The Cross-Referenced Catalogue Of DragonSpeak Lines

The Cross-Referenced Catalogue of DragonSpeak Lines, The DragonSpeak Search Engine, and the The Complete List of DragonSpeak Lines are fan sites. Neither they nor the creator are affiliated with Dragon's Eye Productions or Furcadia

Line Filters

Ambience

Animation

Arrays

Buttons

Clear, Reset, Or Forget

Cookies

Desctags

Dice

Directions

The Dream

Effects

Floors

Furres

iPhones and iPods

Items

Lighting

Locations

Messages And Text

Numbers And Variables

PhoenixSpeak

Request Dialogues

Sound

Timers, Clocks, and Calenders

Walls

Furcadia Window

Selected Filters

DragonSpeak Lines

# Name Lines Matches
0 Causes 118 118
1 Conditions 282 282
3 Areas 77 77
4 Filters 23 23
5 Effects 394 394
All Categories 894 894
Category 0: Causes
NumDescription
0:0When everything is starting up,
0:1Whenever someone moves,
0:2When someone moves into floor #,
0:3When someone moves into item #,
0:4When someone turns,
0:5When someone turns right (clockwise),
0:6When someone turns left (counterclockwise),
0:7When someone moves into position (#,#),
0:8When someone drops any item,
0:9When someone arrives in the Dream,
0:10When someone leaves the Dream,
0:11When someone stands up,
0:12When someone sits down,
0:13When someone lays down,
0:14When someone picks up any item,
0:15When someone uses the get/drop command,
0:16When someone uses any item,
0:17When someone picks up item #,
0:18When someone drops item #,
0:19When someone uses item #,
0:20When someone rolls exactly # on # dice of # sides,
0:21When someone rolls # or lower on # dice of # sides,
0:22When someone rolls # or higher on # dice of # sides,
0:23When someone rolls exactly # on some dice,
0:24When someone rolls # or lower on some dice,
0:25When someone rolls # or higher on some dice,
0:26When someone moves into any space in region #,
0:27When someone moves into any space in regions # through #,
0:28When someone moves from region # to region #,
0:29When someone moves into any space with effect overlay #,
0:30When someone says anything,
0:31When someone says {...},
0:32When someone says something with {...} in it,
0:33When someone poses/emotes anything,
0:34When someone emotes {...},
0:35When someone emotes something with {...} in it,
0:36When someone says or emotes anything,
0:37When someone says or emotes {...},
0:38When someone says or emotes something with {...} in it,
0:39When someone emits anything,
0:40When someone emits {...},
0:41When someone emits something with {...} in it,
0:42When someone moves into any space with lighting #,
0:43When someone moves into any space with ambience #,
0:49When any countdown timer goes off,
0:50When countdown timer # goes off,
0:51When someone pays cookies into the cookie bank for cookie request number #,
0:52When someone turns down the cookie bank request number #,
0:53When someone eats a cookie,
0:54When someone makes or gives a cookie to another furre,
0:55When someone recieves a cookie from another furre,
0:56When someone goes AFK,
0:57When someone stops being AFK,
0:58When someone is summoned to the Dream,
0:59When a new Dream portal is placed by someone,
0:60When someone moves northeast,
0:61When someone moves southeast,
0:62When someone moves southwest,
0:63When someone moves northwest,
0:64When someone (bumps into/moves through) wall #,
0:65When someone (bumps into/moves through) a wall with texture #,
0:66When someone (bumps into/moves through) wall # with texture #,
0:67When someone moves from floor #,
0:68When someone moves from item #,
0:69When someone first moves into region #, from a different region,
0:70When someone idles (doesn't do ANYTHING) for # seconds,
0:71When someone stays in the same square for # seconds,
0:72When someone remains motionless (doesn't turn, sit, stand or move) for # seconds,
0:73When someone doesn't speak (or emote) for # seconds,
0:74When someone ejects someone from the Dream,
0:78When someone tries to drop an item but fails,
0:79When someone tries to drop item # but fails,
0:80When someone clicks DragonSpeak Button #,
0:81When someone clicks any DragonSpeak Button,
0:85When someone clicks Ok for request number #,
0:86When someone clicks Yes for request number #,
0:87When someone clicks No for request number #,
0:90When someone shakes their iPhone or iPod Touch,
0:100When # seconds have passed, offset by #,
0:101When the time is #:# FST
0:200Whenever a Dragon breathes,
0:201When a Dragon breathes on floor #,
0:202When a Dragon breathes on item #,
0:203When a Dragon breathes on position (#,#),
0:204Whenever a Phoenix flames,
0:205When a Phoenix flames on floor #,
0:206When a Phoenix flames on item #,
0:207When a Phoenix flames at position (#,#),
0:208When a Dragon breathes on wall #,
0:209When a Dragon breathes on a wall with texture #,
0:210When a Dragon breathes on wall # with texture #,
0:220When a Unicorn uses their Glamour,
0:240When someone uses magical Kittersize,
0:250When someone turns into a Dragon,
0:251When someone turns into a Phoenix,
0:252When someone turns into a Gryffe,
0:253When someone turns into an Eagle,
0:270When someone turns on Classic Wings,
0:271When someone turns on Butterfly Wings,
0:272When someone turns on Tri Wings,
0:273When someone turns on Bat Wings,
0:274When someone turns on any Wings,
0:350When someone deactivates their Dragon,
0:351When someone deactivates their Phoenix,
0:352When someone deactivates their Gryffe,
0:353When someone deactivates their Eagle,
0:370When someone turns off Classic Wings,
0:371When someone turns off Butterfly Wings,
0:372When someone turns off Tri Wings,
0:373When someone turns off Bat Wings,
0:374When someone turns off any Wings,
0:400When someone throws desctag #, (list at www.furcadia.com/dsparams)
0:401When someone knocks someone down with any desctag,
0:402When someone knocks someone down with desctag #, (list at www.furcadia.com/dsparams)
0:403When someone shares desctag #, (list at www.furcadia.com/dsparams)
0:404When someone deflects desctag #, (list at www.furcadia.com/dsparams)
0:405When someone eats desctag #, (list at www.furcadia.com/dsparams)
0:451Whenever a dream portal is closed,
Category 1: Conditions
NumDescription
1:2and they move into floor #,
1:3and they move into item #,
1:4and they bump into a furre,
1:5and they successfully moved,
1:7and they move into position (#,#),
1:8and they can see position (#,#),
1:10and they are the Dream owner,
1:11and they have got shared control (or is the Dream owner),
1:12and they are facing towards position (#,#),
1:13and they are facing northeast (up and right),
1:14and they are facing southeast (down and right),
1:15and they are facing southwest (down and left),
1:16and they are facing northwest (up and left),
1:17and the triggering furre (moved from/is standing at) floor #,
1:18and the triggering furre (moved from/is standing at) item #,
1:19and the triggering furre (moved from/is standing at) position (#,#),
1:20and they are a Rodent,
1:21and they are an Equine,
1:22and they are a Feline,
1:23and they are a Canine,
1:24and they are a Musteline,
1:25and they are a Lapine,
1:26and they are a Dragon,
1:27and they are a Phoenix,
1:28and they are a Gryffe,
1:29and they are a Squirrel,
1:30and the floor at (#,#) is the same as the floor at (#,#),
1:31and the item at (#,#) is the same as the item at (#,#),
1:32and they are a Kitterwing,
1:33and they are a Bovine,
1:34and they are wearing Wings #, (list at www.furcadia.com/dsparams/)
1:35and they are wearing any type of Wings,
1:36and they are male,
1:37and they are female,
1:38and they are unspecified gender,
1:39and they are a Wolven,
1:40and # step(s) northeast (up and right) from the triggering furre is floor #,
1:41and # step(s) southeast (down and right) from the triggering furre is floor #,
