Special Objects - What they are and do.
Free Counters

This is mostly complete for item and item2, DW crashed during
the designing of item3 and floor and i have yet to find time to re-write.

Item.fsh
Item2.fsh
Item3.fsh
Floor.fsh

This is a basic guide to the different objects and floors which have a special server-side code.
In this guide I'll be explaining what these items are, a brief description and what their code actually does.

If you know an item number you wish to look up try using Ctrl+F (Edit > Find (on this page)...)
and entering the object number. Some objects are not listed on here but most of those don't hold no server code.
I'll keep this updated as much as possible. And have included a small handful of often "mistaken" objects.

 Item.fsh Special Objects

Object Number: 34
Description: "A small red ball"
It's special coding: Present on the server is a code that makes object type 34 become a "bouncing" ball. There are several dragonspeak codes around
                            which attempt to duplicate this coding but can not currently completely match the ball's code.
Effect of replacement: Replacing this object will cause the new object to "bounce" around just like the default object. Many people replace these
                                 Objects to look more like an actual "football" (Soccer ball to some people).

Object Number: 128
Description: "A tree".
It's special coding: This particular tree is used in the dreameditor to randomly place different objects around the map. Try using the "paint bucket"
                             Feature in dream editor. Notice how the tree's seem to look completely different? That is what happens, the object is randomly changed
                              to object types 129-144 (which are also trees.)
Effect of replacement: Be careful when replacing this object. If you do replace it and use it within a dream you may find with a very small amount of
                                 actual object 128's around the dream. As it will still pick up 129-144 objects. Also be careful when replacing the trees with different
                                  objects as you may also find those objects appearing randomly when object 128 is used.

Object Number: 254
Description: "A blank object"
It's special coding: Despite popular opinion. This object has NO coding at all!
Effect of replacement: Nothing happens if this object is replaced. It's only purpose is for use when dream designing some people will often use
                                 "Blank" objects to cut-off entrance to an area or exit. I've found this most commonly used when creating "second floors"
                                  Where walls are used to create the illusion of the effect; many people will use this non-walkable object to drop people exiting
                                   between the walls.

Object Number: 268
Description: "A Portal"
It's special coding: This object is used when a dream is uploaded onto the map. It is used with server-code to "print" the uploader's name and the
                            dream-name onto this object. However when walked up without a "printed name" this object disappears.
Effect of replacement: This item can be replaced to create the illusion of a different "upload portal" - See the image below for an example of what I mean.


On the left is the "normal" uploaded dream, While on the right is an example of that results from changing Object type 268.

Object Number: 278
Description: "A giant bird .. which takes you to allegria island"
It's special coding: This object automatically "sends" you to Allegria Island (AI for short) when it is walked into.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                  They will still be sent to Allegria Island.

Object Number: 281
Description: "A sign pointing the direction to Meovanni Village"
It's special coding: None, Once-up-on-a-time this sign was used as a "teleporting object" but was later replaced by a new object in item3.fsh.
Effect of replacement: This item can be replaced freely without any accidental mishaps.

Object Numbers: 283 & 288 & 301
Description: "An exit boat" & "A doorway.. but to where? & "An exit ladder"
Their special coding: All of these objects use a "back" feature. These act as if you pressed Ctrl+B to go back to the previous map.
                                If you logged into a map using these objects and walked into them than you would be sent to The Vinca.
Effect of replacement: The server-code still remains on the shape even if they are changed. So if the object is changed but someone walks into it
                                  The object code will still trigger sending them "back a map" or to the Vinca.

Object Number: 284
Description: "A portal to Meovanni"
It's special coding: This object automatically "sends" you to Meovanni Village when it is walked into.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                  They will still be sent to Meovanni

Object Number: 285
Description: "A portal to Jigsaw Point" (or so it claims)
It's special coding: This object automatically "sends" you to the Challenges Map when it is walked into.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                  They will still be sent to Challenges.

Object Number: 291
Description: "A boat that will take you to the town of Theriopolis"
It's special coding: This object automatically "sends" you to Theriopolis.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                  They will still be sent to Theriopolis.

Object Number: 292
Description: "A boat that will take you to the town of Meovanni Village"
It's special coding: This object automatically "sends" you to Meovanni Village.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                  They will still be sent to Meovanni.

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 Item2.fsh Special Objects

Objects 359 Through 368 (359, 360, 361, 362, 363, 364, 365, 366, 367, 368) (for search purposes)
Description: "Different signs with some information upon them"
Their special coding: These signs have NO server-side code on them, they are only used to give out pieces of information to furres.
                                Mostly used for guild-dreams.
Effect of replacement: These objects can be edited freely without any accidental mishaps.

Object Number: 385
Description: "A large bird"
It's special coding: Despite with the bird been identical to the one used for the Allegria Island object; this item has NO server-code.
Effect of replacement: This object can be edited freely without any accidental mishaps.

Object Number: 393 Through 398 (393, 394, 395, 396, 397, 398) (for search purposes)
Description: "Different rocks, cushions and bricks"
It's special coding: These objects have NO server-side code on them. Many people get confused about this due to the fact they are often used
                             to "lock" or "block" an area. People get confused how to do that; but it is done by Dragonspeak coding.
                              If you don't know how to do that effect try looking at this page on the Masons Knowledge Database -> Tutorial Locks
Effect of replacement: These object can be edited freely without any accidental mishaps.

