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- * // compiling chunk: book-manager
- * // dragonspeak book manager has to be in the lower area of the script
- * // dragonspeak book management, they're holding something
- (0:3) When somebody moves into object type 1228,
- (1:1004) and the triggering furre is not holding item 0 in paws,
- (1:1004) and the triggering furre is not holding item 427 in paws,
- (5:200) emit message {You can't carry the book, you have too much on your hands right now.} to the triggering furre.
- * // they have the book, take it from them
- (0:3) When somebody moves into object type 1228,
- (1:1002) and the triggering furre is holding item 427 in their paws,
- (5:300) set variable %bookpaws to the value 1
- * // they have nothing in their paws
- (0:3) When somebody moves into object type 1228,
- (1:1002) and the triggering furre is holding item 0 in their paws,
- (5:300) set variable %bookpaws to the value 0
- * // this needs to work like a switch to prevent looping, bummer
- * // ie, can't get rid of book or can't get the book
- (0:3) When somebody moves into object type 1228,
- (1:200) and variable %bookpaws is equal to 0,
- (5:76) place object type 427 in the triggering furre's paws.
- (5:200) emit message {The book of Dreams, a primer into dream weaving and dragonspeak usage. F3 or 'Use' to read me.} to the triggering furre.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 0
- (5:600) memorize that the PhoenixSpeak info {drop} about the triggering furre will now be 1
- (0:3) When somebody moves into object type 1228,
- (1:200) and variable %bookpaws is equal to 1,
- (5:76) place object type 0 in the triggering furre's paws.
- (5:200) emit message {Thank you for checking the book back in.} to the triggering furre.
- * // picking up the book, goes into end, no client side variables are set
- * // need to limit the number of books lurking around, and time out loose books
- * // dropping a book, try for three slots?
- * // two pointers, current & next, bump next, set to the position of drop
- (0:18) When somebody drops object type 427,
- (1:600) and the PhoenixSpeak info {drop} about the triggering furre is equal to 1,
- (5:384) set variable %bookdrop to the x,y position (0,0).
- (5:612) remember the PhoenixSpeak info {bookcurrent} about this dream, and put it in variable %bookcurrent
- (5:612) remember the PhoenixSpeak info {booknext} about this dream, and put it in variable %booknext
- (5:302) take variable %booknext and add 1 to it.
- * // need to verify rollover
- (0:18) When somebody drops object type 427,
- (1:201) and variable %booknext is more than 2,
- (1:600) and the PhoenixSpeak info {drop} about the triggering furre is equal to 1,
- (5:300) set variable %booknext to the value 0
- * // check if next = current, if so, bump current
- (0:18) When somebody drops object type 427,
- (1:203) and variable %booknext is equal to variable %bookcurrent,
- (1:600) and the PhoenixSpeak info {drop} about the triggering furre is equal to 1,
- (5:302) take variable %bookcurrent and add 1 to it.
- (5:602) memorize that the PhoenixSpeak info {bookcurrent} about this dream will now be %bookcurrent
- * // check for rollover of current, we don't use current after this point, set the PS
- (0:18) When somebody drops object type 427,
- (1:201) and variable %bookcurrent is more than 2,
- (1:600) and the PhoenixSpeak info {drop} about the triggering furre is equal to 1,
- (5:602) memorize that the PhoenixSpeak info {bookcurrent} about this dream will now be 0
- * // finally, zap any current book and store the new position
- (0:18) When somebody drops object type 427,
- (1:600) and the PhoenixSpeak info {drop} about the triggering furre is equal to 1,
- (5:612) remember the PhoenixSpeak info {book(%booknext)x} about this dream, and put it in variable %bookdrop.x
- (5:612) remember the PhoenixSpeak info {book(%booknext)y} about this dream, and put it in variable %bookdrop.y
- (3:2) at position (%bookdrop) on the map,
- (5:5) change object type 427 to type 0
- (5:350) set variable %bookdrop to the X,Y position the triggering furre (moved from/is standing at).
- * // this is necessary to prevent zapping the object should it just happen to be dropped into a stale location
- (5:41) place object type 427 at (%bookdrop).
