TheBlood's Furcadia Forums Posts (posts 101-183)
83 posts in this file.
Looking For A Program.
Forum: Third Party Development
Date: Dec 20 2006, 12:49 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=265770
No. I'm looking for the source of the program I'm looking for.
Source is for VB6
Great Idea
Forum: DragonSpeak
Date: Dec 19 2006, 08:41 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=265743
Use a variable for each part of the train?
Doing Commissions!
Forum: DragonSpeak
Date: Dec 19 2006, 08:38 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=265742
Wow. I haven't laughed like this since paris hilton in house of wax.
Infinite Locker Doors
Forum: DragonSpeak
Date: Dec 19 2006, 08:34 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=265741
^^ I made this DS before you! XD I made it for my lego dream. Although mine was shorter for some reason o.o
Suggestion
Forum: Suggestions
Date: Dec 19 2006, 08:31 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=265740
Why don't you just set an array variable to whoever enters the dream and then erase the array when they leave.
Looking For A Program.
Forum: Third Party Development
Date: Dec 19 2006, 08:27 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=265739
I'm looking for this program that I remember I use to have but now I don't. The program lets you login to a character and the furcadia client window pops up but you still get to control the client. Does anyone know where/what it is? I remember it had a "mreow" in it. Please and thank you.
May I Have Help Please
Forum: DragonSpeak
Date: Nov 5 2006, 01:04 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=259731
I couldn't understand the question and sometimes its because your misspelling Laptop with Labtop (Labtop might be from the show I don't know). I think that (s)he means that when you say "jack in" it only jacks them into the world when a staff says "!laptop" and enables the laptops to be jacked in (Jeeze "Jack in" sounds so perverted).
DS Explained (Too Lazy to make the DS):
If thats what you mean then theres nine portals and 2 objects that look the same. 1 object is the portal and 1 object is the deactive portal, when a staff says, "!labtop" or "!laptop" swap the deactive portal object with the portal (This makes all of the laptops change). If you want it for only one laptop to change then when a staff says, "!labtop" or "laptop" infront of the staff (in the space right infront of the furre) then swap the deactive portal object with the portal.
PS: Hopefully this will make sense since most of the instructions I give make no sense at all due to the fact that I'm almost a teen. Almost, not yet. When I turn teen get ready for some n00bness hyperactivity.
I Feel Old...
Forum: Furcadia Discussion
Date: Nov 4 2006, 02:29 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=259570
I miss being the only 8 year old furcadian player that can actually patch ds and dreamweave. I miss having to teach a 13 year old when I was 9. And now that I'm 12. There are people younger then me on Furcadia is running into ruins and becoming commercial-like. I miss the fun times I had in bahs. The contests, the cookies, the bright lights in the bahs. There was this one bah, it was white and had full of patches... I had a laptop on just to get more dolls, there were stables and there was this chair you use to move in and get share! Hmm... The old style BAHs.... I think I'd like to make a classic bah with not that much fancy DS and not much automatic systems. I oh-so miss my old "TheBlood's Bah" where I seen alot of goth kids there I had a lake and many friends. I remember "TheBloodDemon" and I remember "Hat of Man" or was it "Man Of Hat"? My #1 person who visited that bah. I added an arena and a maze to that dream and it kept building up. The arena was kinda like shooting guns, I guess thats where I got my "Paintball Stadium" idea on all my dreams from. I MISS OLD FURC!!! I remember my first dream! A maze! Had no idea what variables were yet. Welcome back Welcome back!
Project Pixel
Forum: Furcadia Discussion
Date: Nov 4 2006, 02:14 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=259567
Who here hates Traffic? Remember the Traffic in AI? Well this project is kinda inspired by Traffic but it wasn't at the main hall. It was at a blank land near the main hall. The image explains it all, oh and try to find me. Post a comment or maybe ask a question, but I might not answer the question. So enough talking? Who wants to see the picture? Well hereyago!
CLICK HERE
Test My DS Skills
Forum: DragonSpeak
Date: Sep 24 2006, 04:20 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=253629
Make a bank system for each people who come in and the bank identifies them and could fit more then 500 people. And to make it a bit easy. To identify them you could have objects as their ID and password. I could make a bank with ID and pass but could never fit how many people bigger than the size of the map.
EDIT: Katiki: That ds DOES NOT EXIST. Except for bots. Then that exist.
Money Troubles.
Forum: DragonSpeak
Date: Sep 24 2006, 04:15 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=253628
Whats the DS to show the emit of their money?
Furcadia Crashing
Forum: Technical Support
Date: Sep 24 2006, 01:49 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=253605
thx it was the
5a) blank line in front of the "DSPK V03.00 Furcadia" lne
Edit: Now all of my dreams don't work. Only when I enter it though. I upload a dream fine and suddenly I go into the dream and it crashes furcadia. Same error.
Furcadia Crashing
Forum: Technical Support
Date: Sep 24 2006, 12:31 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=253591
Whenever I try to upload a dream on Furcadia it always crashes furcadia. But when I try to upload another dream Furcadia is fine. What's happening? And what's wrong with the dream? "Furcadia has encountered a problem and needs to close. We are sorry for the inconvenience." "Don't Send" "Send Error Report"
Favorite Dreams
Forum: Third Party Development
Date: Sep 12 2006, 08:51 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=252056
Well my method is that I have 2 lists. one visible and on invisible. and a web browser. hiding behind the list. your method is more good if someone uses more then one furre.
Favorite Dreams
Forum: Third Party Development
Date: Sep 11 2006, 10:30 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=251921
I don't really know what your saying.. Cause the comment doesn't really show anything. The owner won't know anything about why they added to the favorite list because the owner won't know that they even added their dream to their favorite list except if they tell them that.
