DragonSpeak 104
Items and Artifacts
Most of the items in Furcadia require
some DragonSpeak to make them do something. Before discussing this topic,
let's take a quick look at the objects which have special properties and
function without any DS necessary.
Red ball (#34) - touching the object propels it forward up to 3 squares. If it hits a place where it cannot move forward, there is a 1/3 chance it will veer off to the side. AI Scarhawk (#278) - teleports to the Allegria Island Map Jigsaw Joint (#285) - teleports to the Challenge map. Exit Door (#288) - teleports to AI Boat to Therio (#291) Well, it goes to Therio :p Boat to Meo (#292) Works Exit Ladder (#301) Goes to Meo Dusk2Dawn (#303) Yep. Object 283, the Exit Boat, goes nowhere. It could be used as an "exit" from one port or island to another in a dream using DS, but has no server-side special programming. I did not include in this list the various portal-type icons (597-605) which tell where they lead to. Using DS on these items will cause no effect - they are only useful as portals to the main maps. Object Creation One handy and fun technique is to use triggers to place an object somewhere. How about a pillow making machine? (0:3) When somebody moves into object
type 37,
The script above will produce a red pillow at the feet of a furre who moves into the gray orb. This simple principle can be used to make any item appear, or disappear for that matter. What about having a specific tree you could touch which would produce a blue key? Object Substitution The swap item command is useful for things like turning an empty table into one which is set for dining. Let's make one now. (0:3) When somebody moves into object
type 37,
Some objects in the default patch are designed to be useful for animations, such as plants that are identical except for size. Here's a plant that grows when you water it: (0:19) When somebody uses object type
425, (the bucket of water)
This script would cause a small plant to get a little bigger. Notice we replaces object 99 by placing object 100 in the same location. This is a handy trick for manipulating objects. Object Deletion We built a pillow machine but what will we do with all these pillows? Why not build a trash bin that will make any object placed on it disappear? (0:17) When somebody picks up object
type 0,
This requires a little explanation. We have the floor grate tile (160) set up as a trash bin. When a furre drops an object onto it, it is replaced by object 0. Dropping an item is the same thing as picking up item 0, so the code in line one will trigger this event and make our trash bin work. Item deletion is really item substitution except we are replacing an item with item 0. In the next section we will tackle the challenge of loco-motion (crazy rides!) :-) |