1:42and # step(s) southwest (down and left) from the triggering furre is floor #,
1:43and # step(s) northwest (up and left) from the triggering furre is floor #,
1:44and # step(s) NE & # step(s) NW from the triggering furre is floor #,
1:45and # step(s) NE & # step(s) SE from the triggering furre is floor #,
1:46and # step(s) SW & # step(s) SE from the triggering furre is floor #,
1:47and # step(s) SW & # step(s) NW from the triggering furre is floor #,
1:50and # step(s) northeast (up and right) from the triggering furre is item #,
1:51and # step(s) southeast (down and right) from the triggering furre is item #,
1:52and # step(s) southwest (down and left) from the triggering furre is item #,
1:53and # step(s) northwest (up and left) from the triggering furre is item #,
1:54and # step(s) NE & # step(s) NW from the triggering furre is item #,
1:55and # step(s) NE & # step(s) SE from the triggering furre is item #,
1:56and # step(s) SW & # step(s) SE from the triggering furre is item #,
1:57and # step(s) SW & # step(s) NW from the triggering furre is item #,
1:58and they are facing toward item #,
1:59and they are facing towards floor #,
1:60and they (bump into/move through) wall #,
1:61and they (bump into/move through) a wall with texture #,
1:62and they (bump into/move through) wall # with texture #,
1:63and the position they moved to has lighting #,
1:64and the triggering furre (moved from/is standing in) lighting #,
1:65and position (#,#) has lighting #,
1:66and the position they moved to has ambience #,
1:67and the triggering furre (moved from/is standing in) ambience #,
1:68and position (#,#) has ambience #,
1:70and their name is {...},
1:71and they have Silver, Gold, or Diamond Sponsorship,
1:72and they have Group Access Level # or higher,
1:73and message ~ matches the triggering furre's name,
1:74and message ~ matches message ~,
1:75and message ~ contains {...} somewhere within it,
1:76and the length of message ~ is greater than #,
1:77and the length of message ~ is equal to #,
1:78and the furre named {...} is in the Dream right now,
1:79and they are using an iPhone or iPod Touch,
1:80and they are within the rectangle (#,#) - (#,#),
1:81and they are within the diamond (#,#) - (#,#),
1:82and the furre named {...} is AFK,
1:83and the position they moved to is in region #,
1:84and the position they moved to is in regions # through #,
1:85and the triggering furre (moved from/is standing in) region #,
1:86and position (#,#) is in region #,
1:87and region # has some furres in it,
1:88and region # has # furres or more in it,
1:90and their entry code is #,
1:91and their entry method was #(One=Dream portal, Two=summoned in, Three=Dream url),
1:92and their entry code is less than #,
1:93and their entry code is more than #,
1:94and timer # is still counting down,
1:95and their DragonSpeak Button # is visible,
1:96and the position they moved to has effect #,
1:97and the triggering furre (moved from/is standing in) effect #,
1:98and position (#,#) has effect #,
1:102and they didn't move into floor #,
1:103and they didn't move into item #,
1:104and they didn't bump into a furre,
1:105and they were blocked from moving (or stood still),
1:107and they didn't move into position (#,#),
1:108and they can't see position (#,#),
1:110and they are not the Dream owner,
1:111and they haven't got shared control (and is not the Dream owner),
1:112and they are not facing towards position (#,#),
1:113and they are not facing northeast (up and right),
1:114and they are not facing southeast (down and right),
1:115and they are not facing southwest (down and left),
1:116and they are not facing northwest (up and left),
1:117and the triggering furre (didn't move from/isn't standing at) floor #,
1:118and the triggering furre (didn't move from/isn't standing at) item #,
1:119and the triggering furre (didn't move from/isn't standing at) position (#,#),
1:120and they are not a Rodent,
1:121and they are not an Equine,
1:122and they are not a Feline,
1:123and they are not a Canine,
1:124and they are not a Musteline,
1:125and they are not a Lapine,
1:126and they are not a Dragon,
1:127and they are not a Phoenix,
1:128and they are not a Gryffe,
1:129and they are not a Squirrel,
1:130and the floor at (#,#) is different than the floor at (#,#),
1:131and the item at (#,#) is different than the item at (#,#),
1:132and they are not a Kitterwing,
1:133and they are not a Bovine,
1:134and they are not wearing Wings #, (list at www.furcadia.com/dsparams/)
1:135and they are not wearing any Wings,
1:136and they are not male,
1:137and they are not female,
1:138and they are not unspecified gender,
1:139and they are not a Wolven,
1:140and # step(s) northeast (up and right) from the triggering furre is not floor #,
1:141and # step(s) southeast (down and right) from the triggering furre is not floor #,
1:142and # step(s) southwest (down and left) from the triggering furre is not floor #,
1:143and # step(s) northwest (up and left) from the triggering furre is not floor #,
1:144and # step(s) NE & # step(s) NW from the triggering furre is not floor #,
1:145and # step(s) NE & # step(s) SE from the triggering furre is not floor #,
1:146and # step(s) SW & # step(s) SE from the triggering furre is not floor #,
1:147and # step(s) SW & # step(s) NW from the triggering furre is not floor #,
1:150and # step(s) northeast (up and right) from the triggering furre is not item #,
1:151and # step(s) southeast (down and right) from the triggering furre is not item #,
1:152and # step(s) southwest (down and left) from the triggering furre is not item #,
1:153and # step(s) northwest (up and left) from the triggering furre is not item #,
1:154and # step(s) NE & # step(s) NW from the triggering furre is not item #,
1:155and # step(s) NE & # step(s) SE from the triggering furre is not item #,
1:156and # step(s) SW & # step(s) SE from the triggering furre is not item #,
1:157and # step(s) SW & # step(s) NW from the triggering furre is not item #,
1:158and they are not facing toward item #,
1:159and they are not facing towards floor #,
1:160and they didn't (bump into/move through) wall #
1:161and they didn't (bump into/move through) a wall with texture #,
1:162and they didn't (bump into/move through) wall # with texture #,
1:163and the position they moved to does not have lighting #,
1:164and the triggering furre (didn't move from/isn't standing in) lighting #,
1:165and position (#,#) doesn't have lighting #,
1:166and the position they moved to does not have ambience #,
1:167and the triggering furre (didn't move from/isn't standing in) ambience #,
1:168and position (#,#) doesn't have ambience #,
1:170and their name is not {...},
1:171and the triggering furre does not have Silver, Gold, or Diamond Sponsorship,
1:172and the triggering furre does not have Group Access Level # or higher,
1:173and message ~ does not match the triggering furre's name,
1:174and message ~ does not match message ~,
1:175and message ~ does not contain {...} anywhere within it,
1:176and the length of message ~ is less than #,
1:177and the length of message ~ is not equal to #,
1:178and the furre named {...} is not in the Dream right now,
1:179and they are not using an iPhone or iPod Touch,
1:180and they are not within the rectangle (#,#) - (#,#),
1:181and they are not within the diamond (#,#) - (#,#),
1:182and the furre named {...} is not AFK,
1:183and the position they moved to isn't in region #,
1:184and the position they moved to is not in regions # through #,
1:185and the triggering furre (didn't move from/isn't standing in) region #,
1:186and position (#,#) is not in region #,
1:187and region # has no furres in it,
1:188and region # has less than # furres in it,
1:190and their entry code is not #,
1:191and their entry method was not # (One=Dream portal, Two=summoned in, Three=Dream url),
