DragonSpeak Snipplets.
Free Counters

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.

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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.

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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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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


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