162.
(3:2) at position (40,20) on the map,
(5:4) place object type 275.
(0:3) When somebody moves into object type 162,
(1:19) and they (moved from/are standing at) position (48,45),
(5:6) swap object types 162 and 161.
(3:2) at position (40,20) on the map,
(5:6) swap object types 275 and 531.
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Item duplication (Good for build a homes)
How this works is, when someone picks up an item, they have the item in their hands and it puts another one of that item down on the floor where they got it. People will be able to get many pillows. But be sure to put in a way to delete them all! We know how furres like to litter dreams!
(0:17) When somebody picks up object type 20,
(1:19) and they (moved from/are standing at) position (10,15),
(3:2) at position (10,15) on the map,
(5:4) place object type 20.
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Keep Furre In One Spot
The first 3 lines of DS create a rug right where the furre is. The next 3 lines are what keep the furre in their spot. The last 3 lines is what releases the furre.
(0:31) When a furre says {!stay},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 386.
(0:1) Whenever somebody moves,
(1:18) and the triggering furre (moved from/is standing at) object type 386,
(5:18) move the triggering furre back where they came from.
(0:31) When a furre says {!free},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
Music/Midis
Here's how to get music to work in your dream! There are many different formats that you can use but the most common is .midi as it's small in size. When a furre enters the dream, they will hear midi 5.
(0:9) When a furre arrives in the dream,
(5:30) play midi 5 to whoever set off the trigger.
You can also play midis at any time while in your dream! Example below, when a furre says midi1 they will hear that midi. However, not EVERYONE will hear it. Only them. That way it can't be annoying to others. Did you know if you play midi0 the music currently playing will stop? That's because midi0 does not exist, so it's like a stop button.
(0:31) When a furre says {midi1},
(5:30) play midi 1 to whoever set off the trigger.
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Pull a furre
This ds is so that you can pull a furre out of a position and put them into another. You will have to do this group of DS 3 more times for each direction in Furcadia. Northeast, Northwest, Southeast and Soutwest directions.
(0:31) When a furre says {pull},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:13) and the triggering furre is facing northeast (up and right),
(3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:82) move any furre present 2 step(s) southwest (down and left) if there's nobody already there.
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Sign Emit (saying a message when you bump into a sign)
Let's say you have a sign in your forest and you want people to be able to read what's on it. You can use the ds below to do that! When the furre moves into 10,15 (where the sign is located) it will emit a message to them!
(0:7) When somebody moves into position (10,15),
(5:200) emit message {Hello! You're now reading this sign!} to whoever set off the trigger.
Stairs & Doors (making them work)
This is how we make stairs and doors with DS. In the example below, when a furre moves into position 10,11 they get transported to position 10,12. This is commonly used in stairs. You'll have to repeat this group of ds twice so that it works for the way in and then the way out! Don't want to trap people in a room!
(0:7) When somebody moves into position (10,11),
(5:15) move the triggering furre to (10,12), or to someplace nearby if it's occupied.
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Working Doors(making them open and close)
This DS is somewhat complicated, but easy at the same time. How it works is, when someone moves into item 541, the closed door... it opens the door, which changes it to item 533 to make it look like it opened! In additon to this DS, you'll want to place the 'open door item' in the proper place in the door teleportation ds. So when they get teleported outside of a room, they'll be standing at an open door item. When they walk away from the door, it will automatically close.
(0:3) When somebody moves into object type 541,
(1:5) and they successfully moved,
(3:6) where the triggering furre moved into,
(5:5) change object type 541 to type 533.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 533,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type 533 to type 541.
(0:3) When somebody moves into object type 533,
(1:5) and they successfully moved,
(3:6) where the triggering furre moved into,
(5:5) change object type 533 to type 541.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 541,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type 541 to type 533.
You'll have to add an extra line to your normal door ds to finish this to work. See below!
(0:7) When somebody moves into position (#,#),
(3:2) at position (#,#) on the map,
(5:4) place object type 533.
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Trash Can
What this DS does is basically a trash can to delete items on a floor tile when you drop an item there. Feel free to change what number floor tile the "trash can" works on.
(0:15) When a furre uses the get/drop command,
(1:17) and they (moved from/are standing at) floor type 160,
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