1:192and their entry code is not less than #,
1:193and their entry code is not more than #,
1:194and timer # is not still counting down,
1:195and their DragonSpeak Button # is not visible,
1:196and the position they moved to hasn't got effect #,
1:197and the triggering furre (didn't move from/isn't standing in) effect #,
1:198and position (#,#) doesn't have effect #,
1:200and variable # is equal to #,
1:201and variable # is more than #,
1:202and variable # is less than #,
1:203and variable # is equal to variable #,
1:204and variable # is more than variable #,
1:205and variable # is less than variable #,
1:206and variable # is not equal to #,
1:207and variable # is not equal to variable #,
1:208and the X,Y position in variable # is the same as the position in variable #,
1:209and the X,Y position in variable # is not the same as the position in variable #,
1:250and in array #, starting at entry # and checking # entries, at least # of them are equal to #,
1:251and in array #, starting at entry # and checking # entries, at least # of them are not equal to #,
1:252and in array #, starting at entry # and checking # entries, at least # of them are more than #,
1:253and in array #, starting at entry # and checking # entries, at least # of them are less than #,
1:254and in array #, starting at entry # and checking # entries, exactly # of them are equal to #,
1:255and in array #, starting at entry # and checking # entries, exactly # of them are not equal to #,
1:256and in array #, starting at entry # and checking # entries, exactly # of them are more than #,
1:257and in array #, starting at entry # and checking # entries, exactly # of them are less than #,
1:258and in array #, starting at entry # and checking # entries, less than # of them are equal to #,
1:259and in array #, starting at entry # and checking # entries, less than # of them are not equal to #,
1:260and in array #, starting at entry # and checking # entries, less than # of them are more than #,
1:261and in array #, starting at entry # and checking # entries, less than # of them are less than #,
1:310and entry number # in array # is equal to #,
1:311and entry number # in array # is not equal to #,
1:312and entry number # in array # is more than #,
1:313and entry number # in array # is less than #,
1:340and they are species #, (list at www.furcadia.com/dsparams)
1:341and they are wearing a digo that is Type #, (list at www.furcadia.com/dsparams)
1:350and they are their original size,
1:351and they are size #,
1:352and they are at least size #,
1:353and they are less than size #,
1:361and the triggering furre can swim,
1:440and they are not species #, (list at www.furcadia.com/dsparams)
1:441and they are not wearing a digo that is Type #, (list at www.furcadia.com/dsparams)
1:450and they are not their original size,
1:451and they are not size #,
1:461and the triggering furre can't swim,
1:600and the PhoenixSpeak info {...} about the triggering furre is equal to #,
1:601and the PhoenixSpeak info {...} about the triggering furre is not equal to #,
1:602and the PhoenixSpeak info {...} about the triggering furre is more than #,
1:603and the PhoenixSpeak info {...} about the triggering furre is less than #,
1:605and the PhoenixSpeak info {...} about the triggering furre exists,
1:606and the PhoenixSpeak info {...} about the triggering furre does not exist,
1:610and the PhoenixSpeak info {...} about the furre named {...} is equal to #,
1:611and the PhoenixSpeak info {...} about the furre named {...} is not equal to #,
1:612and the PhoenixSpeak info {...} about the furre named {...} is more than #,
1:613and the PhoenixSpeak info {...} about the furre named {...} is less than #,
1:615and the PhoenixSpeak info {...} about the furre named {...} exists,
1:616and the PhoenixSpeak info {...} about the furre named {...} does not exist,
1:620and the PhoenixSpeak info {...} about this Dream is equal to #,
1:621and the PhoenixSpeak info {...} about this Dream is not equal to #,
1:622and the PhoenixSpeak info {...} about this Dream is more than #,
1:623and the PhoenixSpeak info {...} about this Dream is less than #,
1:625and the PhoenixSpeak info {...} about this Dream exists,
1:626and the PhoenixSpeak info {...} about this Dream does not exist,
1:630and the PhoenixSpeak info {...} about the triggering furre contains {...} somewhere within it,
1:631and the PhoenixSpeak info {...} about the triggering furre does not contain {...} anywhere within it,
1:632and the length of PhoenixSpeak info {...} about the triggering furre is greater than #,
1:633and the length of PhoenixSpeak info {...} about the triggering furre is equal to #,
1:634and the length of PhoenixSpeak info {...} about the triggering furre is less than #,
1:635and the length of PhoenixSpeak info {...} about the triggering furre is not equal to #,
1:680and PhoenixSpeak is using the 'just testing' area to store info,
1:681and PhoenixSpeak is using the 'real and official' area to store info,
1:700and the Dream's cookie bank has at least # cookies.
1:701and the Dream's cookie bank has less than # cookies.
1:702and they have at least # cookies.
1:703and they have less than # cookies.
1:800and the last Dream portal to open is type #,(list at www.furcadia.com/dsparams)
1:801and the last Dream portal to open is not type #(list at www.furcadia.com/dsparams),
1:802and the last Dream portal to close is type #(list at www.furcadia.com/dsparams),
1:803and the last Dream portal to close is not type #(list at www.furcadia.com/dsparams),
1:1000and a random dice roll comes up (# percent of the time),
1:1002and they are holding item # in their paws,
1:1004and they are not holding item # in paws,
1:1005and they are standing,
1:1006and they are sitting,
1:1007and they are lying down,
1:1008and they are not standing,
1:1009and they are not sitting,
1:1010and they are not lying down,
1:1011and position (#,#) is floor #,
1:1012and position (#,#) is not floor #,
1:1013and position (#,#) is item #,
1:1014and position (#,#) is not item #,
1:1015and position (#,#) is wall #,
1:1016and position (#,#) is a wall with texture #,
1:1017and position (#,#) is wall # with texture #,
1:1018and position (#,#) is not wall #,
1:1019and position (#,#) is not a wall with texture #,
1:1020and position (#,#) is not wall # with texture #,
1:1100and there's a furre at (#,#),
1:1101and there's no furre at (#,#),
1:1200and they are localspecies #,
1:1201and they are not localspecies #,
1:1250and their remap # is color #, (list at www.furcadia.com/dsparams)
1:1251and their remap # is not color #, (list at www.furcadia.com/dsparams)
1:1300and they have exactly # of desctag #, (list at www.furcadia.com/dsparams)
1:1301and they have at least # of desctag #, (list at www.furcadia.com/dsparams)
1:1302and they have less than # of desctag #, (list at www.furcadia.com/dsparams)
Category 3: Areas
NumDescription
3:1everywhere on the whole map,
3:2at position (#,#) on the map,
3:3within the diamond (#,#) - (#,#),
3:4within the rectangle (#,#) - (#,#),
3:5where the triggering furre was at,
3:6where the triggering furre moved into,
3:7whereever the triggering furre was at when the trigger activated,
3:8everyplace the triggering furre can see,
3:9everyplace that can be seen from (#,#),
3:10in the space right in front of the triggering furre,
3:11# step(s) in front of the triggering furre,
3:12in the space right behind the triggering furre,
3:13# step(s) behind the triggering furre,
3:14in a line starting at (#,#) and going # more spaces northeast.
3:15in a line starting at (#,#) and going # more spaces southeast.
3:16in a line starting at (#,#) and going # more spaces southwest.
3:17in a line starting at (#,#) and going # more spaces northwest.
3:18at the last location where a Dream portal was placed,