Favorite Dreams
Forum: Third Party Development
Date: Sep 10 2006, 01:54 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=251655
Well I've seen alot of posts on different furcadian boards and some people ask where they could find a program that lets you save favorite dreams and access and stuff. I kinda made one with my free time:
Edit: Added a "Delete Dream From List" button:
DOWNLOAD
And here's Comic Entendre's Favorite Dreams Program "Astral Jaunt" more pro:
Clicky
Edit: Heres a screenie.
http://img9.picsplace.to/img9/21/screen.PNG
Edit: Oh and I'm only a beginner Visual Basic scripter. I only created this and "Golo-Script"
Oooooh yeah. and the person who edited the thread name it's "Fav Dreams" because the program is called "FAV Dreams"
Entering Dream URLs
Forum: Third Party Development
Date: Sep 10 2006, 10:33 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=251614
I've been wondering. What is the packet that is sent to the server when you click on a link with the link like "furc://name:name"?
Teleporting DS
Forum: DragonSpeak
Date: Sep 9 2006, 01:14 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=251473
There are two ways one way to walk into an object:
[ds]
(0:3) When somebody moves into object type #,
(5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied.[/ds]
And one more way to make it so you don't have to make an object every time you want someone to go somewhere else.
[ds]
(0:7) When somebody moves into position (#,#),
(5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied.[/ds]
Swimming Fish Item
Forum: DragonSpeak
Date: Aug 7 2006, 10:45 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=245598
QUOTE(Saurischia @ Aug 7 2006, 06:26 AM) [snapback]245577[/snapback]
I want when a furre drops a fish item (2416) in a water floor (501),the fish begins to swim in circles.
looks like this:
When somebody drops object type 2416,
And they (moved from/stading at floor type 501,
Set countdown timer 1 to go off in 1 seconds.
When countdown timer 1 goes off,
move item 2416 1 step northeast.
Set countdown timer 2 to go off in 1 seconds.
when countdown timer 2 goes off,
move item 2416 1 step southeast.
set countdown timer 3 to go off in 1 seconds.
when countdown timer 3 goes off,
move item 2416 1 step southwest.
set countdown timer 4 to go off in 1 seconds.
when countdown timer 4 goes off,
move item 2416 1 step northwest.
set countdown timer 1 to go off in 1 seconds.
You forgot to put what position object 2416 is in. And if it still detected the position it wouldn't work.
Help Needed with NPC DS
Forum: DragonSpeak
Date: Jul 22 2006, 09:50 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=243102
are you using the new npc ds or the one stickyed?
PS. the ds I used. the girl runs INTO YOU and then she says something.
Banking System Made Easy
Forum: DragonSpeak
Date: Jul 22 2006, 12:13 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=243067
heheh I made a pokemon dream with the same concept. and also a test dream where you can create your own account. And also a chatroom where you create your own chatroom with a password. I never wanted to release it. I wanted my ds to stay private. For people to wander. Your broken my dream T.T
Help Needed with NPC DS
Forum: DragonSpeak
Date: Jul 22 2006, 12:09 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=243065
Here it is.
[ds](0:7) When somebody moves into position (%npcPos.),
(5:200) emit message {What the NPC is saying.} to whoever set off the trigger.[/ds]
But I can't do what you want. I'm busy.
A Box of Furcadia
Forum: Art
Date: Jul 2 2006, 06:33 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=240046
You can bump right o.o
A Box of Furcadia
Forum: Art
Date: Jun 29 2006, 12:30 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=239614
Thx for the comment! And I do too want to see a video tape about the DEP at work.
Advanced DS Worker Needed for Large Scale Interactive Dream
Forum: DragonSpeak
Date: Jun 29 2006, 11:50 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=239606
I had a tron cycle from Simon's History page thing. I was going to do a Tron dream too o.o
Copy and Paste DS?
Forum: DragonSpeak
Date: Jun 29 2006, 11:43 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=239605
Make an item over the floor and make it look exactly like the floor tile. when the person drops the floor tile item onto the ground it dissappears and makes a floor tile. Like so:
[ds](0:18) When somebody drops object type #FloorItem,
(3:5) where the triggering furre (moved from/is standing at),
(5:5) change object type #FloorItem to type 0.
(5:1) set the floor to type #FloorTile.[/ds]
Edit: I don't understand what you said either. So IDK if this DS has nothing to do with what you say.
A Box of Furcadia
Forum: Art
Date: Jun 29 2006, 01:25 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=239524
I had the idea of a "Furcadia Box" from looking at my Neverwinter Nights box. It came to my conclusion that I should make one! (Not for real though) So I just tooked out photoshop, paint, firefox, and 3Dcanvas. It only took half an hour and I was bored. So It kinda looks weird... Here it is: [img]http://img8.picsplace.to/img8/18/Furcadia_Box.PNG[/img] and a blue background version: [img]http://img9.picsplace.to/img9/18/Furcadia_Box_blue.PNG[/img]
Showing Screen
Forum: Third Party Development
Date: May 28 2006, 04:27 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=235498
yeah, what kylix said.
Showing Screen
Forum: Third Party Development
Date: May 17 2006, 05:34 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=234414
I was wondering, On VB6 how do you add the furc screen to it? I'm experimenting on how to do it right now.
Answer To A Mushclient Problem
Forum: Third Party Development
Date: Apr 10 2006, 03:48 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=229813
QUOTE(Comic Entendre @ Apr 10 2006, 09:55 AM) [snapback]229771[/snapback]
What Kylix is saying is that you only need the "vascodagama" command in response to dream entry. Nothing more, nothing less.
yay... then the ds was just useless XD. I asked the question before. Somehow it got deleted into complete nothing... Thanks for answering the question. I was in my wits end back then trying to get it.
Answer To A Mushclient Problem
Forum: Third Party Development
Date: Apr 9 2006, 12:34 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=229696
Well, I haven't used Mushclient for a long time and because whenever my bot goes into a dream, it stays in 0,0 no matter what. I made a ds to find that out. [ds](0:31) When a furre says {goooo},
(3:2) at position (20,20) on the map,
(5:350) set variable %goooo to the X,Y position the triggering furre (moved from/is standing at).
(5:201) emit message {%goooo.x %goooo.y} to any furre present.
