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Effects are the results of a block of DragonSpeak.

List of Effects[]

(5:1) set the floor to type #.

(5:2) change floor type # to type #.

(5:3) swap floor types # and #.

(5:4) place object type #.

(5:5) change object type # to type #.

(5:6) swap object types # and #.

(5:8) play sound # to whoever set off the trigger.

(5:9) play sound # to any furre present.

(5:10) play sound # to every furre who can see (#,#).

(5:11) play sound # to every furre who can see the triggering furre.

(5:12) play sound # to everyone on the map.

(5:14) move the triggering furre to (#,#) if there's nobody already there.

(5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied.

(5:16) move any furre present to (#,#) if there's nobody already there.

(5:17) move any furre present to (#,#), or to someplace nearby if it's occupied.

(5:18) move the triggering furre back where they came from.

(5:19) move any furre present # step(s) forward (in the direction they're facing) if there's nobody already there.

(5:20) Move any item present # step(s) in the direction the triggering furre is facing.

(5:21) move the object to (#,#).

(5:22) copy the object to (#,#).

(5:23) swap the object with the object at (#,#).

(5:24) copy the floor to (#,#).

(5:25) swap the floor with the floor at (#,#).

(5:26) add # to the object number

(5:27) subtract # from the object number

(5:28) add # to the floor number

(5:29) subtract # from the floor number

(5:30) play midi # to whoever set off the trigger.

(5:31) play midi # to everyone on the map.

(5:32) play music file # to any furre present.

(5:33) play music file # to every furre who can see (#,#).

(5:34) play music file # to every furre who can see the triggering furre.

(5:40) set the floor to type # at (#,#).

(5:41) place object type # at (#,#).

(5:42) place wall shape #.

(5:43) set the wall texture to #.

(5:44) place wall shape # with texture #

(5:45) swap wall shapes # and #.

(5:46) swap wall textures # and #.

(5:47) swap wall shape # with texture # and wall shape # with texture #.

(5:50) set countdown timer # to go off in # seconds.

(5:60) change wall shape # to shape #.

(5:61) change wall texture # to texture #.

(5:62) change wall shape # with texture # to shape # with texture #.

(5:63) place wall shape # at (#,#).

(5:64) set the wall texture to # at (#,#).

(5:65) place wall shape # with texture # at (#,#).

(5:66) move the wall to (#,#).

(5:67) copy the wall to (#,#).

(5:68) swap the wall with the wall at (#,#).

(5:70) Make the triggering furre stand up.

(5:71) Make the triggering furre sit down.

(5:72) Make the triggering furre lie down.

(5:73) Make any furre present stand up.

(5:74) Make any furre present sit down.

(5:75) Make any furre present lie down.

(5:76) Place object type # in the triggering furre's paws.

(5:77) Place object type # in the paws of any furre present.

(5:78) eject the triggering furre.

(5:80) move any furre present # step(s) northeast (up and right) if there's nobody already there.

(5:81) move any furre present # step(s) southeast (down and right) if there's nobody already there.

(5:82) move any furre present # step(s) southwest (down and left) if there's nobody already there.

(5:83) move any furre present # step(s) northwest (up and left) if there's nobody already there.

(5:84) move any furre present # step(s) NE & # step(s) NW if there's nobody already there.

(5:85) move any furre present # step(s) NE & # step(s) SE if there's nobody already there.

(5:86) move any furre present # step(s) SW & # step(s) SE if there's nobody already there.

(5:87) move any furre present # step(s) SW & # step(s) NW if there's nobody already there.

(5:88) turn the triggering furre clockwise.

(5:89) turn the triggering furre counterclockwise.

(5:90) turn the triggering furre to face northeast.

(5:91) turn the triggering furre to face southeast.

(5:92) turn the triggering furre to face southwest.

(5:93) turn the triggering furre to face northwest.

(5:94) turn any furre present clockwise.

(5:95) turn any furre present counterclockwise.

(5:96) turn any furre present to face northeast.

(5:97) turn any furre present to face southeast.

(5:98) turn any furre present to face southwest.

(5:99) turn any furre present to face northwest.

(5:100) turn on 'classic' mode and update the screen after each trigger.

(5:101) turn 'classic' mode back off.

(5:102) share dream control with the triggering furre.

(5:103) share dream control with any furre present.

(5:104) activate text filter number #.

(5:105) set entry music to #.

(5:106) allow global dream uploads by dream owner only.

(5:107) allow global dream uploads by dream owner and shared furres.

(5:108) allow global dream uploads by everyone.

(5:109) allow dream pad uploads by dream owner only.

(5:110) allow dream pad uploads by dream owner and shared furres.

(5:111) allow dream pad uploads by everyone.