3:20in the space just to the left of the triggering furre,
3:21# step(s) to the left of the triggering furre,
3:22in the space just to the right of the triggering furre,
3:23# step(s) to the right of the triggering furre,
3:30in region #,
3:31everywhere outside region #,
3:32everywhere in regions # through #,
3:33everywhere outside regions # through #,
3:50# step(s) northeast (up and right) from where the triggering furre(moved from/is standing),
3:51# step(s) southeast (down and right) from where the triggering furre(moved from/is standing),
3:52# step(s) southwest (down and left) from where the triggering furre(moved from/is standing),
3:53# step(s) northwest (up and left) from where the triggering furre(moved from/is standing),
3:54# step(s) northeast (up and right) from where the triggering furre moved to,
3:55# step(s) southeast (down and right) from where the triggering furre moved to,
3:56# step(s) southwest (down and left) from where the triggering furre moved to,
3:57# step(s) northwest (up and left) from where the triggering furre moved to,
3:60# step(s) NE & # step(s) NW from where the triggering furre(moved from/is standing),
3:61# step(s) NE & # step(s) SE from where the triggering furre(moved from/is standing),
3:62# step(s) SW & # step(s) SE from where the triggering furre(moved from/is standing),
3:63# step(s) SW & # step(s) NW from where the triggering furre(moved from/is standing),
3:64# step(s) NE & # step(s) NW from where the triggering furre moved to,
3:65# step(s) NE & # step(s) SE from where the triggering furre moved to,
3:66# step(s) SW & # step(s) SE from where the triggering furre moved to,
3:67# step(s) SW & # step(s) NW from where the triggering furre moved to,
3:70at the position where the most recent dream portal appeared,
3:71at the position where a dream portal most recently closed,
3:500at a random spot within the rectangle (#,#) - (#,#),
3:501at a random spot that is onscreen for the triggering furre,
3:502at a random spot somewhere in the Dream,
3:510at a random spot within the rectangle (#,#) - (#,#) where the floor is #,
3:511at a random spot that is onscreen for the triggering furre where the floor is #,
3:512at a random spot somewhere in the Dream where the floor is #,
3:520at a random spot within the rectangle (#,#) - (#,#) where the floor is not #,
3:521at a random spot that is onscreen for the triggering furre where the floor is not #,
3:522at a random spot somewhere in the Dream where the floor is not #,
3:530at a random spot within the rectangle (#,#) - (#,#) where the item is #,
3:531at a random spot that is onscreen for the triggering furre where the item is #,
3:532at a random spot somewhere in the Dream where the item is #,
3:540at a random spot within the rectangle (#,#) - (#,#) where the item is not #,
3:541at a random spot that is onscreen for the triggering furre where the item is not #,
3:542at a random spot somewhere in the Dream where the item is not #,
3:550at a random spot within the rectangle (#,#) - (#,#) where the region is #,
3:551at a random spot that is onscreen for the triggering furre where the region is #,
3:552at a random spot somewhere in the Dream where the region is #,
3:560at a random spot within the rectangle (#,#) - (#,#) where the region is not #,
3:561at a random spot that is onscreen for the triggering furre where the region is not #,
3:562at a random spot somewhere in the Dream where the region is not #,
3:570at a random spot within the rectangle(#,#) -(#,#) where the ambience is #,
3:571at a random spot that is onscreen for the triggering furre where the ambience is #,
3:572at a random spot somewhere in the Dream where the ambience is #,
3:580at a random spot within the rectangle(#,#) -(#,#) where the ambience is not #,
3:581at a random spot that is onscreen for the triggering furre where the ambience is not #,
3:582at a random spot somewhere in the Dream where the ambience is not #,
3:590at a random spot within the rectangle(#,#) -(#,#) where the lighting is #,
3:591at a random spot that is onscreen for the triggering furre where the lighting is #,
3:592at a random spot somewhere in the Dream where the lighting is #,
3:600at a random spot within the rectangle(#,#) -(#,#) where the lighting is not #,
3:601at a random spot that is onscreen for the triggering furre where the lighting is not #,
3:602at a random spot somewhere in the Dream where the lighting is not #,
Category 4: Filters
NumDescription
4:0clear all filtering,
4:1only where the floor is #,
4:2only where the floor is not #,
4:3only where an item # is,
4:4only where there is no item #,
4:7only where there is an item,
4:8only where there are no items,
4:9only in places where someone can walk,
4:10only in places that can't be walked into,
4:12only in places the triggering furre can see,
4:13only in places the triggering furre cannot see,
4:14only in places that can be seen from (#,#),
4:15only in places that can not be seen from (#,#),
4:30only in region #,
4:31only outside of region #,
4:32only in regions # through #,
4:33only places that aren't in regions # through #,
4:40only where the effect overlay is #,
4:41only where the effect overlay is not #,
4:42only where the lighting type is #,
4:43only where the lighting type is not #,
4:44only where the ambience is #,
4:45only where the ambience is not #,
Category 5: Effects
NumDescription
5:1set the floor to #.
5:2change floor # to floor #.
5:3swap floor types # and #.
5:4place item #.
5:5change item # to item #.
5:6swap item types # and #.
5:7place a random floor type between # and #.
5:8play sound # to the triggering furre.
5:9play sound # to any furre present.
5:10play sound # to every furre who can see (#,#).
5:11play sound # to every furre who can see the triggering furre.
5:12play sound # to everyone on the map.
5:13place a random item type between # and #.
5:14move the triggering furre to (#,#) if there's nobody already there.
5:15move the triggering furre to (#,#), or to someplace nearby if it's occupied.
5:16move any furre present to (#,#) if there's nobody already there.
5:17move any furre present to (#,#), or to someplace nearby if it's occupied.
5:18move the triggering furre back where they came from.
5:19move any furre present # step(s) forward(in the direction they're facing) if there's nobody already there.
5:20move any item present # step(s) in the direction the triggering furre is facing.
5:21move the item to (#,#).
5:22copy the item to (#,#).
5:23swap the item with the item at (#,#).
5:24copy the floor to (#,#).
5:25swap the floor with the floor at (#,#).
5:26add # to the item number.
5:27subtract # from the item number.
5:28add # to the floor number.
5:29subtract # from the floor number.
5:30play midi # to the triggering furre.
5:31play midi # to everyone on the map.
5:32play music file # to any furre present.
5:33play music file # to every furre who can see (#,#).
5:34play music file # to every furre who can see the triggering furre.
5:40set the floor to floor # at (#,#).
5:41place item # at (#,#).
5:42place wall #.
5:43set the wall texture to #.
5:44place wall # with texture #
5:45swap wall types # and #.
5:46swap wall textures # and #.
5:47swap wall # with texture # and wall # with texture #.
5:48move the triggering furre to a random location in region #.
5:49move any furre present to a random location in region #.
5:50set countdown timer # to go off in # seconds.
5:51make any furre standing at (#,#) become the new triggering furre.
5:52make any furre present have all their summon commands send people to the start of the Dream.
5:53allow any furre present to summon people right next to them again.
5:54make any furre present unable to lead and follow.
5:55allow any furre present to lead and follow again.
