TheBlood's Furcadia Forums Posts (posts 1-100)

100 posts in this file.


Where Have All The Players Gone?

Forum: Furcadia Discussion

Date: Oct 15 2017, 12:07 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=509384

QUOTE (Lors @ Sep 24 2017, 11:46 AM)
There's not playing. That's the answer.

Welcome back, though!

Yeah, seems to me that the same demographic that played around the time I played have other sandboxy world-creation games like Roblox to play.

Smaller Main Maps

Forum: Suggestions

Date: Aug 5 2017, 10:32 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=509221

This is a pretty crazy suggestion but I think it'd be a lot better, considering the current state of Furcadia, to have smaller main maps.

Right now it is really easy to get lost in the new maps. It is also harder to discover dreams when all the portals are far apart, I end up going to http://dreamnova.furnarchy.com/ to find dreams with active players. The main maps are also noticeably more empty, due to the active furres being spread around.

I think that the 32-bit maps have really scaled the maps out quite a bit, which is great if it weren't for the low population. Perhaps after the web version of Furcadia is complete should the new maps be used but for current players on Furcadia it is a bit of a hinderence.

Most of these complaints apply directly to Allegria Island, which feels really empty with everything so far away. FurN has been immune to this issue, so I don't think these complaints/suggestions apply for that, or any other maps where pressing F4 fills up the entire screen.

Dragonspeak Autocompletion

Forum: Suggestions

Date: Jul 12 2017, 08:52 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=509167

QUOTE (Gerolkae @ Jul 12 2017, 03:20 AM)
in dragon speak Constructor hit CTRL+SPACE

Never knew this! Thanks so much

Dragonspeak Autocompletion

Forum: Suggestions

Date: Jul 11 2017, 04:51 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=509161

I think that the library of dragonspeak commands is incredibly large now and its a bit tedious to look for the correct command.

I would be nice if the DS editor suggested lines based on what I am typing (or it takes the line the cursor is on and searches for potential matches). You can either do a string search or use a diffing algorithm. I would then be able to use the arrow keys to select what I want.

Ex:

"someone moves"
would suggest me:

DragonSpeak

(0:60) When someone moves northeast,
(0:61) When someone moves southeast,
(0:62) When someone moves southwest,
(0:63) When someone moves northwest,
...

or

"set variable"
would suggest me:

DragonSpeak

(5:380) set variable # to the floor type at (#,#).
(5:381) set variable # to the item type at (#,#).
(5:383) set variable # to the wall texture at (#,#).
(5:382) set variable # to the wall type at (#,#).
(5:384) set variable # to the x,y position (#,#).
(5:300) set variable # to the value #.
(5:312) set variable # to the total of rolling # dice with # sides plus #.
...

Javascript/dragonspeak Hybrid

Forum: Third Party Development

Date: Apr 17 2016, 07:49 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=506140

@Gerolkae

I can see that Dragonspeak Constructor does repeats but it still makes the code extremely long if you have long repeats.

As well as that, the templates (.ini files) are not maintained in the same code so you have to actually add your template before you can use it.

If you want to change your loop it's still a pain because you either have to edit the template and re-enter every value or you have to go through each iteration of the loop and change it manually.

You also can't define and call functions, and you can't store macros.

---

The main point is what I made is a preprocessor that seeks to extend DragonSpeak whereas Dragon Speak Wizard just allows you to generate DragonSpeak using templates.

Javascript/dragonspeak Hybrid

Forum: Third Party Development

Date: Apr 17 2016, 04:45 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=506138

Hey guys I built this because I felt like I was repeating a lot of Dragonspeak in my code.

It lets you use Javascript mixed with Dragonspeak.

Check it out here:
http://qwook.github.io/dragonscript/

I'm gauging how much interest there is on this for me to continue working. The link I posted is just a demonstration of how it can be used.
I obviously understand that Dragonspeak is meant to be easy to use without knowledge of programming, but I think this is beneficial for those advanced dreamweavers who do know programming.

It compiles this:

CODE
DSPK V04.00 Furcadia

// Create helper functions
function animate(array) {
// Dragonspeak easily mixes in with javascript.
for (var i = array.length-1; i > 0; i--) {
(5:5) change object type `array[i-1]` to type `array[i]`.
}
}

(0:100) When 1 seconds have passed, offset by 0,
animate([1,2,3,4,5]);
animate([6,7,8,9,10]);

// You can reference javascript objects easily
var randomObject = 1000;
(0:19) When somebody uses object type `randomObject`,
(3:5) where the triggering furre was at,
(5:4) place object type `randomObject + 1`.

// Loop code several times
for (var i = 0; i < 10; i ++) {
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_`i`) is the same as the floor at (2,9),
(5:302) take variable %inventory_`i` and add 1 to it.
}

*Endtriggers* 8888 *Endtriggers*

into this:

CODE
DSPK V04.00 Furcadia
(0:100) When 1 seconds have passed, offset by 0,
(5:5) change object type 4 to type 5.
(5:5) change object type 3 to type 4.
(5:5) change object type 2 to type 3.
(5:5) change object type 1 to type 2.
(5:5) change object type 9 to type 10.
(5:5) change object type 8 to type 9.
(5:5) change object type 7 to type 8.
(5:5) change object type 6 to type 7.
(0:19) When somebody uses object type 1000,
(3:5) where the triggering furre was at,
(5:4) place object type 1001.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_0) is the same as the floor at (2,9),
(5:302) take variable %inventory_0 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_1) is the same as the floor at (2,9),
(5:302) take variable %inventory_1 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_2) is the same as the floor at (2,9),
(5:302) take variable %inventory_2 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_3) is the same as the floor at (2,9),
(5:302) take variable %inventory_3 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_4) is the same as the floor at (2,9),
(5:302) take variable %inventory_4 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_5) is the same as the floor at (2,9),
(5:302) take variable %inventory_5 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_6) is the same as the floor at (2,9),
(5:302) take variable %inventory_6 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_7) is the same as the floor at (2,9),
(5:302) take variable %inventory_7 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_8) is the same as the floor at (2,9),
(5:302) take variable %inventory_8 and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:30) and the floor at (%object_9) is the same as the floor at (2,9),
(5:302) take variable %inventory_9 and add 1 to it.
*Endtriggers* 8888 *Endtriggers*

Mac Bane

Forum: Mac Technical Support

Date: Apr 9 2016, 03:27 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=506041

Hey, a bit late but I just made this wineskin wrapper for Furcadia. Hopefully you can just open it and Furcadia will run.

https://drive.google.com/open?id=0B_8DvzYy3...ZGNYYzRHWWd5RW8

Audio: Immersion And Improvements

Forum: Suggestions

Date: Apr 3 2016, 01:21 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=505999

QUOTE (Orland @ Feb 28 2016, 11:29 AM)
Actually can that be already done with some rather simple coding, depend what kind of ambient sounds you wanna do and under which conditions they are set off.

And for looping you just need to know how long your soundfile actually is. As example:

CODE
(0:100) When 5 seconds have passed, offset by 0,
(3:30) in region 4,
(5:9) play sound 141 to any furre present.

Of course that can be a bit unprecise, given that your soundfile has some miliseconds over, or below, 5 seconds, but it is something that works rather steadily up till now.

From my understanding, OP wanted the volume of the audio to change the further you're away from the source.

Where To Go To Get Feedback On Furcadia Bot Creating Application?