(5:112) make summoned furres arrive at the start of the dream.

(5:113) allow summoned furres to arrive right by the summoner.

(5:180) show the triggering furre's DragonSpeak Button #.

(5:181) hide the triggering furre's DragonSpeak Button #.

(5:200) emit message {...} to whoever set off the trigger.

(5:201) emit message {...} to any furre present.

(5:202) emit message {...} to every furre who can see (#,#).

(5:203) emit message {...} to every furre who can see the triggering furre.

(5:204) emitloud message {...} to everyone on the map.

(5:210) set entrytext to {...}

(5:212) set silent speech prefix (for spoken commands) to {...}

(5:213) Set the silence floor (where nobody can speak) to floor type #.

(5:214) Set the silence object to object type #.

(5:215) set the 'you can't talk' message to {...}

(5:300) set variable # to the value #.

(5:301) copy the value of variable # into variable #.

(5:302) take variable # and add # to it.

(5:303) take variable # and add variable # to it.

(5:304) take variable # and subtract # from it.

(5:305) take variable # and subtract variable # from it.

(5:306) multiply variable # by #.

(5:307) multiply variable # by variable #.

(5:308) divide variable # by # and put the remainder in variable #.

(5:309) divide variable # by variable # and put the remainder in variable #.

(5:310) use variable # as an array, and copy element # of it into variable #.

(5:311) use variable # as an array, and set element # of it to #.

(5:312) set variable # to the total of rolling # dice with # sides plus #.

(5:313) set variable # to the total of rolling # dice with # sides minus #.

(5:314) set variable # to the number the triggering furre just said.

(5:315) set variable # to the triggering furre's entry code.

(5:316) set the triggering furre's entry code to #.

(5:317) set variable # to the number of the object in the triggering furre's paws.

(5:318) set variable # to the number of furres in the dream.

(5:350) set variable # to the X,Y position the triggering furre (moved from/is standing at).

(5:351) set variable # to the X,Y position the triggering furre moved to.

(5:352) move the position in variable # northeast (up and right) # step(s).

(5:353) move the position in variable # southeast (down and right) # step(s).

(5:354) move the position in variable # southwest (down and left) # step(s).

(5:355) move the position in variable # northwest (up and left) # step(s).

(5:380) set variable # to the floor type at (#, #).

(5:381) set variable # to the object type at (#, #).

(5:382) set variable # to the wall shape at (#, #).

(5:383) set variable # to the wall texture at (#, #).

(5:384) set variable # to the x,y position (#,#).

(5:390) Starting with entry #, set # elements in array # to #.

(5:399) clear all variables to zero.

(5:400) Cycle the three object types in this sequence one step forward: #, #, #.

(5:401) Cycle the four object types in this sequence one step forward: #, #, #, #.

(5:402) Cycle the five object types in this sequence one step forward: #, #, #, #, #.

(5:410) Cycle the three floor types in this sequence one step forward: #, #, #.

(5:411) Cycle the four floor types in this sequence one step forward: #, #, #, #.

(5:412) Cycle the five floor types in this sequence one step forward: #, #, #, #, #.

(5:500) set variable # to the X,Y position of a random spot within the rectangle (#,#) - (#,#),

(5:501) set variable # to the X,Y position of a random spot that is onscreen for the triggering furre,

(5:502) set variable # to the X,Y position of a random spot somewhere in the dream,

(5:510) set variable # to the X,Y position of a random spot where the floor is type # within the rectangle (#,#) - (#,#),

(5:511) set variable # to the X,Y position of a random spot where the floor is type # that is onscreen for the triggering furre,

(5:512) set variable # to the X,Y position of a random spot where the floor is type # somewhere in the dream,

(5:520) set variable # to the X,Y position of a random spot where the floor is not type # within the rectangle (#,#) - (#,#),

(5:521) set variable # to the X,Y position of a random spot where the floor is not type # that is onscreen for the triggering furre,

(5:522) set variable # to the X,Y position of a random spot where the floor is not type # somewhere in the dream,

(5:530) set variable # to the X,Y position of a random spot where the object is type # within the rectangle (#,#) - (#,#),

(5:531) set variable # to the X,Y position of a random spot where the object is type # that is onscreen for the triggering furre,

(5:532) set variable # to the X,Y position of a random spot where the object is type # somewhere in the dream,

(5:540) set variable # to the X,Y position of a random spot where the object is not type # within the rectangle (#,#) - (#,#),

(5:541) set variable # to the X,Y position of a random spot where the object is not type # that is onscreen for the triggering furre,

(5:542) set variable # to the X,Y position of a random spot where the object is not type # somewhere in the dream,

(5:1000) redraw the screen and show everything that's just changed.

(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.

(5:2000) Reset the dream and kick all the players out.
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