5:56make the furre named {...} the new triggering furre, if they're in the Dream right now.
5:60change wall # to wall #.
5:61change wall texture # to texture #.
5:62change wall # with texture # to wall # with texture #.
5:63place wall # at (#,#).
5:64set the wall texture to # at (#,#).
5:65place wall # with texture # at (#,#).
5:66move the wall to (#,#).
5:67copy the wall to (#,#).
5:68swap the wall with the wall at (#,#).
5:70make the triggering furre stand up.
5:71make the triggering furre sit down.
5:72make the triggering furre lie down.
5:73make any furre present stand up.
5:74make any furre present sit down.
5:75make any furre present lie down.
5:76place item # in the triggering furre's paws.
5:77place item # in the paws of any furre present.
5:78eject the triggering furre from the Dream.
5:80move any furre present # step(s) northeast (up and right) if there's nobody already there.
5:81move any furre present # step(s) southeast (down and right) if there's nobody already there.
5:82move any furre present # step(s) southwest (down and left) if there's nobody already there.
5:83move any furre present # step(s) northwest (up and left) if there's nobody already there.
5:84move any furre present # step(s) NE & # step(s) NW if there's nobody already there.
5:85move any furre present # step(s) NE & # step(s) SE if there's nobody already there.
5:86move any furre present # step(s) SW & # step(s) SE if there's nobody already there.
5:87move any furre present # step(s) SW & # step(s) NW if there's nobody already there.
5:88turn the triggering furre clockwise.
5:89turn the triggering furre counterclockwise.
5:90turn the triggering furre to face northeast.
5:91turn the triggering furre to face southeast.
5:92turn the triggering furre to face southwest.
5:93turn the triggering furre to face northwest.
5:94turn any furre present clockwise.
5:95turn any furre present counterclockwise.
5:96turn any furre present to face northeast.
5:97turn any furre present to face southeast.
5:98turn any furre present to face southwest.
5:99turn any furre present to face northwest.
5:100turn on 'classic' mode and update the screen after each trigger.
5:101turn 'classic' mode back off.
5:102share Dream control with the triggering furre.
5:103share Dream control with any furre present.
5:104activate text filter number #.
5:105set entry music to #.
5:106allow global Dream uploads by Dream owner only.
5:107allow global Dream uploads by Dream owner and shared furres.
5:108allow global Dream uploads by everyone.
5:109allow Dream pad uploads by Dream owner only.
5:110allow Dream pad uploads by Dream owner and shared furres.
5:111allow Dream pad uploads by everyone.
5:112make summoned furres arrive at the start of the Dream.
5:113allow summoned furres to arrive right by the summoner.
5:114activate text filter number # on the triggering furre (list at www.furcadia.com/dsparams).
5:115activate text filter number # on any furre present (list at www.furcadia.com/dsparams).
5:120make this/these location(s) part of region #.
5:121make location (#,#) part of region #.
5:122treat all regions numbered # and higher as 'indoors', and only show furres there what's in that region.
5:123treat all regions as 'outdoors', and show furres all regions that are visible, all the time.
5:124show bottom walls in both indoor and outdoor regions.
5:125show bottom walls in outdoor regions only.
5:127show top walls in both indoor and outdoor regions.
5:128show top walls in indoor regions only.
5:130hide everything in region # from everybody.
5:131show everything in region # to everyone that can see there.
5:132hide all items in region # from everybody.
5:133show items in region # to everyone that can see there.
5:134hide all walls in region # from everybody.
5:135show walls in region # to everyone that can see there.
5:136hide all floors in region # from everybody.
5:137show floors in region # to everyone that can see there.
5:138hide all effects in region # from everybody.
5:139show effects in region # to everyone that can see there.
5:140show item # in outdoor regions where items are hidden, instead of what's really there.
5:141show wall # in outdoor regions where walls are hidden, instead of what's really there.
5:142show floor # in outdoor regions where floors are hidden, instead of what's really there.
5:143show effect # in outdoor regions where effects are hidden, instead of what's really there.
5:144show item # in indoor regions where items are hidden, instead of what's really there.
5:145show wall # in indoor regions where walls are hidden, instead of what's really there.
5:146show floor # in indoor regions where floors are hidden, instead of what's really there.
5:147show effect # in indoor regions where effects are hidden, instead of what's really there.
5:148move the triggering furre to (#,#), or to someplace nearby within the same region if it's occupied.
5:150place overlay effect #.
5:151set location (#,#) to overlay effect #.
5:152place overlay effect # where the triggering furre is.
5:153change effect # to effect #.
5:154swap effects # and #.
5:155place lighting #.
5:156set location (#,#) to lighting #.
5:157place lighting # where the triggering furre is.
5:158change lighting # to lighting #.
5:159swap lighting types # and #.
5:160set region # to silent (furres can't speak there).
5:161allow furres to talk in region #.
5:162make region # unwalkable.
5:163make region # walkable.
5:164make it impossible to sit or lie down in region #.
5:165allow sitting and lying down in region #.
5:166make it impossible to pick up or drop items in region #.
5:167allow getting and dropping items in region #.
5:168set region # to prevent Dream uploading (except on Dream pads and for owners).
5:169set region # to allow Dream uploading again.
5:170hide all lighting in region # from everybody.
5:171show lighting in region # to everyone that can see there.
5:172hide all ambience in region # from everybody.
5:173show ambience in region # to everyone that can see there.
5:174show lighting # in outdoor regions where effects are hidden, instead of what's really there.
5:175show ambience # in outdoor regions where effects are hidden, instead of what's really there.
5:176show lighting # in indoor regions where effects are hidden, instead of what's really there.
5:177show ambience # in indoor regions where effects are hidden, instead of what's really there.
5:178hide all effects from everyone in region #.
5:179show all effects to everyone in region #.
5:180show the triggering furre's DragonSpeak Button #.
5:181hide the triggering furre's DragonSpeak Button #.
5:182move the triggering furre's DragonSpeak Button # to (#,#).
5:183show the triggering furre's DragonSpeak Button # in tab #.
5:184set variable # to the number of the DragonSpeak Button they just pressed.
5:190show everyone in the Dream's DragonSpeak Button #.
5:191hide everyone in the Dream's DragonSpeak Button #.
5:192move everyone in the Dream's DragonSpeak Button # to (#,#).
5:193show everyone in the Dream's DragonSpeak Button # in tab #.
5:194set region # to require flying to move in.
5:195stop requiring flying in region #.
5:196set region # to require swimming to move in.
5:197stop requiring swimming in region #.
5:198let furres move through all impassable floors, items & walls in region #.
5:199stop letting furres move through impassable stuff in region #.
5:200emit message {...} to the triggering furre.
5:201emit message {...} to any furre present.
5:202emit message {...} to every furre who can see (#,#).
5:203emit message {...} to every furre who can see the triggering furre.
5:204emitloud message {...} to everyone on the map.
5:205emit message {...} to the furre named {...} if they're in the Dream.
5:210set entrytext to {...}.
5:212set silent speech prefix(for spoken commands) to {...}.