- (5:602) memorize that the PhoenixSpeak info {book(%booknext)x} about this dream will now be %bookdrop.x
- (5:602) memorize that the PhoenixSpeak info {book(%booknext)y} about this dream will now be %bookdrop.y
- (5:602) memorize that the PhoenixSpeak info {booknext} about this dream will now be %booknext
- (5:50) set countdown timer 227 to go off in 300 seconds
- * // building the timer action, simple
- * // get current, zap current, bump current, if current not next, fire again
- (0:50) When countdown timer 227 goes off,
- (5:384) set variable %bookdrop to the x,y position (0,0).
- (5:612) remember the PhoenixSpeak info {bookcurrent} about this dream, and put it in variable %bookretrigger
- (5:612) remember the PhoenixSpeak info {bookcurrent} about this dream, and put it in variable %bookcurrent
- (5:612) remember the PhoenixSpeak info {booknext} about this dream, and put it in variable %booknext
- (5:612) remember the PhoenixSpeak info {book(%bookcurrent)x} about this dream, and put it in variable %bookdrop.x
- (5:612) remember the PhoenixSpeak info {book(%bookcurrent)y} about this dream, and put it in variable %bookdrop.y
- (5:602) memorize that the PhoenixSpeak info {book(%bookcurrent)x} about this dream will now be 0
- (5:602) memorize that the PhoenixSpeak info {book(%bookcurrent)y} about this dream will now be 0
- (3:2) at position (%bookdrop) on the map,
- (5:5) change object type 427 to type 0
- * // that's done, if current does not equal next, bump current and fire again
- (0:50) When countdown timer 227 goes off,
- (1:207) and variable %bookretrigger is not equal to variable %booknext,
- (5:302) take variable %bookcurrent and add 1 to it.
- (5:602) memorize that the PhoenixSpeak info {bookcurrent} about this dream will now be %bookcurrent
- * // need to check for rollover while preserving our condition
- (0:50) When countdown timer 227 goes off,
- (1:207) and variable %bookretrigger is not equal to variable %booknext,
- (1:201) and variable %bookcurrent is more than 2,
- (5:602) memorize that the PhoenixSpeak info {bookcurrent} about this dream will now be 0
- * // fire the timer
- (0:50) When countdown timer 227 goes off,
- (1:207) and variable %bookretrigger is not equal to variable %booknext,
- (5:50) set countdown timer 227 to go off in 300 seconds
- * // compiling chunk: ds-books
- * // emitting the pages
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 0,
- (5:200) emit message {Part A - Introduction: You hold the Book of Dream Weaving. Hit [F3] [Use] to read each page. This is Part A, you may choose A, B, C, D, or E by saying the letter.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 1,
- (5:200) emit message {Welcome to Introduction to Dream Weaving. Dreams are the maps that furres walk around in on Furcadia. In fact, every place you go inside Furcadia is a dream! Dreams are made with your Dream Editor and your DragonSpeak ("DS") Editor, both of which are included with your Furcadia program. Today, we are going to look at the Dream Editor and DragonSpeak ("DS") Editor, plus the basics with dream weaving. We encourage you to follow along with this tutorial on your own computer.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 2,
- (5:200) emit message {In Furcadia, press the "C" tab and then press the "Dream Editor" button. This will cause your Dream Editor screen to open to your last saved dream. If you've never made a dream, a new, tiny, blank dream will appear.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 3,
- (5:200) emit message {If this is your first time weaving, the first thing you may notice is the big rectangle that fill most of your screen. This is called the map, and it is where you will do what we call weaving. Weaving means placing objects, floors, and walls to make rooms, buildings, and landscapes for your dream. Dream weaving refers to the general process of making dreams, so try not to get confused!} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 4,
- (5:200) emit message {If you are working with a new dream, the map will be 140x70 tiles large. You can make the dream wider if you hold down the Ctrl key on your keyboard and press or hold G. You can also make the dream taller if you hold down the Ctrl key and press or hold Y. If you try to make the dream larger than 208x200 tiles, a message will pop up. Just click "No" to make it go away.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 5,
- (5:200) emit message {If you look at the map in your editor, you will see the edges of the map are covered in red lines. These red lines show tiles that furres cannot walk on. You can walk on anything inside those red lines, but furres will not be able to walk on or in the red edges of the map. If you are wondering why you do not see red lines in the dreams you've been to, it is because they go away once a dream is made accessible to other furres.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 6,
- (5:200) emit message {Let's start with a little weaving. You can place objects, walls, or floors in your dream. First, we are going to use the "Shortcut palette" at the bottom on the Dream Editor. There are three rows of white boxes, each with an object, floor or wall in it. The first row is all objects, the second row is all floors, and the third row is for walls. You can select and object, floor, or wall by clicking on one of the white boxes. Click on the box with the picture of trees inside it. This is the second box from the left in the topmost row.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 7,