Forum: Third Party Development

Date: Dec 18 2009, 01:36 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=428887

Well, I guess I'll go code a bot with graphical buttons, drag and drop, interface with no scripting, and WoW-like macros in Lua with some graphical Lua modules.

Where To Go To Get Feedback On Furcadia Bot Creating Application?

Forum: Third Party Development

Date: Dec 13 2009, 02:45 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=428451

Thanks for taking your time to give support for the bot. I guess the only way to get feedback is to either show people how to use it or get people who know Lua.

I did this project for the community, an alternative to Python since imo Lua seems more easy.
Personally, I really hated Python so that contributed into making it Lua based.

I've made it to the point where it can be a Sparring Bot, QuizBot, Ad Bot, or a simple Bartender Bot.
I guess the difference from this and furbot is they actually shared some of it's code. I might get to that soon.

I said I'll cancel further development meaning that what I was planning I would stop. Doesn't mean I wouldn't keep continuing with this project, or pick right up. I should have added the words, "until feedback/support is given."

Thanks guys, I'm a young coder so I had no idea what I was getting into. I feel like a 12 year old who is obnoxious and persistent to get heard.
I really just wished that you guys would have posted this in the original Luabot section instead of leaving it deserted. But then again, you wouldn't have unless this thread had been put up, or me replying asking for feedback.

Sorry if my English is terrible.

Where To Go To Get Feedback On Furcadia Bot Creating Application?

Forum: Third Party Development

Date: Dec 12 2009, 10:25 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=428387

I created Luabot a while ago, but apparently no feedback from here.

Any other places I should go?

Luabot Beta 1

Forum: Third Party Development

Date: Nov 22 2009, 02:12 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426453

Alrighty then, I'll cancel any further development of the bot due to lack of interest.

Seeya guys.

Luabot Beta 1

Forum: Third Party Development

Date: Nov 21 2009, 09:01 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426439

So do you guys find this release uninteresting?

Evolution Of Draconic Magician

Forum: Third Party Development

Date: Nov 18 2009, 10:45 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426245

Oh wow, I love it.

It translates your awesome programming script to awful DragonSpeak.

Really bad part is that it will destroy your DS-Line limit.

F-r-e-e Descs!

Forum: Writing

Date: Nov 18 2009, 05:16 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426228

carl sagan

GO~!

Luabot Beta 1

Forum: Third Party Development

Date: Nov 18 2009, 09:26 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426205

LUABOT BETA-1

Alright, so I didn't have time to explain before what this is and how this works, but I do now.

What is this?
It is a bot that utilizes a scripting language called Lua. You don't need to compile, all you need to do is edit a text file.

What is Lua?
Lua is a scripting language, or a fork. You can bind it to programs for easy modding or adding. It is one of the fastest languages out there. Lua syntax is quick and easy to learn and could pave the way to learning C++.

Can you give me an example of Lua?

CODE
function add(var1,var2)
local sum = var1+var2
return sum
end

print(add(1,1))

Output: 2

Why?
Well, in my opinion furbot is very bulky and not too fit for beginners, so I created a new bot that would need the users to just edit a text file. Since Lua provides many user-created modules already, I figured it would be much easier to script in Lua. The modules will allow players the ability to create their own GUI for the bot since there is no GUI currently., or a file system, and even connect to a MySQL database and send/recieve data.

How do I use this?
You will have to learn how to use Lua first before you can do much for the bot.
When you download the bot, it will have a file named init.lua and base.lua.
Do not edit base.lua, that file basically parses commands received from the server so you don't have to write your own.
You may edit init.lua, be sure to have a "dofile('base.lua')" on top of the script. This script is ran when you first run the program.
To simply connect, you just changed the details in the bot:Connect() function.

Download:
http://www.mediafire.com/?zynniynmmj5

Old Post:

QUOTE
I'm in a rush here so I can't give any instructions until I get home, but I just wanted to show you guys what I've been working on.

It's a bot made almost entirely of Lua. You can google Lua if you want

This is the first release so I'm just going to name it beta 1.

All you need to do is edit the init.lua file with your favorite text editor (Mine is Notepad++)

No gui as of yet, just uses the console.

Planning to remove the [Luabot vx.xx] description after beta.

Better Way Of Getting The Name Of The Furre When The Spawn?

Forum: Third Party Development

Date: Nov 17 2009, 12:31 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426146

The resent packets are a mistake on my side.
I forgot to clear the recieve char everytime it recieves a packet so it would just overwrite the original packet, no matter what size.

C++ Bot Help

Forum: Third Party Development

Date: Nov 16 2009, 11:04 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426139

Thanks

I plan to release the Luabot after I'm done with all the lua-crap.

I have the C++ portion done, now all I'm doing is making a "base" out of lua, since I love how easy lua is.

All the packet parsing is done in lua so far.

Getting Movement Other Than '<'

Forum: Third Party Development

Date: Nov 16 2009, 11:01 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426138

I found out that '/' movement is only sent when the furre is on the screen.

I also found out that movement also sends a packet that starts with "8!", is there a way to read this?

Edit: I also realize I've been making a lot of threads, so I'll try to stick to this one thread. And the title is misspelled.

Better Way Of Getting The Name Of The Furre When The Spawn?

Forum: Third Party Development

Date: Nov 16 2009, 06:41 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426120

blargh, misread the Base220 strings.

also, is it alright to store the UserID as the base220 values instead of translating them?

Furcadia also likes to repeat packets, like when you say something and then start turning. How do I get around this?

Better Way Of Getting The Name Of The Furre When The Spawn?

Forum: Third Party Development

Date: Nov 16 2009, 06:28 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426118

I'm getting stuck for detecting where their name ends, but I'm fine with where their name starts.

It's the darn color codes. I've noticed that after the name ends there is a "t".

Here's the code I use so far.

CODE
elseif string.sub(msg,1,1) == "<" then
Msg(COLOR,string.sub(msg,13,string.len(msg)-16).." has spawned.\n")
Msg(COLOR,msg.."\n")

"Msg" is just a debug printing method and "msg" is a line that the client has recieved.

C++ Bot Help

Forum: Third Party Development

Date: Nov 15 2009, 10:43 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426076

haha thanks, I never knew that.

edit: now all I get is Whoops! the username and password did not match.

edit: which is easily fixed when I changed "****" to my actual password

C++ Bot Help

Forum: Third Party Development

Date: Nov 15 2009, 10:26 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=426073

Right now I'm creating a console-based Furcadia bot.

So far, I have the bot connected to lightbringer.furcadia.com:6500. I can receive packets and printf them on the console, but I can't send packets.

It would say I sent "connect HTML ****" but then I wouldn't receive any packets.

I'm using the SFML network library.