(5:17) move any furre present to (%goooo.x,%goooo.y), or to someplace nearby if it's occupied.
(5:1200) change the triggering furry to localspecies 0.
(5:200) emit message {goooo} to whoever set off the trigger.
(5:15) move the triggering furre to (20,20), or to someplace nearby if it's occupied.
(5:1202) change the triggering furry back to their original species.
(5:1200) change the triggering furry to localspecies 0.
(5:1202) change the triggering furry back to their original species.
(5:202) emit message {boooo} to every furre who can see (%goooo.x,%goooo.y).[/ds]
And I had a weird way to remind myself how to make the mushclient land on the entry place.
[ds]//MUSHCLIENTBOT!!!!!
//Say GOOOO
//THEN vascodagama
//THEN rgate
//THEN OWNER: SAY GOOOO[/ds]
So, just add the ds, and then in the dream... let the mushclient bot say "goooo" then say "vascodagama" then say "rgate" then you say "goooo" o.o I just did all this by experimenting. Thanks for Kaos Atlantis for the commands.
April Fools '06
Forum: Furcadia Discussion
Date: Apr 2 2006, 12:25 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=228889
After The Gorilla Party: http://img7.picsplace.to/img7/13/TheBlood_...01_22-16-09.gif
Help
Forum: Dreams and DreamEd
Date: Mar 28 2006, 07:48 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=228458
Go to the folder your dream patch is in, go to iteme.fsh or item.fsh or whatever, make sure the Shape Properties window is open, if it isn't press "Enter". Check FBJ properties and check Walkable to see if it can be walked thorugh or not, Gettable to see if can be picked up or not, or Sittable for it to automatically make you get seated once on the object or not.
And you can only have 7999 ds lines limited
Help Puhlease =(
Forum: Dreams and DreamEd
Date: Mar 28 2006, 07:41 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=228454
Well... I'm good at patching, mapping, dsing, and thats pretty much making a full dream. I also do have a habit to do stuff slowly or be half done with something and leave it there, bald, staring. It would be fun to create another village that won't blow up because there's less then 1200 DS lines.
Animation
Forum: DragonSpeak
Date: Mar 28 2006, 05:36 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=228446
You forgot the old school way!
[ds]
(0:100) When 1 seconds have passed, offset by 0,
(5:5) change object type 3 to type 2599.
(5:5) change object type 2 to type 3.
(5:5) change object type 1 to type 2.
(5:5) change object type 2599 to type 1.
[/ds]
No school like old school.
I Need Ds Help!
Forum: DragonSpeak
Date: Mar 28 2006, 05:24 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=228444
Or you can use this.
[ds]TheBlood's Lock DS
(0:7) When somebody moves into position (#,#),
(3:2) at position (#,#) on the map, [Where Lock is]
(5:401) Cycle the four object types in this sequence one step forward: #[LockOff], #[LockOn], #[LockOff], #[LockOn].
For example: "one step forward: 162, 161, 162, 161." Remove this for use
(3:2) at position (#,#) on the map, [Where Gate is, unlimited gates can be used.]
(5:401) Cycle the four object types in this sequence one step forward: #[GateClosed], #[GateOpen], #[GateClosed], #[GateOpen].
For example: "one step forward: 393, 392, 393, 392." Remove this for use
[/ds]
What Is The Ds For Cuffing!?!?!?
Forum: DragonSpeak
Date: Mar 28 2006, 05:17 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=228441
Oh yeah, And remember. If you can't find it anywhere else, you may find it on furcadia FAQ.
Furcadia Extended Role-play Add-on
Forum: Third Party Development
Date: Feb 23 2006, 07:00 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224567
hrm.. I just read that post of yours Artex and I've been thinking, Open a server of our own and emit to the server, how about a command that says "A battle begun" in this lobby type place on the screen, so it won't pop-up and annoy furres and if they wish to view the battle they click "view battle" then they click on "A battle begun" and they can see the battle going on. How about that?
Furcadia Extended Role-play Add-on
Forum: Third Party Development
Date: Feb 23 2006, 03:27 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224550
how about it sends "fightstarted[player2]vs[player1]" to the server and any other people with the program picks it up and emits to the player "A battle has started between [player1] and [player2]!" then when they attack and stuff it sends stuff out to everyone with the program saying "[Player1] attacked [player2] with [attack]" or such.
Basic Ds
Forum: DragonSpeak
Date: Feb 23 2006, 03:25 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224549
Why do people keep on posting the hop DS? It's right pinned down on this whole forum.
Count Items & Floors
Forum: DragonSpeak
Date: Feb 23 2006, 02:13 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224540
I just made this version of the DS, it isn't all that advance or anything.. eheheh
[ds]--Count Test
(0:0) When everything is starting up,
(5:399) clear all variables to zero.
(0:100) When 1 seconds have passed, offset by 0,
(1:206) and variable %count.x is not equal to 206,
(1:206) and variable %count.y is not equal to 199,
(1:1014) and position (%count) is not object type 0,
(5:302) take variable %objcount and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:206) and variable %count.x is not equal to 206,
(1:206) and variable %count.y is not equal to 199,
(1:1012) and position (%count) is not floor type 0
(5:302) take variable %flocount and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:200) and variable %count.y is equal to 199,
(5:300) set variable %count.y to 0.
(5:302) take variable %count.x and add 1 to it.
(0:100) When 1 seconds have passed, offset by 0,
(1:206) and variable %count.x is not equal to 206,
(1:206) and variable %count.y is not equal to 199,
(5:302) take variable %count.y and add 1 to it.
(0:31) When a furre says {Stats},
(5:200) emit message {Floors: %flocount Objects: %objcount from 0,0 to %count.x,%count.y} to whoever set off the trigger.
[/ds]
it just counts the floors and items automatically...