- (5:200) emit message {Excellent! Now you have selected the trees object. Move your mouse over the map area and you will see trees where your cursor is. The trees look different as you move your mouse around because they are a unique type of object, so don't worry about that. Try clicking and dragging your mouse on the map area. Hurray, you've made trees!} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 8,
- (5:200) emit message {Have you recovered from the thrill of dream weaving yet? Next we are going to learn to place all kinds of objects, floors, and walls! What, you didn't think it was just the 12 in the shortcut palette, did you? Right now there are over 1000 objects, floors and walls available for your weaving whims. All of these are free to use for your dreams. Let's look at how to get to them.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 9,
- (5:200) emit message {There are three small icons grouped together on the left side of the Dream Editor. They are labled O, F, and W. These stand for Objects, Floors, and Walls, respectively. The Objects button should be selected by default. In the larger box above you will see the trees you were just using. This box is entitled "Current object" and contains a preview of the item you are placing, as well as some information about it. Next to the tile is a box with a number in it. This box refers to the number that represents your object.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 10,
- (5:200) emit message {Since there are so many objects you can use, describing them can be tedious. Many furres, when they want to refer to a specific object, refer to it by its number. Right now, this number should be 128. Below the number is the preview image, where you see those trees. There are also some words at the bottom, but those are beyond the scope of this class.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 11,
- (5:200) emit message {Let's look at all the objects you can use. You can see your choices by clicking the preview image, which as you may recall is on the left hand side of the Dream Editor. When you click that, your Dream Editor window will be filled with white boxes that have different item inside them. Some of these objects may look stretched or squished, but don't worry! They look fine on the map.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 12,
- (5:200) emit message {Remember when I said there were over 1000 objects? As you can see, they don't all fit on one screen! Press the spacebar on your keyboard to scroll through the different pages full of objects. Press it enough times and you will loop around right back to where you started. Once you have decided on an object to use, simply click on the image with your mouse and it will be selected.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 13,
- (5:200) emit message {Let's place a big "1" on the map, as in, "#1 Dreamweaver!" There is a lovely rainbow colored "1" object you can use. It is object number 369, and it is on the second page of objects. Can you find it?} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 14,
- (5:200) emit message {Remember, click the preview image on the left side of the Dream Editor window, press spacebar to go to the second page of objects, and click on the rainbow-colored "1" near the bottom left side of the window.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 15,
- (5:200) emit message {Now that you have the "1" selected, it is just like the trees from before. Click anywhere on the map to place it, and ta-dah! You have a big ol' "1" on the map.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 16,
- (5:200) emit message {This is the same basic procedure to placing floors and walls, as well. Just select the Floor or Wall button (marked F or W), then click on the preview image like before. Try it out!} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 17,
- (5:200) emit message {A special note about placing walls: Walls, unlike objects, can face two directions. Walls are placed on the top edges of a tile, and there can be four walls placed on one tile, the "bottom" walls are placed from the tile below. As you move your mouse around the map you will notice that the direction of the wall changes depending on how close you are to an edge. Once you click and hold down your mouse, walls will stay facing the same direction.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 18,
- (5:200) emit message {If you place something by mistake, each page of items, walls, or floors starts with a blank item. This is item 0 and will "erase" items, floors or walls you have placed. The only exception to this is floors: there is no blank floor, only the default grass floor. Choose the blank object, floor or wall and place the "blank" over what you want to erase.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 19,
- (5:200) emit message {Before we finish, we need to take a quick look at the DragonSpeak ("DS") editor. Go ahead and save your dream by pressing and holding the Ctrl key, then pressing S. This will bring up the standard Save As... dialogue. Once you are done with that, at the very top of the Dream Editor window, select "DragonSpeak". A menu will pop up. In that menu, select "Run DS Editor". A window titled "DragonSpeak Editor" will come up.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 20,