5:213set the silence floor(where nobody can speak) to floor #.
5:214set the silence item to item #.
5:215set the 'you can't talk' message to {...}.
5:225place ambience #.
5:226set position (#,#) to ambience #.
5:227place ambience # where the triggering furre is.
5:228change ambience # to ambience #.
5:229swap ambience # and #.
5:230place a random effect between # and #.
5:231move any effect present # step(s) in the direction the triggering furre is facing.
5:232move the effect to (#,#).
5:233copy the effect to (#,#).
5:234swap the effect with the effect at (#,#).
5:250set message ~ to {...}.
5:251copy message ~ onto message ~.
5:252set message ~ to the triggering furre's name.
5:253set message ~ to today's date.
5:254set message ~ to the current time (in Furcadia Standard Time).
5:255set message ~ to what the triggering furre just said or emoted.
5:256reverse message ~ from forwards to backwards.
5:257take message ~ and add {...} onto the end of it.
5:258take message ~ and add message ~ onto the end of it.
5:270chop off the end of message ~, leaving just the first # characters of it still there.
5:271chop off the beginning of message ~, leaving just the last # characters of it still there.
5:272set message ~ to be the portion of message ~ from position # to position #.
5:273chop off the end of message ~, removing the last # characters of it.
5:274chop off the beginning of message ~, removing the first # characters of it.
5:275use message ~ as an array, and copy entry # of it into message ~.
5:276use message ~ as an array, and set entry # of it to {...}.
5:277remove the first word from message ~ and put it in message ~.
5:278remove the first # copies of {...} from message ~.
5:280set variable # to the length of message ~ in characters.
5:281set variable # to the length of message ~ in words separated by spaces.
5:282set variable # to the first number in ~.
5:283set variable # to the total number of characters before {...} appears in message ~ (or zero if not found).
5:284set variable # to the total number of characters after the first place {...} appears in message ~ (or zero if not found).
5:300set variable # to the value #.
5:301copy the value of variable # into variable #.
5:302take variable # and add # to it.
5:303take variable # and add variable # to it.
5:304take variable # and subtract # from it.
5:305take variable # and subtract variable # from it.
5:306multiply variable # by #.
5:307multiply variable # by variable #.
5:308divide variable # by # and put the remainder in variable #.
5:309divide variable # by variable # and put the remainder in variable #.
5:310use variable # as an array, and copy entry # of it into variable #.
5:311use variable # as an array, and set entry # of it to #.
5:312set variable # to the total of rolling # dice with # sides plus #.
5:313set variable # to the total of rolling # dice with # sides minus #.
5:314set variable # to the number the triggering furre just said or emoted.
5:315set variable # to the triggering furre's entry code.
5:316set the triggering furre's entry code to #.
5:317set variable # to the number of the item in the triggering furre's paws.
5:318set variable # to the number of furres in the Dream.
5:319set variable # to the X,Y position of the last Dream portal placed.
5:320set variable # to the region number (#,#) is part of.
5:321set variable # to the current day of the month.
5:322set variable # to the current hour FST (Furcadia Standard Time in twenty-four hour format).
5:323set variable # to the current minute FST (Furcadia Standard Time).
5:324set variable # to the current month of the year.
5:325set variable # to the current second FST (Furcadia Standard Time).
5:326set variable # to the current year.
5:327set variable # to the number of the countdown timer that just went off.
5:330set variable # to the effect overlay value at (#,#).
5:331set variable # to the lighting type at (#,#).
5:332set variable # to the ambience type at (#,#).
5:350set variable # to the X,Y position the triggering furre (moved from/is standing at).
5:351set variable # to the X,Y position the triggering furre moved to.
5:352move the position in variable # northeast (up and right) # step(s).
5:353move the position in variable # southeast (down and right) # step(s).
5:354move the position in variable # southwest (down and left) # step(s).
5:355move the position in variable # northwest (up and left) # step(s).
5:380set variable # to the floor type at (#,#).
5:381set variable # to the item type at (#,#).
5:382set variable # to the wall type at (#,#).
5:383set variable # to the wall texture at (#,#).
5:384set variable # to the x,y position (#,#).
5:390starting with entry #, set # entries in array # to #.
5:399clear all variables to zero.
5:400cycle the three item types in this sequence one step forward: #, #, #.
5:401cycle the four item types in this sequence one step forward: #, #, #, #.
5:402cycle the five item types in this sequence one step forward: #, #, #, #, #.
5:405cycle the three lighting types in this sequence one step forward: #, #, #.
5:406cycle the four lighting types in this sequence one step forward: #, #, #, #.
5:407cycle the five lighting types in this sequence one step forward: #, #, #, #, #.
5:410cycle the three floor types in this sequence one step forward: #, #, #.
5:411cycle the four floor types in this sequence one step forward: #, #, #, #.
5:412cycle the five floor types in this sequence one step forward: #, #, #, #, #.
5:415cycle the three ambience types in this sequence one step forward: #, #, #.
5:416cycle the four ambience types in this sequence one step forward: #, #, #, #.
5:417cycle the five ambience types in this sequence one step forward: #, #, #, #, #.
5:420shake the triggering furre's map in style #, for # tenths of a second, with speed # and intensity # (see www.furcadia.com/dsparams for info).
5:421shake the map of any furre present in style #, for # tenths of a second, with speed # and intensity # (see www.furcadia.com/dsparams for info).
5:422stop all map shaking for the triggering furre.
5:423stop all map shaking for any furre present.
5:430jump the animation of all copies of item # in the Dream to step #.
5:431jump the animation of all copies of floor # in the Dream to step #.
5:432jump the animation of all copies of wall # with wall texture # to step #.
5:433jump the animation of DragonSpeak Button # to step # for everyone in the Dream.
5:434reset the animation of all copies of item # in the Dream.
5:435reset the animation of all copies of floor # in the Dream.
5:436reset the animation of all copies of wall # with wall texture #.
5:437reset the animation of DragonSpeak Button # for everyone in the Dream.
5:438set the default animation delay of item # to # milliseconds.
5:439set the default animation delay of floor # to # milliseconds.
5:440set the default animation delay of wall # with wall texture # to # milliseconds.
5:441set the default animation delay of DragonSpeak Button # to # milliseconds for everyone in the Dream.
5:442jump the animation of the triggering furre's DragonSpeak Button # to step #.
5:443reset the animation of the triggering furre's DragonSpeak Button #.
5:444set the default animation delay of the triggering furre's DragonSpeak Button # to # milliseconds.
5:445jump the animation of all copies of effect # in the Dream to step #.
5:446reset the animation of all copies of effect # in the Dream.
5:447set the default animation delay of effect # to # milliseconds.
5:448jump the animation of all copies of lighting # in the Dream to step #.
5:449reset the animation of all copies of lighting # in the Dream.
5:450set the default animation delay of lighting # to # milliseconds.
5:451jump the animation of all copies of ambience # in the Dream to step #.