Furcadia Extended Role-play Add-on
Forum: Third Party Development
Date: Feb 23 2006, 01:00 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224534
Maybe like, you press a button like it would send a message to the server like in mushclient I was experimenting with, the program picks up the message and does an action like if somebody presses the start battle or something like that then they type in the name of the person, it sends "getbattle[player]" and it only sends it to the other player if that person can see him or her. Once it detects the other person it says to the other person by program "[#]/[%]/[&][Player1] Challenges you to a battle do you accept?" then the person accepts, it sends "acceptbattle[player]" and the other player's program detects it then it just starts the battle.
Dreamer
Forum: Third Party Development
Date: Feb 23 2006, 12:25 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224533
I still have the old version of Furcadia Dreamer, it still has the "Ctrl-Z" glitch where it crashes the Dreamer... And the FAQ thing on it always made me laugh...
Q: Can you add new DS commands?
A: No, I can't. Felorin won't let me.
Q: Who the hell is Felorin?!
A: He is the guy who is programming Furcadia; so watch your mouth.
o.o;; Ok Maybe I shouldn't have told you that.. ;; Anyways, no Walk-Through yet in this version, I used it for 3 whole years... Yay! ^_^
Silver Golem
Forum: Third Party Development
Date: Feb 23 2006, 12:16 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224532
Ok I'm using Silver Golem and the variables seem to be misshapped, this was the script I used to test it:
[ds](0:3) When a furre says anything,
(1:2) and the message is {testcreate},
(5:68) take variable {[testcr]} and store {2} in it.
(5:8) say {TestCR: [testcr]}.
(0:3) When a furre says anything,
(1:2) and the message is {testadd},
(5:69) take variable {[testcr]} and add {1} to it.
(5:8) say {TestAD: [testcr]}.[/ds]
I said "testcreate" and it said back "TestCR: 2" then when I said "testadd" it said "TestAD: 2"
My theory is that instead of the program reading (5:69) take variable {[testcr]} and add {1} to it.
It reads (5:69) take variable {2} and add {1} to it. because [testcr] already has 1 stored in it.
If you know the answer to this problem please tell me.
Dreamed Hook
Forum: Third Party Development
Date: Feb 20 2006, 01:01 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=224283
everything works
New Gun Ds
Forum: DragonSpeak
Date: Feb 7 2006, 06:08 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=222907
Hey The Most Annoying Feline~ T.B. Is here,
I have come back to release a new gun DS I made... For DS newbs.... So it's pretty long for newbs who don't read the bugs/glitches topic about DS
Firstly, put this in:
[ds](0:19) When somebody uses object type 24,
(5:300) set variable %space to the value 0. <- Change 0 to how many spaces you want to skip the bullets from; 0 to make the bullet right infront of the furre.[/ds]
And for the hard part; Put that in how many times depended on how many spaces you want your gun to shoot.
[ds] (5:302) take variable %space and add 1 to it.
(5:306) multiply variable %space by 2.
(3:11) %space step(s) in front of the triggering furre,
(5:308) divide variable %space by 2 and put the remainder in variable %div.
*(5:5) change object type 0 to type 25.
*(4:2) only where the floor is not type 1, <- Change 1 to the floor number of safe floor
(4:10) only in places that can't be walked into,
*(5:5) change object type 25 to type 1324. <- Change 25 to bullet and 1324 to dead body
*(5:17) move any furre present to (16,20), or to someplace nearby if it's occupied. <- Change 16,20 to the x,y of the death place
(4:0) clear all filtering,[/ds]
And for the last part, you put this in the end
[ds] (5:50) set countdown timer 5 to go off in 1 seconds.
(0:50) When countdown timer 5 goes off,
*(5:5) change object type 25 to type 0. <- Change 25 to bullet
*(5:5) change object type 1324 to type 0. <- Change 1324 to dead body[/ds]
Have fun with this! Hopefully this is more shorter then gun DS, it could be shorter but this is for DS newbs!
Npc House Seller
Forum: DragonSpeak
Date: Feb 7 2006, 05:54 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=222906
There's another way to do that using just sold and sell signs.. with the "and object # is x,y" detects if the house is sold or for sale and "place object # at x,y" could've happened when the furre said "!1"or "!2", If you don't see what I mean I can post up a code..
[ds]
House Selling
(0:31) When a furre says {!1},
(1:1013) and position (#,#)(Sell sign) is object type #(Sell sign)
(5:41) place object type #(Sold sign) at (#,#).(House for sale/sold sign)
(5:200) emit message {house one sold} to whoever set off the trigger.
[/ds]
So yeah...
Train Dream 2006
Forum: DragonSpeak
Date: Feb 4 2006, 02:33 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=222441
TheBlood STRIKES AGAIN! The tail thingy kept making get off the track.. So.. What did I do?... Meh this was quite easy to figure out ><
[ds]
* TAILFIX
(0:71) When a furre stays in the same square for 1 seconds,
(1:17) and they (moved from/are standing at) floor type 500,
(3:5) where the triggering furre (moved from/is standing at),
(5:82) move any furre present 1 step(s) southwest (down and left) if there's nobody already there.
(0:71) When a furre stays in the same square for 1 seconds,
(1:17) and they (moved from/are standing at) floor type 501,
(3:5) where the triggering furre (moved from/is standing at),
(5:83) move any furre present 1 step(s) northwest (up and left) if there's nobody already there.
(0:71) When a furre stays in the same square for 1 seconds,
(1:17) and they (moved from/are standing at) floor type 502,
(3:5) where the triggering furre (moved from/is standing at),
(5:80) move any furre present 1 step(s) northeast (up and right) if there's nobody already there.
(0:71) When a furre stays in the same square for 1 seconds,
(1:17) and they (moved from/are standing at) floor type 503,
(3:5) where the triggering furre (moved from/is standing at),
(5:81) move any furre present 1 step(s) southeast (down and right) if there's nobody already there.
[/ds]
Just add that ontop of everything.
Master Socket Strikes Again!