- (5:200) emit message {If you want, at this point you can edit the DS for your dream. However, that is beyond the scope of this tutorial. All you need to do for now is save your DS file, again with Ctrl + S. Otherwise, you may get an error when you try to upload your dream later. You can close the DS Editor after this.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 21,
- (5:200) emit message {Let's finish with a bang! You've endured this (very long) tutorial, now let's get you something to show for it! Remember when I said the "1" was for "#1 Dreamweaver!"? Yup, you guessed it, we're going to make exactly that phrase in the dream!} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 22,
- (5:200) emit message {Here's one last tip to make your dream weaving easier. When you have an object, floor, or wall selected, you might want to select the previous or the next object. For example, if you have object 369 selected, which is a rainbow colored "1", you might want to select object number 370, which is a rainbow colored "2". To do this, simply press the - or + keys on your keyboard without using the Shift key. Ta-dahh! This makes using letters or other grouped objects a lot easier, doesn't it?} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 23,
- (5:200) emit message {Now get to making that "#1 Dreamweaver!" on your map! Unfortunately, there is no rainbow colored "#", but you can do the rest easily. Remember, the "1" is object 369, and the rainbow colored letters start at object number 433.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 24,
- (5:200) emit message {When you are done with that, there's one more thing to do to show your awesomeness to the world of Furcadia! Save your dream again, then exit the Dream Editor. Next, find a spot to upload your dream. In private dreams, you can find an open dream spot that says "Your Dream Here". Later, when your dream is ready for the big time, you can use the "B" tab in Furcadia to go to A/I, I. FurN, or A to upload your dream. For now, we recommend you ask a member of ADM to help you find our open dream spots. When you are ready to upload your dream, face the upload spot, hold down the Ctrl key, and press T.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 25,
- (5:200) emit message {Part B - Concepts: Dreams are made with your dream editor and your dragonspeak ["DS"] editor which are included with your furcadia program.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 26,
- (5:200) emit message {From Furcadia, press the "C" tab and then press "Dream Editor". This will cause your Dream Editor screen to open to your last saved dream. If you've never made a dream, a new, blank dream will appear.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 27,
- (5:200) emit message {You can make the dream as large as you want, all the way up to 208X200, you just hold down the control key and press or hold G, then hold down the control key and press or hold Y. It lengthens and widens the map. You can also make the map smaller by using the CTRL+T to make it narrower, and CTRL+F to make it shorter.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 28,
- (5:200) emit message {If you look at the main screen in your editor, you will see the sides of the map are covered in red lines. You can walk on anything inside those red lines, but your character will not be able to walk on or in the red edges of the map.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 29,
- (5:200) emit message {Objects, walls, and floors are placed by clicking on one of the shortcut pictures in your editor to pick a floor, a wall, or an object. Then click on the larger picture in the preview box and a screen will appear with more choices of objects, floors, or walls. You can scroll through the objects by pressing your spacebar and choose one by clicking on it. Once you get familiar with what is available to use, you can also use the Plus, Minus, Comma, and Period keys to change the current shape.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 30,
- (5:200) emit message {If you place something by mistake, each page of items, walls, or floors starts with a blank item. choose that and place the "blank" over what you want to erase. If the walls are not facing the right way, click on the bucket icon and then back to the pencil - that will fix it so the walls turn for you to place them. Pressing ENTER will also toggle the direction of the walls.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 31,
- (5:200) emit message {Doors are a little different. In the walls selection, you will see some doors. You can not walk through them. In the beginning, it's much easier to place an open archway, and then go to the objects and find a door to place within the archway.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 32,
- (5:200) emit message {Once you have everything placed where you'd like it, there is one more thing to do before you can save the map and use it. In your Dream editor screen, press your "D" key. This will bring up your DragonSpeak [DS] editor.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 33,
- (5:200) emit message {You will see at least 4 lines of "DS" there: The very first line should be "<b>DSPK V04.00 Furcadia</b>" - this tells furcadia that the text below it is "dragonspeak". After that, there is a space and two lines of code - when a furre arrives in the dream, and move the triggering furre to (10,10). This tells furcadia where a furre is supposed to "land" once it gets into the dream.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 34,