Object Number: 585
Description: "A portal to the underworld"
It's special coding: This object automatically "sends" you to the "Dusk To Dawn" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Dusk To Dawn.

Object Number: 593
Description: "The Vinca Symbol"
It's special coding: This item holds NO server-code. It is merely used in the centre of The Vinca map.
Effect of replacement: This object can be edited freely without any accidental mishaps.

Object Number: 594
Description: "A large portal tower leading to The Vinca"
It's special coding: This object automatically "sends" you to the "Vinca - Nexus" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to The Vinca.

Object Number: 595
Description: "A large portal tower leading to Meovanni Village"
It's special coding: This object automatically "sends" you to the "Meovanni - Persona Play" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Meovanni Village.

Object Number: 597
Description: "A large portal tower leading to the Imaginarium"
It's special coding: This object automatically "sends" you to the "Imaginarium - Roleplay" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to the Imaginarium.

Object Number: 598
Description: "A large portal tower leading to The Haven"
It's special coding: This object automatically "sends" you to the "Haven - Old Friends" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to the Imaginarium.

Object Number: 599
Description: "A Welcome Bell"
It's special coding: This item holds NO server-code. It is merely used as a way to greet players to maps.
Effect of replacement: This object can be edited freely without any accidental mishaps.

Object Number: 600
Description: "A large portal tower leading to the Challenges map."
It's special coding: This object automatically "sends" you to the "Challenges - Games" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Challenges.

Object Number: 601
Description: "A large portal tower leading to the Acropolis"
It's special coding: This object automatically "sends" you to the "Acropolis - Socializing" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Acropolis.

Object Number: 602
Description: "A large portal tower leading to Allegria Island"
It's special coding: This object automatically "sends" you to "Allegria Island - Uploads" Map.
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Allegria Island.

Object Number: 603
Description: "A large portal tower leading to the Goldwyn map"
It's special coding: This object automatically "sends" you to the "Goldwyn - IC Only" Map.
(side note: IC is short for "In Character")
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Goldwyn..

Object Number: 604
Description: "A large portal tower leading to Furrabian Nights"
It's special coding: This object automatically "sends" you to "Furrabian Nights - Erotic & Intriguing" Map.
(18+ Only.)
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to Furrabian Nights..

Object Number: 605
Description: "A large portal tower leading to Furcadia Con 1"
It's special coding: This object automatically "sends" you to the first Furcadia Contest Entry. This works the same way as using `gomap 1
Effect of replacement: The server-code still remains on the shape even if it is changed. So if the object is changed but someone walks into it
                                 They will still be sent to "Furcadia Con 1"
Additional Note: The `gomap <number> maps are used during a furcadia contest. They take you to different dream contest entries.
                         Occasionally when a contest has not "gone on long enough" without a new one in-place the maps are taken down off
                          the server and this leads to a normal map originally used for contest upload locations.  

Object Number: 606
Description: "A dream upload pad"
It's special coding: This object is used as an "identification" object to let players know they can upload their dreams here.
Effect of replacement: This object can be editted and still serve as an upload pad. To edit how the image appears for an uploaded dream
                                    See: Object Number 268 for data.

Object Number: 624
Description: "A black hole in the air"
It's special coding: None.
Effect of replacement: This object can be editted freely without any accidental mishaps.
Additional Details: This object is often used as a "Wall Hider"
(See Image below)  Often players will use complete rooms with walls all around
                           But limit the flooring to where the wall should be placed; giving the illusion of a larger area but a lowered-wall to show it should be there.


Notice how the wall appears to have "vanished" below. Object 624 has been used to "hide" the wall.
The wall is placed BELOW the floor but still sticks up onto it as if it was lowered so you could see into the room.
At "Corners" you may encounter a small problem where those walls are not been hidden, to fix that simply change the wall number.
Around the room itself is type 13; but for the "bottom corner" it is wall 15.
Try making a simular example for yourself to see what i mean.

I've also "outlined" a small section where the wall seems to "stick out". To fix this simply use a normal black floor tile to "hide" it.

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 Item3.fsh Special Objects


Object Number: *407* - 1000, 1001
Description: "A nice warm campfire"
It's special coding: These objects; along with their "non-lit" version of object: 79 - They have no server-side code.
                             Many people see these objects changing and think it's automatic wheras it is done using dragonspeak.
                              See animated fires on Dragonspeak Snipplets -> http://www.mysticallands.com/tutorials/snipplets.html#%fire
Effect of replacement: These objects can all be replaced without any accidental mishaps.

Object Number: 1070, 1071, 1072
Description: "A small pond"
It's special coding: These objects again, do not have any server-side code.
                            Many people see these animated and think it is but the effect is done using dragonspeak.
                             See animating objects on Dragonspeak Snipplets -> http://www.mysticallands.com/tutorials/snipplets.html#%animation
Effect of replacement: These objects can all be replaced without any accidental mishaps.

Object Number:
Description:
It's special coding:
Effect of replacement:

Object Number:
Description:
It's special coding:
Effect of replacement:

Object Number:
Description:
It's special coding:
Effect of replacement:

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This page was created by mysticsentry, as a informative guide to players explaining what the "special" items do.

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