Forum: DragonSpeak
Date: Feb 2 2006, 07:39 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=222219
Instead of swapping 1001 with 1000 and stuff, try using this:
[ds](5:401) Cycle the four object types in this sequence one step forward: 1000, 1001, 1000, 1001.[/ds]
Dream Ideas
Forum: Dreams and DreamEd
Date: Jan 25 2006, 11:21 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=221177
*giggles* Me and Silon get freaked out when we see all those Silon's Build A Home.
Array Question
Forum: DragonSpeak
Date: Jan 25 2006, 10:25 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=221175
You didn't read it well: when the array doesn't have that many elements? Here's what I mean:
And I think that arrays are different then variables, Arrays are like sockets and stores more then one stuff, but variables doesn't store but set a number. Meh.
If Variable # Is Inside #,# And #,#
Forum: DragonSpeak
Date: Jan 25 2006, 10:01 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=221170
Woops >< Probally my brain got confused thanks for that, Maybe I need a rest..
If Variable # Is Inside #,# And #,#
Forum: DragonSpeak
Date: Jan 25 2006, 10:00 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=221169
>< Woops I duble posted
If Variable # Is Inside #,# And #,#
Forum: DragonSpeak
Date: Jan 25 2006, 09:52 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=221167
Take a look at that screenshot.
[img]http://img9.picsplace.to/img9/6/tut2.PNG[/img]
Say that circle in the middle of the red is a variable, 14,17,
The top corner is 12,13 and the bottom corner is 22,25. The lines represents if it's X or Y.
Let's start with 12 and 22, we need it so the variable has to be inside that box, so let it between 12 and 22!
[ds] (1:202) and variable %circle.x is less than 22,
(1:201) and variable %circle.x is greater than 12,[/ds]
Now 22 and 25
[ds] (1:202) and variable %circle.y is less than 25,
(1:201) and variable %circle.y is greater than 13,[/ds]
Combine it together and it makes what everyone wants it to be!
[ds] (1:1202) and variable %circle is within the rectangle (12,13) - (22,25) <- That's what everyone wants[/ds]
[ds]
(1:202) and variable %circle.x is less than 22,
(1:201) and variable %circle.x is greater than 12,
(1:202) and variable %circle.y is less than 25,
(1:201) and variable %circle.y is greater than 13,[/ds]
Freeze Ds! Brand New!
Forum: DragonSpeak
Date: Jan 25 2006, 07:33 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=221135
Another suggestion for that DS,
Instead of
[ds](0:31) When a furre says {Freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:350) set variable %freeze to the X,Y position the triggering furre (moved from/is standing at).
(5:300) set variable %check to the value 1.
*move the variable position to the position infront of them
(0:31) When a furre says {Freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:13) and the triggering furre is facing northeast (up and right),
(5:352) move the position in variable %freeze northeast (up and right) 1 step(s).
(0:31) When a furre says {Freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:14) and the triggering furre is facing southeast (down and right),
(5:353) move the position in variable %freeze southeast (down and right) 1 step(s).
(0:31) When a furre says {Freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:15) and the triggering furre is facing southwest (down and left),
(5:354) move the position in variable %freeze southwest (down and left) 1 step(s).
(0:31) When a furre says {Freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:16) and the triggering furre is facing northwest (up and left),
(5:355) move the position in variable %freeze northwest (up and left) 1 step(s).[/ds]
Combine them all together and make this:
[ds]
(0:31) When a furre says {freeze},
(1:13) and the triggering furre is facing northeast (up and right),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:350) set variable %freeze to the X,Y position the triggering furre (moved from/is standing at).
(5:352) move the position in variable %freeze northeast (up and right) 1 step(s).
(0:31) When a furre says {freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:14) and the triggering furre is facing southeast (down and right),
(5:350) set variable %freeze to the X,Y position the triggering furre (moved from/is standing at).
(5:353) move the position in variable %freeze southeast (down and right) 1 step(s).
(0:31) When a furre says {freeze},
(1:15) and the triggering furre is facing southwest (down and left),
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:350) set variable %freeze to the X,Y position the triggering furre (moved from/is standing at).
(5:354) move the position in variable %freeze southwest (down and left) 1 step(s).
(0:31) When a furre says {freeze},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(1:16) and the triggering furre is facing northwest (up and left),
(5:350) set variable %freeze to the X,Y position the triggering furre (moved from/is standing at).
(5:355) move the position in variable %freeze northwest (up and left) 1 step(s).
[/ds]
It may take more DS space, but meh.
My Ds Won't Work
Forum: DragonSpeak
Date: Jan 23 2006, 11:38 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=220900
Replace 5:1000 with 4:0?
Freeze Ds! Brand New!
Forum: DragonSpeak
Date: Jan 23 2006, 11:36 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=220899
Sorry to burst another bubble, but that DS doesn't quite work, the variable doesn't set on the square infront of it, the variable sets on the value of 1, and that means if somebody moves and if the value is 1 then they would move back, FOR EVERYONE. And it looks like Cuff DS too. And uhm, you new at variables?
Copy Paste Ds Code
Forum: DragonSpeak
Date: Dec 14 2005, 09:49 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=214179
Here it is
CODE
---Copy & Paste Floor---
(0:31) When a furre says {copyflo},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:350) set variable %furrexy to the X,Y position the triggering furre (moved from/is standing at).
(5:380) set variable %floor to the floor type at (%furrexy).
(0:31) When a furre says {pasteflo},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:5) where the triggering furre (moved from/is standing at),
(5:1) set the floor to type %floor.
---Copy & Paste Object---
(0:31) When a furre says {copyobj},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:350) set variable %furrexy2 to the X,Y position the triggering furre (moved from/is standing at).
(5:381) set variable %object to theobject type at (%furrexy2).
(0:31) When a furre says {pasteobj},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object to type %object.
Edit: Heheh, I forgot the Copy & Paste Object
Gun DS :S
Forum: DragonSpeak
Date: Dec 14 2005, 09:37 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=214175
that DS is one of the earlier gun DS-es.. Why don't you use timers?
Build-A-Sentence!!!
Forum: Open Topic
Date: Oct 16 2005, 10:48 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=211149
something weird happened...