Here's an excerpt of the code:

CODE
while (isrunning)
{
char Message[128];
std::size_t Received;
if (Client.Receive(Message, sizeof(Message), Received) == sf::Socket::Done)
{
char Buffer[] = "connect HTML ****";
Client.Send(Buffer, sizeof(Buffer));
lua_getglobal(L, "OnRecieve");
if( lua_isfunction(L,lua_gettop(L)) ) {
lua_pushstring(L, Message);
lua_call(L, 1, 1);
}
}
}

Locker Ds

Forum: DragonSpeak

Date: Jan 3 2008, 01:38 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=337116

I understood part of what you were doing, then I got lost halfway.
[ds](0:31) When a furre says {@claim},
(1:600) and the PhoenixSpeak info {locker} about the triggering furre is equal to 0,
(5:302) take variable %lockers and add 1 to it.
(5:600) memorize that the PhoenixSpeak info {locker} about the triggering furre will now be %lockers.
(5:200) emit message {You are now the owner of locker #%lockers} to the triggering furre.
(0:7) When somebody moves into position (10,12),
(1:622) and the PhoenixSpeak info {locker} about this dream is greater than 0,
(5:610) remember the PhoenixSpeak info {locker} about the triggering furre, and put it in variable %lockcheck.
(3:6) where the triggering furre moved into,
(5:3) swap floor types 141 and %lockcheck.
(0:31) When a furre says {@claim},
(1:622) and the PhoenixSpeak info {locker} about this dream is greater than 0,
(5:200) emit message {No more than 1 locker.} to the triggering furre.
[/ds]

Funneh Ball Gun

Forum: DragonSpeak

Date: Jan 3 2008, 01:18 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=337106

Actually, the redraw screen was the WHOLE POINT of the DS. Your going offtopic trees, your suggesting a new gun DS without the redraw screen.

Dragon Speak

Forum: DragonSpeak

Date: Oct 10 2007, 04:29 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322966

Actually tar, the person wants to pick up the fluff and put it somewhere else. that will just kill the whole point of the DS.
[ds]
(0:9) When a furre arrives in the dream,
(5:15) move the triggering furre to (12,25), or to someplace nearby if it's occupied.
(0:2) When somebody moves into floor type 180,
(1:17) and they (moved from/are standing at) floor type 0,
(5:200) emit message {Welcome to TheBlood's pillow machine! Just say =pillow and the color of the pillow you want! Like, if you wanted a black pillow just say =pillow black. (There are only black, white, red, blue, and yellow pillows.)} to whoever set off the trigger.
(0:31) When a furre says {=pillow black},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 8.
(0:31) When a furre says {=pillow white},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 7.
(0:31) When a furre says {=pillow red},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 13.
(0:31) When a furre says {=pillow blue},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 5.
(0:31) When a furre says {=pillow yellow},
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 15.
(0:18) When somebody drops object type 8,
(3:5) where the triggering furre (moved from/is standing at),
(4:1) only where the floor is type 180,
(5:4) place object type 0.
(0:18) When somebody drops object type 7,
(3:5) where the triggering furre (moved from/is standing at),
(4:1) only where the floor is type 180,
(5:4) place object type 0.
(0:18) When somebody drops object type 13,
(3:5) where the triggering furre (moved from/is standing at),
(4:1) only where the floor is type 180,
(5:4) place object type 0.
(0:18) When somebody drops object type 5,
(3:5) where the triggering furre (moved from/is standing at),
(4:1) only where the floor is type 180,
(5:4) place object type 0.
(0:18) When somebody drops object type 15,
(3:5) where the triggering furre (moved from/is standing at),
(4:1) only where the floor is type 180,
(5:4) place object type 0.[/ds]
And killing the fluffs if the furre's aren't on it or aren't holding it.
[ds]
(0:31) When a furre says {KILL DEM FLUFFZ!},
(4:9) only in places where someone can walk,
(5:5) change object type # to type 0.
(5:5) change object type # to type 0.
(5:5) change object type # to type 0. ETC ETC..[/ds]

Trouble With Bah Locking/unlocking Ds

Forum: DragonSpeak

Date: Oct 10 2007, 04:27 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322965

wouldn't really matter, all that matters is just opening the door.

Dragon Speak

Forum: DragonSpeak

Date: Oct 10 2007, 03:10 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322953

I have no idea what your talking about so I'm going to take a guess about it,
[ds]
(0:100) When 60 seconds have passed, offset by 0,
(5:5) change object type # to type 0.[/ds]
It will clear any "fluff" everywhere on the map every minute.

Gun Dragonspeak

Forum: DragonSpeak

Date: Oct 10 2007, 08:58 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322920

That really is a giant chunk of DS.

Trouble With Bah Locking/unlocking Ds

Forum: DragonSpeak

Date: Oct 10 2007, 08:52 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322919

[ds]
(0:7) When somebody moves into position (#,#), (Where the lock is)
(3:6) where the triggering furre moved into,
(5:6) swap object types # and #.
(3:2) at position (#,#) on the map, (Where the block is)
(5:6) swap object types # and #.[/ds]
Yae. ~T.B.

Need Help With Life Code

Forum: DragonSpeak

Date: Oct 10 2007, 08:48 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322917

Well, if your talking about real life there is no random. Try to have some genetics in it, like a grey cow and red duck. a cow baby is more dominant and a red baby is more dominant, so it would be a red cow, maybe with a beak. and then that red cow would be with I don't know a blue rhinosaurus? Oh wait sorry, this is Dragon Speak not RP :/

Trading Items

Forum: DragonSpeak

Date: Oct 10 2007, 08:43 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322916

I replied to you before, but I never tested this DS.
[ds](0:31) When a furre says {Request Trade},
(1:200) and variable %tradeon is equal to 1,
(5:200) emit message {There's somebody already trading! Please wait.} to whoever set off the trigger.
(0:31) When a furre says {Request Trade},
(1:200) and variable %tradeon is equal to 0,
(5:200) emit message {Please wait for the furre's reply. (No choice to cancel.)} to whoever set off the trigger.
(3:10) in the space right in front of the triggering furre,
(5:201) emit message {The trainer infront of you requests to trade you! (I agree/I disagree) You have 5 seconds or automatic cancelation.} to any furre present.
(5:300) set variable %tradeon to the value 1.
(5:317) set variable %poketrade to the number of the object in the triggering furre's paws.
(5:50) set countdown timer 123 to go off in 5 seconds.
(0:31) When a furre says {I agree},
(1:200) and variable %tradeon is equal to 1,
(5:317) set variable %poketradea to the number of the object in the triggering furre's paws.
(5:76) Place object type %poketrade in the triggering furre's paws.
(3:10) in the space right in front of the triggering furre,
(5:77) Place object type %poketradea in the paws of any furre present.
(5:200) emit message {Trade Complete!} to whoever set off the trigger.
(5:201) emit message {Trade Complete!} to any furre present.
(0:50) When countdown timer 123 goes off,
(5:300) set variable %tradeon to the value 0.[/ds]

I Need...

Forum: DragonSpeak

Date: Oct 10 2007, 08:42 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322915

Sorry ma'am, the prisoners would just leave the dream and come back unjailed.
But if you want,
Instead of using the regular teleporting commands ds try this one, I added an extra line.
You will need to fill up the jail floor with one type of flooring.
[ds]
(0:31) When a furre says {!house1},
(1:117) and they (didn't move from/aren't standing at) floor type #, (REPLACE WITH JAIL TILE)
(5:14) move the triggering furre to (#,#) if there's nobody already there.
[/ds]
Hope I'm clear enough ~TB

Requested Ds

Forum: DragonSpeak

Date: Oct 10 2007, 08:33 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322913

Avoid getting trapped from your pet, either set it on walkable or put this script
[ds]
(0:3) When somebody moves into object type 2496,
(1:70) and their name is {Relica},
(3:6) where the triggering furre moved into,
(5:5) change object type 2496 to type 0.
(3:5) where the triggering furre (moved from/is standing at),
(5:19) move any furre present 1 step(s) forward (in the direction they're facing) if there's nobody already there.
(5:5) change object type 0 to type 2496.[/ds]
And I would suggest making it walkable if you want others to have a pet.
~TB

Tb's Gun Ds

Forum: DragonSpeak

Date: Oct 9 2007, 11:58 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322898

Hey, it's me again ,TB. This is my own gun ds which is shorter depending on how many guns your using. Hope this is easy to use and if there are any errors with it, please do report them to me via replying.
[ds]
//GUNDS
//BY THEBLOOD

//ONLYEDITHERE
(0:0) When everything is starting up,
(5:300)%bld Set the object type for blood to #.
(5:384)%dspot Set the place where you go when you die to (#,#).
//GUNDS
(USE THIS GUN DS BELOW TO BE AN EXAMPLE FOR THE OTHER GUNS YOU MAKE.)
(0:19) When somebody shoots gun object type #,
(5:300)%gunon 1 Turn gun DS on. (Don't change this line)
(5:300)%rge Set the range of the gun to #.
(5:300)%bsnw Set the bullet object type going north west to #.
(5:300)%bsne Set the bullet object type going north east to #.
(5:300)%bsse Set the bullet object type going south east to #.
(5:300)%bssw Set the bullet object type going south west to #.

