DragonSpeak is the scripting language of Furcadia, which allows you to interact with the minigames in Furcadia, AKA the dreams. While I am no master of DragonSpeak, I have come across some little tricks that I’m glad to pass along.
There are two types of variables in DragonSpeak: string and numerical. A free dream is allowed a maximum of 500 of each; if you go over, your variables will start being overwritten, resulting in strange behavior. For this reason, hardcoding (that is, setting them directly instead of using a variable) is actually advisable in this language.
~, and as suggested, contain text.
%and are actually coördinates—that is, every variable has an
xvalue and a
yvalue, and which half you want to use can be specified (%variable.x and %variable.y). For the most part, only the
xhalf is set or read by dragonspeak lines, unless:
yhalf should be used by using %variable.y (This can be exploited if you need to store more numbers as variables, but only to a point),
(5:351) set variable # to the X,Y position the triggering furre moved to.
,(#,#)
; coördinates can be written as (%variable.x,%variable.y)
or (%variable)
As many teleportation places as you want in only seven DragonSpeak lines.
How to save on DragonSpeak when you have a lot of signs.