Dice roll ds! :o
Forum: DragonSpeak
Date: Aug 7 2005, 02:54 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202855
Check the patch section... The Dice Roll Ds comes with the Dice Patch...
Edit: And yeah... I think it explains what it does
GunZ Online
Forum: Open Topic
Date: Aug 6 2005, 10:22 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202800
4 words that prove how I think of it, I.... Suck.... At..... GUNZ.....
Attack DS needed.
Forum: DragonSpeak
Date: Aug 6 2005, 09:59 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202789
Ok I got everything fixed up and running, a little bit too much ds... But here it is, a gun ds with health points!... Simple ds >.>
Gun DS With HP
CODE
(0:7) When somebody moves into position (22,10),
(3:6) where the triggering furre moved into,
(5:4) place object type 1.
(0:1) Whenever somebody moves,
(5:350) set variable %stand to the X,Y position the triggering furre (moved from/is standing at).
(5:381) set variable %standobject to the object type at (%stand).
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 1,
(1:1013) and position (%stand) is object type 1,
(3:5) where the triggering furre (moved from/is standing at),
(5:6) swap object types %standobject and 0.
(3:6) where the triggering furre moved into,
(5:6) swap object types 0 and %standobject.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 2,
(3:5) where the triggering furre (moved from/is standing at),
(5:6) swap object types %standobject and 0.
(3:6) where the triggering furre moved into,
(5:6) swap object types 0 and %standobject.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 3,
(3:5) where the triggering furre (moved from/is standing at),
(5:6) swap object types %standobject and 0.
(3:6) where the triggering furre moved into,
(5:6) swap object types 0 and %standobject.
(0:1) Whenever somebody moves,
(1:18) and they (moved from/are standing at) object type 4,
(3:5) where the triggering furre (moved from/is standing at),
(5:6) swap object types %standobject and 0.
(3:6) where the triggering furre moved into,
(5:6) swap object types 0 and %standobject.
(0:19) When somebody uses object type 0, <--
(1:13) and the triggering furre is facing northeast (up and right),
(3:50) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:13) and the triggering furre is facing northeast (up and right),
(3:50) 2 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:13) and the triggering furre is facing northeast (up and right),
(3:50) 3 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:13) and the triggering furre is facing northeast (up and right),
(3:50) 4 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(0:19) When somebody uses object type 0, <--
(1:14) and the triggering furre is facing northeast (up and right),
(3:51) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:14) and the triggering furre is facing northeast (up and right),
(3:51) 2 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:14) and the triggering furre is facing northeast (up and right),
(3:51) 3 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:14) and the triggering furre is facing northeast (up and right),
(3:51) 4 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(0:19) When somebody uses object type 0, <--
(1:15) and the triggering furre is facing northeast (up and right),
(3:52) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:15) and the triggering furre is facing northeast (up and right),
(3:52) 2 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:15) and the triggering furre is facing northeast (up and right),
(3:52) 3 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:15) and the triggering furre is facing northeast (up and right),
(3:52) 4 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(0:19) When somebody uses object type 0, <--
(1:16) and the triggering furre is facing northeast (up and right),
(3:53) 1 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:16) and the triggering furre is facing northeast (up and right),
(3:53) 2 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:16) and the triggering furre is facing northeast (up and right),
(3:53) 3 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(0:19) When somebody uses object type 0, <--
(1:16) and the triggering furre is facing northeast (up and right),
(3:53) 4 step(s) northeast (up and right) from where the triggering furre (moved from/is standing),
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:5) change object types 4 and 5.
(5:5) change object types 3 and 4. <--
(5:5) change object types 2 and 3.
(5:5) change object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(0:50) When countdown timer 1 goes off,
(5:5) change object type 56 to type 0.
(0:100) When 1 seconds have passed, offset by 0,
(4:3) only where an object type 5 is,
(5:17) move any furre present to (16,21), or to someplace nearby if it's occupied.<--DeathSpot
(5:4) place object type 0.
Attack DS needed.
Forum: DragonSpeak
Date: Aug 6 2005, 09:29 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202782
pyrodragonz that ds is still broken, remember?
Attack DS needed.
Forum: DragonSpeak
Date: Aug 6 2005, 09:08 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202776
I've tested it, it didn't work so I'm fixing it right now... Its gonna take alot of ds lines for this...
Attack DS needed.
Forum: DragonSpeak
Date: Aug 6 2005, 08:31 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202766
(0:19) When somebody uses object type 0, <--
(3:11) 1 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 55. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(3:11) 2 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(3:11) 3 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(3:11) 4 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
Heres the code, you have to multiply the script to change where the bullets are.... I think thats the phrase.... Anyways heres the script...
Edit: Oh yeah and the health script thingy... (0:9) When a furre arrives in the dream,
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 4.
(0:1) Whenever somebody moves,
(5:350) set variable %stand to the X,Y position the triggering furre (moved from/is standing at).
(5:381) set variable %standobject to the object type at (%stand).
(3:5) where the triggering furre (moved from/is standing at),
(5:6) swap object types %standobject and 0.
(3:6) where the triggering furre moved into,
(5:6) swap object types 0 and %standobject.
Variable Code Ds
Forum: DragonSpeak
Date: Aug 6 2005, 08:21 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202763
How about we use this... [stupid]: (0:30) When a furre says anything,
Attack DS needed.
Forum: DragonSpeak
Date: Aug 6 2005, 07:31 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202753
Ok, you need to make all the chairs floors to enable the health thingy when you sit on the chair, ok? just turn the floors into chairs... but add the floor under the chair aight? ima go make the ds and edit this post later..
Edit:
(0:19) When somebody uses object type 0, <--Change Object 0 to the weapon number
(5:5) change object type 0 to type 55. <--Change Object 55 To The Slash Item
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--Change objects to health
Edit the same things to gun
Sword And Gun
QUOTE
(0:19) When somebody uses object type 0, <--
(3:11) 1 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 55. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(0:19) When somebody uses object type 0, <--
(3:11) 1 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 55. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(3:11) 2 step(s) in front of the triggering furre,
(5:5) change object type 0 to type 56. <--
(4:10) only in places that can't be walked into,
(5:6) swap object types 3 and 4. <--
(5:6) swap object types 2 and 3.