Gun DS LOAD
(0:16) When a furre uses any object,
(1:200) and variable %gunon is equal to 1,
(5:50) set countdown timer 124 to go off in 1 seconds.
(5:350) set variable %furpos to the X,Y position the triggering furre (moved from/is standing at).
(0:16) When a furre uses any object,
(1:200) and variable %gunon is equal to 1,
(1:113) and the triggering furre is not facing northeast (up and right),
(3:14) in a line starting at (%furpos) and going %rge more spaces northeast.
(5:5) change object type 0 to type %bne.
(1:200) and variable %gunon is equal to 1,
(1:114) and the triggering furre is not facing southeast (down and right),
(3:15) in a line starting at (%furpos) and going %rge more spaces southeast.
(5:5) change object type 0 to type %bse.
(1:200) and variable %gunon is equal to 1,
(1:115) and the triggering furre is not facing southwest (down and left),
(3:16) in a line starting at (%furpos) and going %rge more spaces southwest.
(5:5) change object type 0 to type %bsw.
(1:200) and variable %gunon is equal to 1,
(1:116) and the triggering furre is not facing northwest (up and left),
(3:17) in a line starting at (%furpos) and going %rge more spaces northwest.
(5:5) change object type 0 to type %bnw.
(4:10) only in places that can't be walked into,
(5:5) change object type %bnw to type %bld.
(5:5) change object type %bsw to type %blo.
(5:5) change object type %bse to type %bld.
(5:5) change object type %bne to type %bld.
(5:17) move any furre present to (%dspot), or to someplace nearby if it's occupied.
(0:50) When countdown timer 124 goes off,
(1:200) and variable %gunon is equal to 1,
(5:5) change object type %bld to type 0.
//ENDGUNSCRIPTLOAD

[/ds]

Script Problem

Forum: DragonSpeak

Date: Oct 9 2007, 11:41 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322897

Make sure your swing sprites are walk-able by going into your FSH editor, going to that item and setting FBJ properties (You can open that up by pressing Enter in the FSH editor.)
~T.B.

Poke Battle.

Forum: DragonSpeak

Date: Oct 9 2007, 11:38 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=322896

Here's your Trade DS
[ds]Trade\\
(0:31) When a furre says {Request Trade},
(1:200) and variable %tradeon is equal to 1,
(5:200) emit message {There's somebody already trading! Please wait.} to whoever set off the trigger.
(0:31) When a furre says {Request Trade},
(1:200) and variable %tradeon is equal to 0,
(5:200) emit message {Please wait for the furre's reply. (No choice to cancel.)} to whoever set off the trigger.
(3:10) in the space right in front of the triggering furre,
(5:201) emit message {The trainer infront of you requests to trade you! (I agree/I disagree) You have 5 seconds or automatic cancelation.} to any furre present.
(5:300) set variable %tradeon to the value 1.
(5:317) set variable %poketrade to the number of the object in the triggering furre's paws.
(5:50) set countdown timer 123 to go off in 5 seconds.
(0:31) When a furre says {I agree},
(1:200) and variable %tradeon is equal to 1,
(5:317) set variable %poketradea to the number of the object in the triggering furre's paws.
(5:76) Place object type %poketrade in the triggering furre's paws.
(3:10) in the space right in front of the triggering furre,
(5:77) Place object type %poketradea in the paws of any furre present.
(5:200) emit message {Trade Complete!} to whoever set off the trigger.
(5:201) emit message {Trade Complete!} to any furre present.
(0:50) When countdown timer 123 goes off,
(5:300) set variable %tradeon to the value 0.
[/ds]
Still working on it, and I definitely know there's a way to shorten it, just not enough time.

I Need Help With Npc Ds X.x

Forum: DragonSpeak

Date: Jul 11 2007, 12:04 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=304480

He was helping with me to get from point a to point b with obstacles so it would go around it. I think this is what the DS is about.

Pokemon Are Real

Forum: Open Topic

Date: Jul 6 2007, 10:53 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=303340

Pokemon was created by Nintendo, first a game, and then turned into a crappy cartoon. And the Pokemon TCG fails.

Lock For Dragon Script.

Forum: DragonSpeak

Date: Jul 6 2007, 05:18 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=303270

XD I didn't know you could repeat the "3:2" line on one action.

Help

Forum: DragonSpeak

Date: Jul 6 2007, 05:12 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=303266

He meant the rooms. Not the entire dream.
I don't know if this is what you asked for, but it's close.
Repeat the "(3:4) within the rectangle (#,#) - (#,#)," for every room.
[ds](0:31) When a furre says {!reset},
(3:4) within the rectangle (#,#) - (#,#),
(5:4) place object type 0.
(5:5) change object type LOCK to type UNLOCK.[/ds]

Lock For Dragon Script.

Forum: DragonSpeak

Date: Jul 6 2007, 05:11 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=303265

Two lines less.
[ds](0:7) When somebody moves into position (64,133),
(3:2) at position (64,133) on the map,
(5:6) swap object types 161 and 162.
(0:7) When somebody moves into position (64,133),
(3:2) at position (62,141) on the map,
(5:6) swap object types 393 and 394.[/ds]

Bah Ds?

Forum: DragonSpeak

Date: Jul 6 2007, 05:03 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=303261

I agree, Photon doesn't have much experience in ds. This is what you call "Advance DS". Just replace the floor type # with where you want the object to clone itself once it is picked up. And, Photon, HARSH.
[ds](0:15) When a furre uses the get/drop command,
(1:17) and they (moved from/are standing at) floor type #,
(3:5) where the triggering furre (moved from/is standing at),
(5:317) set variable %bahitem to the number of the object in the triggering furre's paws.
(5:4) place object type %bahitem.[/ds]

Skateboard Ds

Forum: DragonSpeak

Date: Jul 6 2007, 04:46 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=303258

Use the Kart/Cart DS found in the Frequently Asked DragonSpeak
Credits go to Graphite
[ds](0:3) When somebody moves into object type 619,
(5:92) turn the triggering furre to face southwest.

(0:3) When somebody moves into object type 618,
(5:91) turn the triggering furre to face southeast.

(0:4) When a furre turns,
(3:5) where the triggering furre (moved from/is standing at),
(5:6) swap object types 619 and 618.