- (5:200) emit message {The very last line should be "<b>*Endtriggers* 8888 *Endtriggers*</b>". This tells furcadia that the DS is finished. You can change anything between the DSPK line and the *Endtriggers* line. If you don't want to get into it right now, that's okay. You still need to save the "DS" file.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 35,
- (5:200) emit message {Click on File, then save. Then exit the DS editor. Go back to your Dream Editor and click on file, and then save. Exit the Dream Editor, and you can go to A/I, I. FurN, or A to upload your dream. To upload, hold down the control key and hit "T" [CTRL+T]} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 36,
- (5:200) emit message {Part C: DragonSpeak, or DS, is the language Furcadia uses to figure out what to do with things or players in the dreams. It's a program language invented by Felorin with the idea that even non-programmers would be able to use it. DS can be written using notepad, but to make things very easy indeed, they came up with the DragonSpeak Editor so that all you need to do is fill in some numbers.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 37,
- (5:200) emit message {The DragonSpeak Editor can be brought up from your dream editor by pressing the letter D. On the bottom of the screen are commands that you can double click on to add to your script or program. The only thing you need to change then are the #'s.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 38,
- (5:200) emit message {DS works on the idea of this: When something happens, do something. It's cause and then effect. Because Furcadia reads the program from top to bottom, Causes are always before Effects. There are other things that happen between a Cause and an Effect - these are tabs on the bottom of your editor and are in order: Causes, Additional Conditions, Areas, Filters, and Effects. When you first start out with DS, you will note that there doesn't seem to be much to work with, don't worry, there's lots to confuse you later on.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 39,
- (5:200) emit message {Causes are anything that can happen; when a player moves, picks up an object, walks into an object, floor, or position, arrives in the dream, leaves the dream, turns into another species, or uses or drops anything. Those are all "triggers" - they Cause things to happen.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 40,
- (5:200) emit message {Additional Conditions are not causes, they are "also" or "and". When this happens, AND this also happens, then do this effect.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 41,
- (5:200) emit message {Areas specify where an object or player is, or where you want the effect to happen. It can be a large area like a rectangle of space, or a single position on the map.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 42,
- (5:200) emit message {Filters act like "except" or "only". When this happens, and this happens, in this area, except where this is [or only where this is], do this effect. One thing to note about filters is that they remain in effect for the duration of that particular chunk of DS until they're cleared with the (4:0)} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 43,
- (5:200) emit message {Effects, of course, are what happens once the cause has occurred. Move the player, set some timers, place some floors, or reset some objects, move an object, place an object... you can't "delete" an object - but you can place object 0 [which is "nothing"]. You also, sadly, can't delete players - but you can eject them, sending them to the Vinca. #SG} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 44,
- (5:200) emit message {To find ALL the commands, you can use the Plus button on the right side of the Tabs to change "modes", the modes are Beginner, Experimenter, Tinkerer, Advanced, Journeyman, Expert. The labels are just that, labels, but each level shows more DS for you to use, the idea is that you get comfortable with how DS works before moving on to something more complicated, with the editor showing you a much smaller set of commands to choose from when making your DS.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 45,
- (5:200) emit message {All of these things make your dreams "do stuff". The more stuff you do, the longer furres stay around to be entertained, so while you don't have to do a lot of stuff, you should do at least some.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 46,
- (5:200) emit message {This is the end of Part B. If you have any questions at all, please feel free to find a dream weaver here in the guild, or you can get more help with dreams by typing "help + your question". You can also get help from <a href="http://www.angelfire.com/my/furcadia/dragonsp1.htm">http://www.angelfire.com/my/furcadia/dragonsp1.htm</a> [Press F8 Now].} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 47,
- (5:200) emit message {Part D: "How to Weave A Dream" by Arinos. Let's get right to it. First, open your dream editor by clicking the "C" tab in your Furcadia program and then clicking on "Dream Editor".} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 48,