5:452reset the animation of all copies of ambience # in the Dream.
5:453set the default animation delay of ambience # to # milliseconds.
5:460move any item present # step(s) northeast (up and right).
5:461move any item present # step(s) southeast (down and right).
5:462move any item present # step(s) southwest (down and left).
5:463move any item present # step(s) northwest (up and left).
5:470move any effect present # step(s) northeast (up and right).
5:471move any effect present # step(s) southeast (down and right).
5:472move any effect present # step(s) southwest (down and left).
5:473move any effect present # step(s) northwest (up and left).
5:500set variable # to the X,Y position of a random spot within the rectangle (#,#) - (#,#).
5:501set variable # to the X,Y position of a random spot that is onscreen for the triggering furre.
5:502set variable # to the X,Y position of a random spot somewhere in the Dream.
5:510set variable # to the X,Y position of a random spot where the floor is # within the rectangle (#,#) - (#,#).
5:511set variable # to the X,Y position of a random spot where the floor is # that is onscreen for the triggering furre.
5:512set variable # to the X,Y position of a random spot where the floor is # somewhere in the Dream.
5:520set variable # to the X,Y position of a random spot where the floor is not # within the rectangle (#,#) - (#,#).
5:521set variable # to the X,Y position of a random spot where the floor is not # that is onscreen for the triggering furre.
5:522set variable # to the X,Y position of a random spot where the floor is not # somewhere in the Dream.
5:530set variable # to the X,Y position of a random spot where the item is # within the rectangle (#,#) - (#,#).
5:531set variable # to the X,Y position of a random spot where the item is # that is onscreen for the triggering furre.
5:532set variable # to the X,Y position of a random spot where the item is # somewhere in the Dream.
5:540set variable # to the X,Y position of a random spot where the item is not # within the rectangle (#,#) - (#,#).
5:541set variable # to the X,Y position of a random spot where the item is not # that is onscreen for the triggering furre.
5:542set variable # to the X,Y position of a random spot where the item is not # somewhere in the Dream.
5:600memorize that the PhoenixSpeak info {...} about the triggering furre will now be #.
5:601memorize that the PhoenixSpeak info {...} about the furre named {...} will now be #.
5:602memorize that the PhoenixSpeak info {...} about this Dream will now be #.
5:603memorize that the PhoenixSpeak info {...} about the triggering furre will now be {...}.
5:604memorize that the PhoenixSpeak info {...} about the furre named {...} will now be {...}.
5:605memorize that the PhoenixSpeak info {...} about this Dream will now be {...}.
5:610remember the PhoenixSpeak info {...} about the triggering furre, and put it in variable #.
5:611remember the PhoenixSpeak info {...} about the furre named {...}, and put it in variable #.
5:612remember the PhoenixSpeak info {...} about this Dream, and put it in variable #.
5:613remember the PhoenixSpeak info {...} about the triggering furre, and put it in message ~.
5:614remember the PhoenixSpeak info {...} about the furre named {...}, and put it in message ~.
5:615remember the PhoenixSpeak info {...} about this Dream, and put it in message ~.
5:630forget all PhoenixSpeak info about the triggering furre.
5:631forget all PhoenixSpeak info about the furre named {...}.
5:632forget the PhoenixSpeak info {...} about this Dream.
5:633forget all PhoenixSpeak info about this Dream.
5:634forget the PhoenixSpeak info {...} about the triggering furre.
5:635forget the PhoenixSpeak info {...} about the furre named {...}.
5:650use the PhoenixSpeak 'just testing' area to store info from now on.
5:651use the PhoenixSpeak 'real and official' area to store info from now on.
5:700request # cookies for the cookie bank from the triggering furre, with request number # and message {...}
5:701request # cookies for the cookie bank from any furre present, with request number # and message {...}
5:702give # cookies to the triggering furre.
5:703give # cookies to anyone present.
5:704set variable # to the number of cookies in the Dream's cookie bank.
5:705set variable # to the total number of cookies the triggering furre has.
5:706mute Cookie given/recieved messages for the dreamowner.
5:707unmute Cookie given/recieved lines for the dreamowner.
5:708set cookie name to {...}.
5:709set cookie eat message to {...}.
5:710feed Beekin the Help Dragon # cookies out of the Cookie Bank (they'll be gone for good!).
5:714move and animate the triggering furre to (#,#) if there's nobody already there.
5:715move and animate the triggering furre to (#,#), or to someplace nearby if it's occupied.
5:716move and animate any furre present to (#,#) if there's nobody already there.
5:717move and animate any furre present to (#,#), or to someplace nearby if it's occupied.
5:718move and animate the triggering furre back where they came from.
5:719move and animate any furre present # step(s) forward (in the direction they're facing) if there's nobody already there.
5:720move and animate the triggering furre to (#,#), or to someplace nearby within the same region if it's occupied.
5:721move and animate any furre present to (#,#), or to someplace nearby within the same region if it's occupied.
5:722move and animate the triggering furre to a random location in region #.
5:723move and animate any furre present to a random location in region #.
5:780move and animate any furre present # step(s) northeast (up and right) if there's nobody already there.
5:781move and animate any furre present # step(s) southeast (down and right) if there's nobody already there.
5:782move and animate any furre present # step(s) southwest (down and left) if there's nobody already there.
5:783move and animate any furre present # step(s) northwest (up and left) if there's nobody already there.
5:784move and animate any furre present # step(s) NE & # step(s) NW if there's nobody already there.
5:785move and animate any furre present # step(s) NE & # step(s) SE if there's nobody already there.
5:786move and animate any furre present # step(s) SW & # step(s) SE if there's nobody already there.
5:787move and animate any furre present # step(s) SW & # step(s) NW if there's nobody already there.
5:880forget all the PhoenixSpeak info about furres that haven't been used in # days # hours # minutes # seconds
5:900popup an Ok button dialog with request number # and message {...} for the triggering furre.
5:901popup a Yes/No dialog with request number # and message {...} for the triggering furre.
5:910popup an Ok button dialog with request number # and message {...} for any furre present.
5:911popup a Yes/No dialog with request number # and message {...} for any furre present.
5:1000redraw the screen and show everything that's just changed.
5:1200change the triggering furre to localspecies #.
5:1201change any furre present to localspecies #.
5:1202change the triggering furre back to their original species.
5:1203change any furre present back to their original species.
5:1205make localspecies # mimic the avatar # (list at www.furcadia.com/dsparams).
5:1206make localspecies # mimic the avatar #, with gender # (list at www.furcadia.com/dsparams).
5:1207disable mimicry on localspecies #.
5:1250set the triggering furre's remap # to color # (list at www.furcadia.com/dsparams).
5:1251set variable # to the color of the triggering furre's remap # (list at www.furcadia.com/dsparams).
5:2000reset the Dream and kick all the players out. Important Note: This line is known to be broken. Please see the Help Section note on this line.
5:3443make any furre present scale to # percent size.