(0:19) When somebody uses object type 0,
(1:18) and they (moved from/are standing at) object type 619,
(1:13) and the triggering furre is facing northeast (up and right),
(1:40) and 1 step(s) northeast (up and right) from the triggering furre is floor 32,
(1:50) and 1 step(s) northeast (up and right) from the triggering furre is object 0,
(3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:4) place object type 619.
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
(5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.

(0:19) When somebody uses object type 0,
(1:18) and they (moved from/are standing at) object type 619,
(1:15) and the triggering furre is facing southwest (down and left),
(1:42) and 1 step(s) southwest (down and left) from the triggering furre is floor 32,
(1:52) and 1 step(s) southwest (down and left) from the triggering furre is object 0,
(3:52) 1 step(s) southwest (down and left) from where the triggering furre (moved from/is standing),
(5:4) place object type 619.
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
(5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.

(0:19) When somebody uses object type 0,
(1:18) and they (moved from/are standing at) object type 618,
(1:14) and the triggering furre is facing southeast (down and right),
(1:41) and 1 step(s) southeast (down and right) from the triggering furre is floor 32,
(1:51) and 1 step(s) southeast (down and right) from the triggering furre is object 0,
(3:51) 1 step(s) southeast (down and right) from where the triggering furre (moved from/is standing),
(5:4) place object type 618.
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
(5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.

(0:19) When somebody uses object type 0,
(1:18) and they (moved from/are standing at) object type 618,
(1:16) and the triggering furre is facing northwest (up and left),
(1:43) and 1 step(s) northwest (up and left) from the triggering furre is floor 32,
(1:53) and 1 step(s) northwest (up and left) from the triggering furre is object 0,
(3:53) 1 step(s) northwest (up and left) from where the triggering furre (moved from/is standing),
(5:4) place object type 618.
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
(5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.[/ds]

Are You A Failure? :d

Forum: Open Topic

Date: Jun 23 2007, 09:55 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=300744

Well, the purple mouse gasping for air here, . Now, I am asking if anyone has told you, "DU U DINK UR MPORTENT ENUFF TO TALK 2 US??!?" or, "JUFAILE!!!!" well, now is your chance! TO DO NOTHING ABOUT IT AND JUST POST HERE D<

Associating Words Game

Forum: Open Topic

Date: Jun 13 2007, 06:34 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=298426

Supercornyfuglylicous

In other words: THEIR BOTH UGLY D<<<<<<<<< (many eyebrows now appear infront of my face.)

Emitting

Forum: DragonSpeak

Date: Jun 13 2007, 06:31 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=298425

I'm sorry, but I just wanna say this: Holy Crap Their names.. I think Carrie is Chinese though.

The Furcadian Movie Theater - For Sale

Forum: Kasurian Trade Skills Fair

Date: Jun 6 2007, 10:52 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=296779

Hey! Your selling like.. 1 object of my patches! I think I should get a share, like 10 invisible money's please? (I don't accept roleplay money)

Give Me A Challenge.

Forum: DragonSpeak

Date: May 29 2007, 04:36 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=293217

Agh, I got overexcited this time, it's corrupted. but I still need some DS challenge.
(I'm still recreating my Civil Street dream :3)

Give Me A Challenge.

Forum: DragonSpeak

Date: May 29 2007, 09:07 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=293173

Who said it doesn't exist? I found my back-up CD of all my dreams ^^

Give Me A Challenge.

Forum: DragonSpeak

Date: May 28 2007, 12:43 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=292977

As most of you know me, I'm the most weirdest person who fails at everything with no friends and tries to bother people. (I do that 'cause there's nothing new on the DS forum) And as some of you know me, I'm that weirdo who sits in the corner doing patches and DS and draws strange figures with letters, numbers, and symbols. Well, I'm very bored. And yes, I do have friends D< I have to wait one more year for me to apply to be mason and yell at- I mean HELP people. In the mean time, I'd like someone to give me a challenge for a DS. Because I have nothing to do until high school.

Learning Ai

Forum: DragonSpeak

Date: May 28 2007, 12:31 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=292970

I already figured AI out :3 Now all I need to do is figure how to make NPCs go around objects even if going around a whole string of objects.

School Ds Help And Dream Help

Forum: DragonSpeak

Date: May 28 2007, 12:27 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=292967

The dream part, put it in "patches" 'cause this is the wrong forums to put that in.

Elrollment you need to use a bot, put that in the third party development place. Species DS, you mean by Local. And you need to be specific about the "Species Thing" because I don't know what the hell your talking about, what should cause the furre to turn into a Local?
Here are the effects:
[ds]
(5:1200) change the triggering furre to localspecies #.
(5:1201) change any furre present to localspecies #.
(5:1202) change the triggering furre back to their original species.
(5:1203) change any furre present back to their original species.[/ds]
You need to make a patch somewhat like that player patch and name it local1.fsh or whatever and replace the # by the local#.

And the staff only floor is quite simple.
[ds](0:2) When somebody moves into floor type #,
(1:111) and the triggering furre hasn't got shared control (and is not the dream owner),
(5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied.
[/ds]

Never Make Anything Getable Ever Again.

Forum: DragonSpeak

Date: May 28 2007, 12:18 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=292965

I made that DS before, but too bad whenever I pick up or drop any items, it makes the "click" noise.

Magic Ds

Forum: DragonSpeak

Date: Apr 30 2007, 06:32 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=287550

Shorter:
[ds]
(0:19) When somebody uses object type 2457,
(1:17) and they (moved from/are standing at) floor type 177,
(3:11) 1 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 2465.
(5:75) make any furre present lie down.
(5:50) set countdown timer 101 to go off in 1 seconds.
(0:19) When somebody uses object type 2457,
(1:17) and they (moved from/are standing at) floor type 177,
(3:11) 2 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 2465.
(5:75) make any furre present lie down.
(0:19) When somebody uses object type 2457,
(1:17) and they (moved from/are standing at) floor type 177,
(3:11) 3 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 2465.
(5:75) make any furre present lie down.
(0:50) When countdown timer 101 goes off,
(5:5) change object type 2465 to type 155.
(5:50) set countdown timer 102 to go off in 1 seconds.
(0:50) When countdown timer 102 goes off,
(5:5) change object type 155 to type 0.
[/ds]

Staff Items

Forum: DragonSpeak

Date: Apr 30 2007, 05:58 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=287536

QUOTE(finbeer @ Apr 30 2007, 11:02 AM) [snapback]287473[/snapback]
I use something similar to stop people picking up gettable objects all over the dream, but there is a bug. Try using it with a ungettable object.

Yep, but It's only for a specific item you need to have that is pick-up-able.

Staff Items

Forum: DragonSpeak

Date: Apr 30 2007, 08:49 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=287454

Don't know if this has been posted before, but this DS lets you have your staff object not pick-up-able. It also lets the furre keep what their holding. Good for staff furniture in bahs.

Staff Items:
[ds]
(0:17) When somebody picks up object type #STAFFOBJ,
(1:111) and the triggering furre hasn't got shared control (and is not the dream owner),
(5:350) set variable %stff to the X,Y position the triggering furre (moved from/is standing at).
(5:381) set variable %stffa to the object type at (%stff).
(5:41) place object type #STAFFOBJ at (%stff).
(5:76) Place object type %stffa in the triggering furre's paws.
[/ds]

Some Way Around This?

Forum: DragonSpeak

Date: Apr 22 2007, 03:57 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285978

I created that for my DDR dream. I made it so it would move around every 50 ms and it would stay online 24/7. I really never turn my computer off.