- (5:200) emit message {When the dream editor pops up, you'll see a mini-map, a main editing map, and a short-cut pallet. You'll also notice in your "information" area that your map is 140 X 70. That is, if this is the first time you're creating a dream.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 49,
- (5:200) emit message {In your shortcut pallet, click on a wall, a floor, or an object. You'll notice that whatever you click on appears in a window under your mini-map under Current Object. If you click on that object, that will bring up your choices of objects, floors, or walls.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 50,
- (5:200) emit message {Draw whatever you would like, placing walls, floors, or objects until you have the map the way you like it. Then click on File: Save.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 51,
- (5:200) emit message {Now you will probably want people who visit the dream to come in at a certain place. To do this you will need to use "DragonSpeak" to move them to the "Start" of the dream, so first we need to bring up the DragonSpeak Editor, press the "D" key on your keyboard.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 52,
- (5:200) emit message {You will see that there are already two lines of DS written for you. In it <b>10,10</b> refers to the <b>X,Y</b>. We need to replace that with our position, so, switch back to the dream editor, hold the cursor over the place you want them to appear, then while holding down the <b>CTRL</b> key, <b>LEFT Click</b> that spot, this will copy that <b>X,Y</b> to your clipboard. Switch back to the DS Editor, highlight the <b>10,10</b> and use <b>CTRL+V</b> to Paste the position copied to the clipboard by the dream editor there. Viola! Save the file.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 53,
- (5:200) emit message {Go to "A", "I", "A/I", "FurN" or one of our pads, to upload your dream - pick a spot that doesn't block anyone else's dream or a doorway or stair and then Hold down Ctrl and hit T.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 54,
- (5:200) emit message {Stuck? Whisper any of our members for help. You can also get help from the Mason Beekins - when they're available - by typing "Help" + message while you're on Furcadia.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 55,
- (5:200) emit message {Part E: Advanced Concepts, by jh'Scrud.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 56,
- (5:200) emit message {Doors that lock, signs and other objects which change, things that only happen sometimes. All these add to the 'feel' of a dream.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 57,
- (5:200) emit message {A locking door can be as simple as placing a barrier before a door, or can get quite complex. Let's start with Easy, eh? #SA} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 58,
- (5:200) emit message {Set a switch, say Item 161, in room... but NOT right against a wall, reachable elsewhere. Why? Because DS counts TRYING to hit a switch, the same as succeeding... Set a nice object 394 in front of door. Keep track of where switch and block are!} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 59,
- (5:200) emit message {You can use CTRL+ The Left Mouse button to "pick up" the current position into your clipboard and then just simply paste it into your DS.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 60,
- (5:200) emit message {Then, the switching is simple... to begin, use a (0:7) When somebody moves into position (#,#),} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 61,
- (5:200) emit message {If your Door is set to trigger when it's actually entered, all you need to seal it, is an unWalkable Object, in front of doorway. Enter that area, in next line:} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 62,
- (5:200) emit message {That line is: (3:2) at position (#,#) on the map,} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 63,
- (5:200) emit message {followed by: (5:6) swap object types 393 and 394.[To raise a nice default Blockade]} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 64,
- (5:200) emit message {Braces cannot be emitted, so in (5:202) emit message [replace with proper braces, and something like, "The stone rumbles!"] to every furre who can see (#,#).} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 65,
- (5:200) emit message {Now we're to the switch: (3:6) where the triggering furre moved into,} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 66,
- (5:200) emit message {Followed by (5:6) swap object types 161 and 162.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 67,
- (5:200) emit message {It's done! a simple Lock #SA} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 68,
- (5:200) emit message {Signs can be simple or complex. It's up to you, the Weaver, how they will go, in the base form...} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 69,
- (5:200) emit message {You just note where sign-object is placed: (0:7) When somebody moves into position (#,#),} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 70,
- (5:200) emit message {And emit! Braces <b>can NOT</b> be emitted, your (5:200) emit message [replace with proper braces, and message of sign] to whoever set off the trigger. Note that the dragonspeak editor usually puts ellipses where the message should go, so that command will look like <b>(5:200) emit message [...] to the triggering furre.</b> when you select it from the list at the bottom of the editor.} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 71,
