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https://web.archive.org/web/20030227074240/http://www.furcadia.com:80/update/

With the release of the newest avatar, the Gryphon (commonly known as Gryffe), also comes the debut of a new Welcome Map. Gryffes have a surprise special ability that has been rumored of for months. Want to become a Gryffe? Visit Digo Market for more details.

The new Welcome Map is a tutorial dream that all new furres will connect to upon their first visit to Furcadia. It is the main hub for Welcomer Beekins. New furres are able to take a self-guided walking tutorial throughout the dream, or ask their questions to the awaiting Welcomers.

We've also fixed a number of bugs, including the problem that sometimes made people see the wrong custom portraits when they looked at someone. And we've added 18 new sound effects, and a handy sound preview option!

But that's not all! New DragonSpeak commands have been added. The current number of new DragonSpeak commands implemented into Furcadia is 125. You can now make your DragonSpeak scripts display text to furres in your dream. Experts can use numeric variables too! There will be classes eventually to help furres learn the more advanced new features. Or you can ignore the confusing ones and just use the new ones you like. The NEW editor will display as few or as many of the commands as you wish, depending on the skill level you set it to. All the new commands and some notes are listed below.

You can easily transform into your Gryffe by pressing the E tab and using the appropriate buttons. Various screenshots of the Gryffes, and their special ability -- transforming into an Eagle.

TRIGGERS

  • (0:31) When a furre says {...},
  • (0:32) When a furre says something with {...} in it,
  • (0:60) When a furre moves northeast,
  • (0:61) When a furre moves southeast,
  • (0:62) When a furre moves southwest,
  • (0:63) When a furre moves northwest,
  • (0:252) When a furre turns into a griffon,
  • (0:253) When a furre turns into an eagle,
  • (0:101) When the time is #:# FST
  • "An hour of 99 or a minute of 99 acts as a "wild card" and matches anything. So if you put 99:30, it will go off every hour at half past the hour. If you put 7:99 it will go off once a minute from 7:00AM to 7:59 AM. Times are in 24 hour format, so 7PM would be 19:00. And of course all times are in FST - Furcadia Standard Time, which matches Central Time, CDT in the USA." -- Felorin

CONDITIONS

  • (1:5) and they successfully moved,
  • (1:8) and they can see position (#,#),
  • (1:28) and the triggering furre is a griffon,
  • (1:40) and # step(s) northeast (up and right) from the triggering furre is floor #,
  • (1:41) and # step(s) southeast (down and right) from the triggering furre is floor #,
  • (1:42) and # step(s) southwest (down and left) from the triggering furre is floor #,
  • (1:43) and # step(s) northwest (up and left) from the triggering furre is floor #,
  • (1:44) and # step(s) NE & # step(s) NW from the triggering furre is floor #,
  • (1:45) and # step(s) NE & # step(s) SE from the triggering furre is floor #,
  • (1:46) and # step(s) SW & # step(s) SE from the triggering furre is floor #,
  • (1:47) and # step(s) SW & # step(s) NW from the triggering furre is floor #,
  • (1:50) and # step(s) northeast (up and right) from the triggering furre is object #,
  • (1:51) and # step(s) southeast (down and right) from the triggering furre is object #,
  • (1:52) and # step(s) southwest (down and left) from the triggering furre is object #,
  • (1:53) and # step(s) northwest (up and left) from the triggering furre is object #,
  • (1:54) and # step(s) NE & # step(s) NW from the triggering furre is object #,
  • (1:55) and # step(s) NE & # step(s) SE from the triggering furre is object #,
  • (1:56) and # step(s) SW & # step(s) SE from the triggering furre is object #,
  • (1:57) and # step(s) SW & # step(s) NW from the triggering furre is object #,
  • (1:70) and their name is {...},
  • (1:105) and they were blocked from moving (or stood still),
  • (1:128) and the triggering furre is not a griffon,
  • (1:140) and # step(s) northeast (up and right) from the triggering furre is not floor #,
  • (1:141) and # step(s) southeast (down and right) from the triggering furre is not floor #,
  • (1:142) and # step(s) southwest (down and left) from the triggering furre is not floor #,
  • (1:143) and # step(s) northwest (up and left) from the triggering furre is not floor #,
  • (1:144) and # step(s) NE & # step(s) NW from the triggering furre is not floor #,
  • (1:145) and # step(s) NE & # step(s) SE from the triggering furre is not floor #,
  • (1:146) and # step(s) SW & # step(s) SE from the triggering furre is not floor #,
  • (1:147) and # step(s) SW & # step(s) NW from the triggering furre is not floor #,
  • (1:150) and # step(s) northeast (up and right) from the triggering furre is not object #,
  • (1:151) and # step(s) southeast (down and right) from the triggering furre is not object #,
  • (1:152) and # step(s) southwest (down and left) from the triggering furre is not object #,
  • (1:153) and # step(s) northwest (up and left) from the triggering furre is not object #,
  • (1:154) and # step(s) NE & # step(s) NW from the triggering furre is not object #,
  • (1:155) and # step(s) NE & # step(s) SE from the triggering furre is not object #,
  • (1:156) and # step(s) SW & # step(s) SE from the triggering furre is not object #,
  • (1:157) and # step(s) SW & # step(s) NW from the triggering furre is not object #,
  • (1:170) and their name is not {...},
  • (1:200) and variable # is equal to #.
  • (1:201) and variable # is greater than #.
  • (1:202) and variable # is less than #.
  • (1:203) and variable # is equal to variable #.
  • (1:204) and variable # is greater than variable #.
  • (1:205) and variable # is less than variable #.
  • (1:206) and variable # is not equal to #.
  • (1:207) and variable # is not equal to variable #.
  • (1:208) and the X,Y position in variable # is the same as the position in variable #.
  • (1:209) and the X,Y position in variable # is not the same as the position in variable #.*

AREAS

  • (3:7) where the triggering furre is currently at,
  • (3:8) everyplace that the triggering furre can see,
  • (3:9) everyplace that can be seen from (#,#),

EFFECTS

  • (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.
  • (5:26) 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.
  • (5:32) 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 (#,#).
  • (5:78) 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.
  • (5:112) make summoned furres arrive at the start of the dream.
  • (5:113) allow summoned furres to arrive right by the summoner.
  • (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 {...}
  • (5:300) 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 t.
  • (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 #.
  • (5:350) 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 (#, #).
  • (5:399) clear all variables to zero.

VARIABLE NOTES (for experts)

  • Values of variables can go from -32768 to +32767.
  • The % works. Putting % followed by any name (no commas in it please) lets you used named variables instead of numbered ones.
  • The @ works. Putting @ followed by any number (no commas in it please) lets you used numbered variables without the +50000 thing.
  • Negative numbers work, even in [some] directional commands (so -5 squares NE is actually 5 SW).
  • Variables like %foo.x and %foo.y now work. %foo.x is the same as %foo though nobody needs to know this until it bites them in the bum.
  • Also, using a number from 50001 to 51000 will insert the value from the variable 1 to 1000, respectively.
  • Putting * at the beginning of a line (or after spaces and tabs) makes it into a comment. You can then put numbers or {strings} in it to your heart's content.
  • Putting [constant] after a named variable definition allocates "array space" for it. %fish[8] would let you use the array lookup command to store up to 8 values in the fish array. This can be used with the commands (5:310) and (5:311). %fish[1] is the same as %fish though this is only useful inside strings: {You are the %fish[1]th furre!}