Help! I Need Farm Ds!

Forum: DragonSpeak

Date: Apr 22 2007, 03:55 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285975

I'm making a farm dream but I'd be happy to share some DS with you,
[ds](0:18) When somebody drops object type SEEDA,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type SEEDA to type SEEDB.
(0:100) When 10 seconds have passed, offset by 0,
(5:5) change object type TREEe to type TREEf.
(5:402) Cycle the five object types in this sequence one step forward: TREEa, TREEb, TREEc, TREEd, TREEe.
[/ds] change the Tree and Seed's
TREEf will have the tree with fruits/seeds and SEEDA and SEEDB will be the same seed patches but 2 different objects.
[ds](0:3) When somebody moves into object type TREEf,
(0:3) When somebody moves into object type TREEfruita,
(0:3) When somebody moves into object type TREEfruitb,
(0:3) When somebody moves into object type TREEfruitc,
(3:6) where the triggering furre moved into,
(5:5) change object type TREEfruitc to type TREEe.
(5:401) Cycle the four object types in this sequence one step forward: TREEf, TREEfruita, TREEfruitb, TREEfruitc.
(0:3) When somebody moves into object type TREEf,
(0:3) When somebody moves into object type TREEfruita,
(0:3) When somebody moves into object type TREEfruitb,
(0:3) When somebody moves into object type TREEfruitc,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type 0 to type SEEDA.
[/ds]
TREEfruita will have 3 fruits TREEfruitb will have 2 TREEfruitc will have 1 and TREEf will have all 4.
Lastly, the lock DS. Read it and you'd do fine.
[ds](0:31) When a furre says {!lock},
(1:17) and they (moved from/are standing at) floor type FLOORINSIDETHEFARM,
(5:5) change object type UNLOCKEDOBJECT to type LOCKEDOBJECT.
(0:31) When a furre says {!unlock},
(1:17) and they (moved from/are standing at) floor type FLOORINSIDETHEFARM,
(5:5) change object type LOCKEDOBJECT to type UNLOCKEDOBJECT.[/ds]

Some Way Around This?

Forum: DragonSpeak

Date: Apr 22 2007, 03:24 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285970

Awesome then. Theres a laser tag dream in http://furcadia.com/patches that uses it. Try looking at that for a while and maybe you'd get it.

I just tested it. The redraw screen DS now has delay problems.

Hp And Exp Ds

Forum: DragonSpeak

Date: Apr 22 2007, 03:20 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285969

School Math Book, Pre-Algebra or Algebra 1. 5th - 9th grade. Search up about variables. Variables are containers which hold numbers in. When used in emits or things that aren't used for setting it or changing the variable, it will use only the number in which the variables contain.

Some Way Around This?

Forum: DragonSpeak

Date: Apr 22 2007, 03:11 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285967

It's been broken since the squirrel update and I don't remember anywhere in this update that says they fixed it.

Quiddity Dream System - Guide

Forum: DragonSpeak

Date: Apr 21 2007, 08:57 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285805

Eh not really, I just made the whole map giant.

Furre Triggers Something, But Does Nothing.

Forum: DragonSpeak

Date: Apr 21 2007, 07:39 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285786

No problem I'm just really bored right now.

New Furc3d2 Version (0.0015)

Forum: Third Party Development

Date: Apr 21 2007, 07:34 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285785

It shows a black screen o.o I have directx 9

Ds Help.

Forum: DragonSpeak

Date: Apr 21 2007, 07:26 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285781

Same exact amount of DS lines but for all of the swings.
You need 2 swings in the center.
Same concept,
A = Swinged forward
B = Swing in center
C = Swinged backward
D = 2nd swing in center
[ds](0:100) When 1 seconds have passed, offset by 0,
(4:10) only in places that can't be walked into,
(5:401) Cycle the four object types in this sequence one step forward: A, B, C, D.
(0:100) When 1 seconds have passed, offset by 0,
(4:9) only in places where someone can walk,
(5:5) change object type A to type B.
(5:5) change object type C to type B.[/ds]

I Can Help People With Simple Ds!

Forum: DragonSpeak

Date: Apr 21 2007, 07:21 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285778

Hmm, looks pretty simple. Why don't you add the line:
[ds](1:1013) and position (#,#) is object type #,[/ds]
for the DS line when the furre is coming out? Change the object type # to the unlocked object and the x,y to where your lock is suppose to be.

Quiddity Dream System - Guide

Forum: DragonSpeak

Date: Apr 21 2007, 07:17 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285776

Whoa. I made the exact same DS. And it looks exactly like this. My brain hurts.

Furre Triggers Something, But Does Nothing.

Forum: DragonSpeak

Date: Apr 21 2007, 07:13 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285775

why not get the variable of the x,y position of the place infront of the furre, then once that works look for the x item and y floor and set a variable for that position, if both of the variables are bigger than 0 then get the data for the furre. once you got the health variable in, you minus it and then place the object on the x,y. looks simple to me.
It would be easier for me to explain it if I got the variable names and some other small details.

Hp And Exp Ds

Forum: DragonSpeak

Date: Apr 21 2007, 07:11 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=285772

I agree, and even if you did find the stats DS then you'd still have to be able to know what variables are to actually make it work.

Free Ds Help!

Forum: DragonSpeak

Date: Apr 8 2007, 10:12 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=282636

Make a whole Star Wars dream.

Basic Multiplayer Stat Ds Needed!

Forum: DragonSpeak

Date: Apr 8 2007, 10:09 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=282635

Looks like my ds o.o Whatever then.

Kitterwing Update: New Possibilities

Forum: DragonSpeak

Date: Apr 8 2007, 09:59 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=282633

Wall block lock.

Let's you lock and unlock in a house and if the lock is next to a wall, makes your life easier and doesn't let them in.

[ds]Lock
(0:3) When somebody moves into object type 164,
(1:161) and they didn't (bump into/move through) a wall with texture 1,
(1:161) and they didn't (bump into/move through) a wall with texture 2,
(0:3) When somebody moves into object type 163,
(1:161) and they didn't (bump into/move through) a wall with texture 1,
(1:161) and they didn't (bump into/move through) a wall with texture 2,
(0:3) When somebody moves into object type 161,
(1:161) and they didn't (bump into/move through) a wall with texture 1,
(1:161) and they didn't (bump into/move through) a wall with texture 2,
(0:3) When somebody moves into object type 162,
(1:161) and they didn't (bump into/move through) a wall with texture 1,
(1:161) and they didn't (bump into/move through) a wall with texture 2,
(3:6) where the triggering furre moved into,
(5:6) swap object types 161 and 162.
(5:6) swap object types 163 and 164.
(0:7) When somebody moves into position (24,50),
(1:161) and they didn't (bump into/move through) a wall with texture 1,
(1:161) and they didn't (bump into/move through) a wall with texture 2,
(3:2) at position (26,50) on the map,
(5:6) swap object types 393 and 394.[/ds]

Fully Operational Bank Ds

Forum: DragonSpeak

Date: Mar 31 2007, 02:53 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=280469

Too bad you got to make a variable for each tool x farms.

Need Help With Ds

Forum: DragonSpeak

Date: Mar 31 2007, 02:51 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=280468

O.o You change the object under the person your dunking.