- (5:200) emit message {Of course, before the (5:200), you may add (1:200), (1:201), (1:202), (1:203), (1:204), (1:205), (1:1011), (1:1012), (1:1013), (1:1014), (1:1100) or (1:1101)... [please look them up #SA, they come in handy.]} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 72,
- (5:200) emit message {Now, let's really get wild, and move into the hinterlands of DragonSpeak. First, let's do a bit of Portable Code for lazy designers} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 73,
- (5:200) emit message {It is nice to have dispensers and bins for a dream, the things like pillows and other toys. It takes less lines than you may think, to enable them. First, select a NoWalk floor you do not expect to need [I like 117, since it's easy to reach in editor].} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 74,
- (5:200) emit message {So, <b>(0:2) When somebody moves into floor type 117,</b> then, DS needs to know where the furre hit, and what's at that spot...} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 75,
- (5:200) emit message {that's well done, by <b>(5:351) set variable \%WetFind to the X,Y position the triggering furre moved to.</b> and <b>(5:381) set variable \%WetMake to the object type at (\%WetFind).</b> [the <u><b>percent \%</b></u> sign cannot emit properly either, it offers VariableValue instead, so remove the <b>[]</b> from the examples to see them work]} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 76,
- (5:200) emit message {As you see, Find spots the tile, then Make detects item on it, the last you need, is to make the item reSpawn...or vanish: <b>(3:5) where the triggering furre (moved from/is standing at),</b> and <b>(5:6) swap object types 0 and \%WetMake.</b>} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 77,
- (5:200) emit message {Has the limit to <b>(5:4xx)</b> troubled you? it can be stacked, this way: <u><b>9</b></u>-10-11-12-13, <b>5-</b>6-7-8<b>-<u>9</u>,</b> 1-2-3-4<b>-5</b> see how they stack, last to first, last floor or item as first of next Set upward? It allows you to cycle many more than five Types #SA} to whoever set off the trigger.
- (0:19) When somebody uses object type 427,
- (1:600) and the PhoenixSpeak info {dspage} about the triggering furre is equal to 78,
- (5:200) emit message {th'th'th'th'That's the end of Part E, for now #SA. Book will restart from the beginning.} to whoever set off the trigger.
- * // advance to the next page
- (0:19) When somebody uses object type 427,
- (5:610) remember the PhoenixSpeak info {dspage} about the triggering furre, and put it in variable %dspage
- (5:302) take variable %dspage and add 1 to it.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be %dspage
- * // roll over to the beginning
- (0:19) When somebody uses object type 427,
- (1:201) and variable %dspage is more than 78,
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 0
- * // jumping to page N
- (0:31) When a furre says {A},
- (1:1002) and the triggering furre is holding item 427 in their paws,
- (5:200) emit message {Part A - Introduction: You hold the Book of Dream Weaving. Hit [F3] [Use] to read each page. This is Part A, you may choose A, B, C, D, or E by saying the letter.} to whoever set off the trigger.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 1.
- (0:31) When a furre says {B},
- (1:1002) and the triggering furre is holding item 427 in their paws,
- (5:200) emit message {Part B - Concepts: Dreams are made with your dream editor and your dragonspeak ["DS"] editor which are included with your furcadia program.} to whoever set off the trigger.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 26.
- (0:31) When a furre says {C},
- (1:1002) and the triggering furre is holding item 427 in their paws,
- (5:200) emit message {Part C: DragonSpeak, or DS, is the language Furcadia uses to figure out what to do with things or players in the dreams. It's a program language invented by Felorin with the idea that even non-programmers would be able to use it. DS can be written using notepad, but to make things very easy indeed, they came up with the DragonSpeak Editor so that all you need to do is fill in some numbers.} to whoever set off the trigger.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 37.
- (0:31) When a furre says {D},
- (1:1002) and the triggering furre is holding item 427 in their paws,
- (5:200) emit message {Part D: "How to Weave A Dream" by Arinos. Let's get right to it. First, open your dream editor by clicking the "C" tab in your Furcadia program and then clicking on "Dream Editor".} to whoever set off the trigger.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 48.
- (0:31) When a furre says {E},
- (1:1002) and the triggering furre is holding item 427 in their paws,
- (5:200) emit message {Part E: Advanced Concepts, by jh'Scrud.} to whoever set off the trigger.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 56.
- * // picking up a book, only need to emit what it is and set the page variable
- (0:17) When somebody picks up object type 427,
- (5:200) emit message {I am a primer of Dream Weaving. F3 or 'Use' to read me.} to the triggering furre.
- (5:600) memorize that the PhoenixSpeak info {dspage} about the triggering furre will now be 0
- (5:600) memorize that the PhoenixSpeak info {drop} about the triggering furre will now be 1
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