If you see this paragraph, it means your JavaScript is turned off, and this page will not work at all. You will have to either turn on your JavaScript, or use the DragonSpeak Search Engine instead. :-)

About The Catalogue

The Cross-Referenced Catalogue of DragonSpeak Lines was conceived to ease a strain common to all Furcadia dream builders: finding which of the 894 DragonSpeak lines you want.

To that end, I created the Catalogue which assigns filters to lines according to what each line deals with: some deal with floors, some deal with objects, most deal with furres. To find a line, you select one or more filters and the lines will be narrowed down to only those that match all selected filters. This does mean that you can select a combination of filters (such as Items In General and Sounds In General) that won’t match any line at all (at least of this writing), and you’ll get an alert letting you know.

If you have no filters selected, all lines will be displayed.

Copying A Line

If you press CTRL and click on a line number, that number and the accompanying description will be copied to your computer clipboard, so you can paste it into your DragonSpeak Editor of choice.

The Filters

The line filters—shown on the right—are divided up into several sections, such as Animation, Arrays, Dragonspeak Buttons and so on.

You can access the different filter sections by clicking on one of the tabs in the top menu, which will display the relevant field. At the bottom of the filters section is a section called Selected Filters. This lists all the filters you’ve selected, each with a button that will clear that filter. The button that says Clear All Filters does exactly that.

The DragonSpeak Lines

The lines are broken up into five categories, both here and in the official editors. The sets are:

Category 0 – Causes
The triggering events. Each set of instructions can have more than one cause.
Category 1 – Conditions
Modifiers that decide whether a triggering event qualifies. Each cause can have as many conditions as you like, but be aware that they may negate all possibility of the commands being run.
Category 3 – Areas
This is the area to which an effect will take place. Areas are not cumulative.
Category 4 – Filters
This further refines where an effect will take place. These are cumulative; if you pick more than one filter, all will apply. This may filter out everything.
Category 5 – Effects
This decides what happens. You may have as many effects as you like.

Note On Line 5:2000

This line was introduced in the Squirrel Update (Oct. 29, 2004), and was noted to be broken within a couple months.

Explaining the bug is simple (fixing it is anything but): For some reason, Line 5:2000 does not take custom maps or DragonSpeak into account. Instead, while the Furcadia client will show your custom map, the Furcadia server will act as if it’s a different one–originally, it was Level 6, a map from the first days of Furcadia, now it’s Chess Island. This would result in very strange behavior, gettable objects showing appearing at the butler’s feet where none should be (and you could get them and set them back down, whereupon they would appear on the screen), unwalkable places becoming walkable and vice versa, and the original DragonSpeak being rendered completely null.

If Something In The Index Is Wrong

If a line doesn't have a category you think it should, or if it has a catagory you think it shouldn't, let me know!. State the line, the problematic category, and I will fix it as soon as I can.


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