Under HEAVY construction. This page was
first thought of when objectdata was created and will be expanded with time.
All credit is given where due and will be kept up-to-date as much as posible for
each level of experiance.
If a code requires basic editing then a note will be left and potentially a
downloadable file in some cases.
•
Easy & Simple
• Moderate Level
• Experianced Level
• Advanced Level
• Master
Level
• Links
Easy and Simple - Basic Coding
Fire Animation Dragonspeak ( Basic Timer
Knowledge Required.)
The sounds (5:11) are completely Optional they generally resemble
the sound of a fire been started and so *many* people use them.
(0:3) When somebody moves into
object type 79,
(3:6) where the triggering furre moved into,
(5:4) place object type 407.
(5:11) play sound 41 to every furre who can see the triggering furre.
(5:11) play sound 41 to every furre who can see the triggering furre.
(0:3) When somebody moves into object type 1000,
(3:6) where the triggering furre moved into,
(5:4) place object type 79.
(5:11) play sound 41 to every furre who can see the triggering furre.
(0:3) When somebody moves into object type 1001,
(3:6) where the triggering furre moved into,
(5:4) place object type 79.
(5:11) play sound 41 to every furre who can see the triggering furre.
(0:3) When somebody moves into object type 407,
(3:6) where the triggering furre moved into,
(5:4) place object type 79.
(5:11) play sound 41 to every furre who can see the triggering furre.
(0:100) When 2 seconds have passed, offset by 0,
<- change 2 seconds to whatever you wish.
(5:400) Cycle the three object types in this sequence one step forward: 407,
1000, 1001.
The timer can be changed while uploaded, Using a variable instead of the example
number of *2*.
However i'll leave that later for the Experianced setting.
--------
Basic Animation of various objects. ( Basic Timer
Knowledge Required.)
As an example I will teach you how to animate the "Pond" in item3.fsh
(0:100) When 2 seconds have passed, offset by 0,
<- change 2 seconds to whatever you wish.
(5:400) Cycle the three object types in this sequence one step forward: 1070,
1071, 1072.
This only animates three objects; if you had four or five objects than you would
need to use (5:401) or (5:402)
For six and more objects you'd be required to use multiple timers
Purely as an example; see below.
(0:100) When 2 seconds have passed, offset by 0,
(5:6) swap object types 2000 and 2001.
(0:100) When 4 seconds have passed, offset by 0,
(5:6) swap object types 2001 and 2002.
(0:100) When 6 seconds have passed, offset by 0,
(5:6) swap object types 2002 and 2000.
As object type 2000 and above do not exist for
use; this code is as stated, simply an example.
--------
Currently that is all. Fire example has only been added for use with object data
for the moment.
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DragonSpeak
Links
Simon Potters Dragonspeak snippets (Basic/Intermediate) -
http://www.angelfire.com/my/furcadia/dsmain.htm
Masons Knowledge Database (Basic) -
http://www.furcadia.com/beekins/masons/knowledgebase/
Furcadia Frequently Asked Dragonspeak Questions Forum (sub-advanced) -
http://forums.furcadia.com/cgi-bin/forums/ikonboard.cgi?s=406f864b4e9effff;act=ST;f=3;t=13830
Sidereal's Dragonspeak Snippets (advanced.) -
http://siderealdreams.tripod.com/furcadia/dragonspeak-scripts/index.html
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Back Home
http://www.mysticallands.com/tutorials/
This page was created by
mysticsentry, as a tutorial guide to players just beginning to learn about
DragonSpeak,
Furcadia is a multi-user online chat system that has multiple things
to do, even try your hand at dreams and patching
Release The Furre Within - Furcadia!