(5:6) swap object types 1 and 2. <--
(5:50) set countdown timer 1 to go off in 1 seconds.
(0:50) When countdown timer 1 goes off,
(5:6) swap object types 55 and 0.
(5:6) swap object types 56 and 0.
(0:100) When 1 seconds have passed, offset by 0,
(4:3) only where an object type 4 is,
(5:17) move any furre present to (#,#), or to someplace nearby if it's occupied.<--DeathSpot
Tell me what you think of it
Attack DS needed.
Forum: DragonSpeak
Date: Aug 6 2005, 07:27 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=202751
Does it need health points?
Gun Ds doesnt work
Forum: DragonSpeak
Date: Jul 26 2005, 10:58 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=201401
Well theres already a new Gun DS... Actually the old one, It's the one wich the gun's bullet would show up all at the same time... You can use it with.... Why do I keep forgetting? Uhhh go to http://www.furcadia.com/patches and look for the Phaser Patch
Big Ds Help
Forum: DragonSpeak
Date: Jul 26 2005, 10:52 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=201398
Thanks, heh, I guess I doozied off right there... I'll check if that will work... ehehehehheh....
Big Ds Help
Forum: DragonSpeak
Date: Jul 26 2005, 12:30 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=201349
Ooh and thanks again, due to private reasons.. I deleted this ds >.>
UnPickable Staff Items,
Forum: DragonSpeak
Date: Jul 25 2005, 01:42 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=201285
This DS Will Only Let Staff Pick Up The Items, And When Somebody Tries To Pick It Up It Will Show A Message.
CODE
(0:3) When somebody moves into object type #,(SHAREDFURREITEM)
(1:111) and the triggering furre hasn't got shared control (and is not the dream owner),
(3:6) where the triggering furre moved into,
(5:4) place object type #.(NONPICKABLEITEM)
(0:3) When somebody moves into object type #,(NONPICKABLEITEM)
(1:11) and the triggering furre has got shared control (or is the dream owner),
(3:6) where the triggering furre moved into,
(5:4) place object type #.(SHAREDFURREITEM)
(0:78) When someone tries to drop an object but fails,
(1:18) and they (moved from/are standing at) object type #,(NONPICKABLEITEM)
(5:200) emit message {That's A Staff Item!} to whoever set off the trigger.
-~-TheBlood
Edit: Oh right, and I got an e-mail from an a..no..my...mouse... user o.o;; So Anomymouse User... if thats your name... Here's the ds you wanted and iz out in public... o.o
BaH DS?
Forum: DragonSpeak
Date: Jul 19 2005, 12:09 AM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=200397
First of all makaela thats the wrong ds, your suppose to use a floor not the position, the person picks up an object and is standing on a floor, where the person picked it up it will place the object the person picked up.... use a ds wizard their smart... hes a password and lock i used, when i had a bah... a long time ago....
CODE
Password And Lock
Created by TheBlood
(0:32) When a furre says something with {setpassword} in it,[To set a password for the house..]
(1:200) and variable %house1to500passwordon is equal to 0,
(1:81) and the triggering furre is within the diamond (#,#) - (#,#),[Where the furre has to stand to set PassWord]
(5:314) set variable %house1to500password to the number the triggering furre just said.[Will only support 500 houses]
(5:212) set silent speech prefix (for spoken commands) to {%house1to500password}[No one can hear the person when they say the password]
(5:300) set variable %house1to500passwordon to the value 1.
(0:32) When a furre says something with {setpassword} in it,[To try to set the password but can't be changed]
(1:200) and variable %house1to500passwordon is equal to 1,
(1:81) and the triggering furre is within the diamond (#,#) - (#,#),[Where the furre has to stand to set PassWord]
(5:200) emit message {Once you set the password, it can't be changed} to whoever set off the trigger.[Telling them the message]
(0:31) When a furre says {%house1to500password},
(3:10) in the space right in front of the triggering furre,[The furre has to be infront of lock]
(5:5) change object type # to type #.[Unlock the place]
(0:3) When somebody moves into object type #,[unlock]
(1:7) and they move into position (#,#),
(1:3) and they move into object type #,[Locked lock]
(3:12) in the space right behind the triggering furre,
(5:5) change object type # to type #.[Change the lock into the unlocked object]
(0:3) When somebody moves into object type #,[lock]
(1:7) and they move into position (#,#),
(1:3) and they move into object type #,[Unlocked lock]
(3:12) in the space right behind the triggering furre,
(5:5) change object type # to type #.[Change the unlock into the locked object]
-~-TheBlood-~-
Eating Food DS won't work
Forum: DragonSpeak
Date: Jul 18 2005, 11:33 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=200396
This code will make your eat the food if your facing it, o.o
CODE
(0:34) When a furre emotes {eats food},[Starting]
(1:19) and they (moved from/are standing at) position (#,#),[Where the person has to stand, you can make it an object but meh]
(3:11) 1 step(s) in front of the triggering furre,[The furre has to face the table]
(5:5) change object type 2442 to type 2441.[And the food will be gone! TADA!]
Auto eject while dream is running
Forum: DragonSpeak
Date: Feb 22 2005, 07:38 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=187927
how about using a bot 0.0
New Ds,
Forum: Suggestions
Date: Feb 22 2005, 01:20 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=187913
I am wondering if they added new ds like:
---Easy WidthDrawing---
(0:31) When a furre says {DEPOSIT},
(1:18) and they (moved from/are standing at) object type #,
(5:2001) add # to variable of the furre's name.
(1:1202) and also do;
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
(0:32) When a furre says something with {WIDTHDRAW#!#} in it,
(1:18) and they (moved from/are standing at) object type 0,
(1:1203) and variable of the furre's name is greater than variable #!#,
(5:2002) subtract #!# to variable of the furre's name.