One Free Digo Month

Forum: Suggestions

Date: Mar 31 2007, 02:23 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=280465

I was just going around looking in the digomarket and I thought, hey! What would happen if people could try out digos for a month or a week or a day. And they could try it out any day. There could be a button that says "Try out a free digo for a week/day/month" and the could be a pop up saying, "Are you sure you want to start today or later?" "Yes" "No (Later)" And once it's over people can choose to extend how long they want their digos for or not. So, it's just a thought. If anyone has anything to say about this, please do.

Another Problem..

Forum: DragonSpeak

Date: Feb 21 2007, 01:55 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=274328

18 Lines, Fixed. Test it out. Don't change anything.
[ds](0:1) Whenever somebody moves,
(5:312) set variable %achance to the total of rolling 1 dice with 10 sides plus 0.
(5:312) set variable %apokemon to the total of rolling 1 dice with 100 sides plus 304.
(0:2) When somebody moves into floor type 512,
(1:5) and they successfully moved,
(1:200) and variable %achance is equal to 1,
(3:6) where the triggering furre moved into,
(5:2) change floor type 512 to type 513.
(5:200) emit message {A Wild Pokemon is Hiding!} to whoever set off the trigger.
(0:18) When somebody drops object type 233,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type 233 to type 0.
(4:1) only where the floor is type 513,
(5:5) change object type 0 to type %apokemon.
(5:2) change floor type 513 to type 512.
(5:201) emit message {You caught a pokemon!} to any furre present.
(0:100) When 3 seconds have passed, offset by 0,
(5:2) change floor type 513 to type 512.[/ds]

Build-a-home Dragon Speak Help

Forum: DragonSpeak

Date: Feb 20 2007, 02:40 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=274130

Here's my version of the lock DS:
[ds](0:3) When somebody moves into object type *LOCK#,
(1:5) and they successfully moved,
(0:3) When somebody moves into object type *UNLOCK#,
(1:5) and they successfully moved,
(3:6) where the triggering furre moved into,
(5:6) swap object types *LOCK and *UNLOCK.
(0:3) When somebody moves into object type *LOCK#,
(1:5) and they successfully moved,
(0:3) When somebody moves into object type *UNLOCK#,
(1:5) and they successfully moved,
(3:2) at position (*DOOR) on the map,
(5:6) swap object types *DOORLOCK and *DOORUNLOCK.
(5:18) move the triggering furre back where they came from.[/ds]
Make the lock movable, it is a good use if your going to put the lock near a gate, you don't need so much DS for it.

Another version for the Item Room. Only 4 DS lines.
[ds](0:2) When somebody moves into floor type *FLOOR#,
(3:6) where the triggering furre moved into,
(5:350) set variable %from to the X,Y position the triggering furre (moved from/is standing at).
(5:22) copy the object to (%from).[/ds]

I'm so bored so, the trashcan DS
[ds](0:1) Whenever somebody moves,
(4:1) only where the floor is type *FLOOR#,
(5:4) place object type 0.[/ds]

Looking For A Dream Team

Forum: Dreams and DreamEd

Date: Feb 20 2007, 02:27 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=274123

I'm the DS master, just try and copy my HP ds

December 16, 1996

Forum: Birthday Celebrations and Memories

Date: Feb 20 2007, 02:26 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=274121

10 years ago, I was 2 years old.

Check Item Ds

Forum: DragonSpeak

Date: Feb 17 2007, 08:07 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=273701

Same DS, less variables.
[ds]
(0:31) When a furre says {!check},
(5:350) set variable %check to the X,Y position the triggering furre (moved from/is standing at).
(0:1) Whenever somebody moves,
(1:103) and they didn't move into object type 0,
(1:19) and they (moved from/are standing at) position (%check),
(5:351) set variable %check to the X,Y position the triggering furre moved to.
(5:381) set variable %check to the object type at (%check).
(5:200) emit message {Item Infront: %check} to whoever set off the trigger.
[/ds]

Help With Ds

Forum: DragonSpeak

Date: Jan 18 2007, 05:35 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=269416

%gotospecial means that if I want a furre only to teleport on only one type of floor and not go flying off inside like, inside a desk or something I set %gotospecial to 1. that ISN'T the problem
[ds](5:530) set variable %enddoor to the X,Y position of a random spot where the object is type 1 within the rectangle (14,9) - (194,191),[/ds] the 14,9 and 194,191 is the whole dream where I only want the furre to teleport to. And that explains it almost fully with "well first off all you have it set to rectangle not diamond". But that didn't really help either. [ds](3:4) within the rectangle (%topdoor) - (%bottomdoor),[/ds] is NOT the problem either.

Help With Ds

Forum: DragonSpeak

Date: Jan 18 2007, 09:37 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=269339

Well, when a furre is in the way, I want the furre to go to a walkable place without any objects inside a Diamond. And set the variable to go there inside (14,9) - (194,191) so it doesn't catch the data thing.

Help With Ds

Forum: DragonSpeak

Date: Jan 17 2007, 10:27 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=269304

Ok, can anyone double check on my advanced moving DS? Or check if it's wrong? 4 masons and 1 helper has already failed me so you can tell it's some advanced stuff. So heres the problem:
I go through a door and theres no furre in the way, boom I get there.
I go through a door and theres a furre in the way, boom it doesn't move me anywhere else it resets the whole dream.
[ds]
//Move DS - Study DS Before Trying To Create
(0:7) When somebody moves into position (32,21),
(5:300) set variable %goto to the value 1.
(5:500) set variable %enddoor to the X,Y position of a random spot within the rectangle (40,21) - (40,21),
(5:500) set variable %topdoor to the X,Y position of a random spot within the rectangle (38,20) - (38,20),
(5:500) set variable %bottomdoor to the X,Y position of a random spot within the rectangle (40,25) - (40,25),
(0:7) When somebody moves into position (40,20),
(5:300) set variable %goto to the value 1.
(5:500) set variable %enddoor to the X,Y position of a random spot within the rectangle (32,20) - (32,20),
(5:500) set variable %topdoor to the X,Y position of a random spot within the rectangle (34,14) - (34,14),
(5:500) set variable %bottomdoor to the X,Y position of a random spot within the rectangle (34,22) - (34,22),
//Move DS Setup (Don't Change)
(0:30) When a furre says anything,
(1:200) and variable %goto is equal to 1,
(1:200) and variable %gotospecial is equal to 0,
(1:1100) and there's a furre at (%enddoor),
(0:1) Whenever somebody moves,
(1:200) and variable %goto is equal to 1,
(1:200) and variable %gotospecial is equal to 0,
(1:1100) and there's a furre at (%enddoor),
(3:3) within the rectangle (%topdoor) - (%bottomdoor),
(4:9) only in places where someone can walk,
(5:5) change object type 0 to type 1.
(5:530) set variable %enddoor to the X,Y position of a random spot where the object is type 1 within the rectangle (14,9) - (194,191),
(5:380) set variable %tofloor to the floor type at (%enddoor).
(5:14) move the triggering furre to (8,191) if there's nobody already there.
(5:40) set the floor to type %floor at (%hp).
(5:40) set the floor to type %hpfloor at (%enddoor).
(5:14) move the triggering furre to (%enddoor) if there's nobody already there.
(5:41) place object type %enddoor.x at (%one).
(5:40) set the floor to type %enddoor.y at (%one).
(5:41) place object type %tofloor at (%two).
(0:30) When a furre says anything,
(1:200) and variable %goto is equal to 1,
(1:201) and variable %gotospecial is greater than 0,
(1:1100) and there's a furre at (%enddoor),
(0:1) Whenever somebody moves,
(1:200) and variable %goto is equal to 1,
(1:201) and variable %gotospecial is greater than 0,
(1:1100) and there's a furre at (%enddoor),
(3:4) within the rectangle (%topdoor) - (%bottomdoor),
(4:9) only in places where someone can walk,
(4:2) only where the floor is not type %gotospecial,
(5:5) change object type 0 to type 1.
(5:530) set variable %enddoor to the X,Y position of a random spot where the object is type 1 within the rectangle (14,9) - (194,191),
(5:5) change object type 1 to type 0.
(5:380) set variable %tofloor to the floor type at (%enddoor).
(5:14) move the triggering furre to (8,191) if there's nobody already there.
(5:40) set the floor to type %floor at (%hp).
(5:40) set the floor to type %hpfloor at (%enddoor).
(5:14) move the triggering furre to (%enddoor) if there's nobody already there.
(5:41) place object type %enddoor.x at (%one).
(5:40) set the floor to type %enddoor.y at (%one).
(5:41) place object type %tofloor at (%two).
(5:300) set variable %goto to the value 0.
(5:399) clear all variables to zero.
(0:30) When a furre says anything,
(1:200) and variable %goto is equal to 1,
(1:1101) and there's no furre at (%enddoor),
(0:1) Whenever somebody moves,
(1:200) and variable %goto is equal to 1,
(1:1101) and there's no furre at (%enddoor),
(5:40) set the floor to type %floor at (%hp).
(5:380) set variable %tofloor to the floor type at (%enddoor).
(5:41) place object type %enddoor.x at (%one).
(5:40) set the floor to type %enddoor.y at (%one).
(5:41) place object type %tofloor at (%two).
(5:40) set the floor to type %hpfloor at (%enddoor).
(5:14) move the triggering furre to (%enddoor) if there's nobody already there.
(5:300) set variable %goto to the value 0.[/ds]
(5:399) clear all variables to zero.

