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.