(3:5) where the triggering furre (moved from/is standing at),
(5:2003) place auto money object type #!#.
---Phone Calling To Several People---
(0:32) When a furre says something with {Phone} in it,
(1:1204) and the number(s)' or word(s)' variable the furre said is #,
(4:11) only where the floor type is close to the variable of what the furre said,
(5:201) emit message {!startingchar#!} to any furre present.
(0:0) When everything is starting up,
(5:2005) set every variable to #.
---Easier Animation---
(0:100) When # seconds have passed, offset by #,
(5:2006) animate object type # (1) to object type # (2):
(5:2007) reset and loop object type # (2) to object type # (1)
---Making Longer Easier Animation---
(0:100) When # seconds have passed, offset by #,
(5:2006) animate object type # (1) to object type # (2):
(5:2006) animate object type # (2) to object type # (3):
(5:2006) animate object type # (3) to object type # (4):
(5:2007) reset and loop object type # (4) to object type # (1)
Build a Home DS!
Forum: DragonSpeak
Date: Sep 21 2004, 07:39 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=176501
Heck This is a little ds thing I make, but it doesn't show how to edit it so you should study this more active:
Variables Sold And ForSale SignsBy TheBlood
CODE
//Sold
(0:31) When a furre says {Sold#1},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:300) set variable 1 to the value 2.
(5:204) emitloud message {House #1 Is Sold!} to everyone on the map.
//SoldRunInto
(0:7) When somebody moves into position (#,#),
(1:200) and variable 1 is equal to 2.
(5:200) emit message {Sold!} to whoever set off the trigger.
//Sell
(0:31) When a furre says {Sell#1},
(1:11) and the triggering furre has got shared control (or is the dream owner),
(5:300) set variable 1 to the value 1.
(5:204) emitloud message {House #1 Is For Sale!} to everyone on the map.
//SoldRunInto
(0:7) When somebody moves into position (#,#),
(1:200) and variable 1 is equal to 1.
(5:200) emit message {For Sale!} to whoever set off the trigger.
Items (Not Simple)By TheBlood
CODE
//Items
(0:17) When somebody picks up object type #,The Same As [5:4)
(1:19) and they (moved from/are standing at) position (#,#),Where The Object Is
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type #. The Same As [0:17)
Locks (Even More Not Simple)By TheBlood
CODE
//Lock&Unlock
(0:7) When somebody moves into position (#,#),[Where The Switch Is]
(1:3) and they move into object type #,[What Kind Of Switch
(3:2) at position (#,#) on the map,[Where The Lock Is]
(5:4) place object type #.[Either The Object To Lock Or Unlock]
Heh I hope that helps, I got it from my own dream... Remember if you use it, You gotta give me credits...
Furbot
Forum: Dreams and DreamEd
Date: Sep 20 2004, 10:53 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=176462
uhh.... you say [player] for each person who comes in, if you alredy no that then eh..
Ds Question About Names...
Forum: DragonSpeak
Date: Sep 7 2004, 09:01 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=175447
I am not talking about banks...
Ds Question About Names...
Forum: DragonSpeak
Date: Sep 6 2004, 12:43 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=175336
Here's another reply, What happend if somebody wants a bank but they don't know how to make then seperate so there's one for everyone, But the person didn't know how to make a bot, what will the command for a Seperate variable?
I posted the bank before and I do have a bot, but I don't use my bot alot...
Ds Question About Names...
Forum: DragonSpeak
Date: Sep 5 2004, 08:07 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=175313
I know this is newbish additude i am having but..
I've sen people have there names on the message we come in... like when i came in i saw [#] TheBlood has arrived!
how do u make it to say your name?
My Bank DS
Forum: DragonSpeak
Date: Aug 16 2004, 08:27 PM
Original post: https://forums.furcadia.com/index.php?act=findpost&pid=173652
Ok the DS Works finely but i need a code to make the bank Seperately. Heres The Bank DS:
QUOTE
//BankSignUp
(0:31) When a furre says something with {signup},
(5:300) set variable %signup to the value 0.
(0:18) When somebody drops object type 2580,
(5:302) take variable %signup and add 50 to it.
//TooMuchInBank
(0:18) When somebody drops object type 2580,
(1:201) and variable %signup is greater than 500.
(5:200) emit message {You got too much money in you bank! It can't hold!} to whoever set off the trigger.
(5:300) set variable %signup to the value 500.
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 2580.
(0:31) When a furre says {Widthdraw 100},
(5:304) take variable %signup and subtract 100 from it.
(0:31) When a furre says {Widthdraw 200},
(5:304) take variable %signup and subtract 200 from it.
(0:31) When a furre says {Widthdraw 300},
(5:304) take variable %signup and subtract 300 from it.
(0:31) When a furre says {Widthdraw 400},
(5:304) take variable %signup and subtract 400 from it.
(0:31) When a furre says {Widthdraw 500},
(5:304) take variable %signup and subtract 500 from it.
(0:31) When a furre says {WidthDraw Info},
(5:200) emit message {If you want to widthdraw money then you can only widthdraw 100,200,300,400,and 500 gold.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 0.
(5:200) emit message {You Have Nothing In Your Bank!} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 50.
(5:200) emit message {You have 50G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 100.
(5:200) emit message {You have 100G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 150.
(5:200) emit message {You have 150G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 200.
(5:200) emit message {You have 200G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 250.
(5:200) emit message {You have 250G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 300.
(5:200) emit message {You have 300G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 350.
(5:200) emit message {You have 350G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 400.
(5:200) emit message {You have 400G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 450.
(5:200) emit message {You have 50G in you bank.} to whoever set off the trigger.
(0:31) When a furre says {Ammount},
(1:200) and variable [player] is equal to 500.
(5:200) emit message {You have 50G in you bank.} to whoever set off the trigger.
(0:18) When somebody drops object type 2580,
(3:5) where the triggering furre (moved from/is standing at),
(5:4) place object type 0.
I just need the code to show the player's name as a variable