Swings That Refuse To Swing

Forum: DragonSpeak

Date: Jan 6 2007, 03:08 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267766

Yes. But only at an x,y. (1:1100) and there's no furre at (x,y)
PS. I suggest you do not use the swap command if you have more than 2 items you want to cycle.

Reading A Book :p

Forum: DragonSpeak

Date: Jan 6 2007, 03:07 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267765

I have the DS editor opened up, but too lazy to actually give the Ds but just to type this.

Ds Cleanup

Forum: DragonSpeak

Date: Jan 6 2007, 03:05 AM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267763

I don't know but, year bats are kinda not really worth a DS clean-up. I've seen tons of free DS clean-ups from masons or just pay-it-forward people. I don't think alot of people would afford it.

Quiddity Dream System - Qds

Forum: DragonSpeak

Date: Jan 2 2007, 09:03 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267383

Nvm, Late post XD I saw that other post today and left it on. Then just waited 'til night and I'm late for the post. Nice DS. It was easy to figure out if you were in my perspective.

Should I Release The Quiddity Dream System Now?

Forum: DragonSpeak

Date: Jan 2 2007, 09:01 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267382

Maybe it should be released privately? Because some furres could've figured out this DS and wanted to be original and use very complex DS had worked hard and suddenly it gets posted all over the internet. I was pretty ticked when I found out that the 'map' database was posted to the forum. I worked the whole day on it. But there are some good things that come out of it, like furres who complain about how to create data system and want it for their dream. So I say go for it, release it, but I also think to go private.

Help With Copying And Pasting Items And Floors

Forum: DragonSpeak

Date: Dec 31 2006, 09:56 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267188

Go learn variables o.o (Sorry, I had to do that.) But the DS involves variables,

Furres Riding Furres?

Forum: DragonSpeak

Date: Dec 31 2006, 09:42 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=267185

You can't mount furres onto another furre, but I know another way. Ok lets call the 'horse' furre 'A' and call the 'rider' furre 'B' Right next to furre 'A' place an invisible object that makes an illusion that furre 'B' is riding on furre 'A'. Teleport furre 'B' whenever furre 'A' moves and move the object with furre 'B'.

Bot Announcing Someone's Entrance

Forum: Third Party Development

Date: Dec 23 2006, 04:34 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266364

I forgot the command for where you Press F4 and it shows the people, but if you use Visual Basic 6, then you just get the incomming command that says "*Current Players: " on the left and sets a variable to that message - Len("*Current Players") Len means the number of characters in something. Then set that to an array an whenever the array changes then just emit out the thing that changed it. o.o

Looking For A Program.

Forum: Third Party Development

Date: Dec 23 2006, 01:39 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266333

Thanks, and do you know why the, "look x,y" command doesn't work? I'm also trying that for the dream.
PS. It doesn't connect with the WinSock >.> & I already have a built in 'Login' form in the program so it sends the name and pass, desc, that kind of thing.

Looking For A Program.

Forum: Third Party Development

Date: Dec 22 2006, 11:19 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266265

Thanks, joepie o.o, kylix, and Comic Entendre. I got it.
uh.. not really. I have No idea where to put "Declare Function WinExec Lib "kernel32" (ByVal lpCmdLine As String, ByVal nCmdShow As Long) As Long" Anywhere I put it, it has an error.

Gangsta Nation

Forum: Groups and Guilds

Date: Dec 21 2006, 10:36 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266119

ask someone else to upload the dream o.o

Looking For A Program.

Forum: Third Party Development

Date: Dec 21 2006, 10:27 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266117

Thx for the filtering. But I didn't need the visible form thing. I needed it to pop the furcadian program up.

Invisibility Ds <request>

Forum: DragonSpeak

Date: Dec 21 2006, 10:15 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266116

or make an empty Fsh thats 'local 1' and use that for walking easier.

Variables

Forum: DragonSpeak

Date: Dec 21 2006, 10:12 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266115

Variables are used to store data. Like a package holding an item. The data contains a number or a word. And when you call on the variable you call on the number or word(s) the variable contains. And just like Nommad said, the variables represent these numbers or word(s).
Ex:
If you set a variable like "%variable" to "1" then %variable now represents 1.
Ds Form:
[ds]
(5:300) set variable %variable to the value 1.
[/ds]
And you make a command to add "1" to "%variable" every time you say the command. So you say the command. %variable is currently 1, and it adds 1 to it. %variable is now 2.
Ds Form:
[ds]
(0:31) When a furre says {A Command},
(5:302) take variable %variable and add 1 to it.
[/ds]
You can make an If-Then statement. Like "If a furre says {HI} and variable %variable = 3 then emitloud {Hello World!}"
Now you could turn it into DS!
Ds Form:
[ds]
(0:31) When a furre says {HI},
(1:200) and variable %variable is equal to 3,
(5:204) emitloud message {Hello World!} to everyone on the map.
[/ds]

Farming Ds Needed!

Forum: DragonSpeak

Date: Dec 21 2006, 10:00 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266113

o.o I don't get it. Do you mean Chocolate's breeding system?

Looking For A Program.

Forum: Third Party Development

Date: Dec 21 2006, 12:44 PM

Original post: https://forums.furcadia.com/index.php?act=findpost&pid=266019

I'm currently recreating the idea of an RPG program inside of furcadia. It currently runs on whispers of a client program (an alt furre) and a server program (one furre that all clients whisper to). Now all I need to do is pop up a window so the furres can see while fighting or whatever. And I need to know how to remove whispers from the log with "[331]" in it.