Sample templates follow. Copy and paste lines from this file into your DragonSpeak script, and replace all the "#" symbols with whatever number you want to use. ------------------------------------------------------- (0:0) When everything is starting up, (0:1) Whenever somebody moves, (0:2) When somebody moves into floor type #, (0:3) When somebody moves into object type #, (0:4) When a furre turns, (0:5) When a furre turns right(clockwise), (0:6) When a furre turns left(counterclockwise), (0:7) When somebody moves into position (#,#), (0:9) When a furre arrives in the dream, (0:10) When a furre leaves the dream, (0:11) When a furre stands up, (0:12) When a furre sits down, (0:13) When a furre lays down, (0:16) When a furre uses any object, ((0:17) When somebody picks up object type #, (0:18) When somebody drops object type #, (0:19) When somebody uses object type #, (0:20) When somebody rolls exactly # on # dice of # sides, (0:21) When somebody rolls # or lower on # dice of # sides, (0:22) When somebody rolls # or higher on # dice of # sides, (0:23) When somebody rolls exactly # on some dice, (0:24) When somebody rolls # or lower on some dice, (0:25) When somebody rolls # or higher on some dice, (0:30) When a furre says anything, (0:31) When a furre says {...}, (0:32) When a furre says something with {...} in it, (0:50) When countdown timer # goes off, (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, (0:100) When # seconds have passed, offset by #, (0:101) When the time is #:# FST (0:200) Whenever a dragon breathes, (0:201) When a dragon breathes on floor type #, (0:202) When a dragon breathes on object type #, (0:203) When a dragon breathes on position (#,#), (0:204) Whenever a phoenix flames, (0:205) When a phoenix flames on floor type #, (0:206) When a phoenix flames on object type #, (0:207) When a phoenix flames at position (#,#), (0:250) When a furre turns into a dragon, (0:251) When a furre turns into a phoenix, (0:252) When a furre turns into a griffon, (0:253) When a furre turns into a eagle, (1:2) and they move into floor type #, (1:3) and they move into object type #, (1:4) and they bump into a furre, (1:5) and they successfully moved, (1:7) and they move into position (#,#), (1:8) and they can see position (#,#), (1:10) and the triggering furre is the dream owner, (1:11) and the triggering furre has got shared control (or is the dream owner), (1:12) and the triggering furre is facing towards position (#,#), (1:13) and the triggering furre is facing northeast (up and right), (1:14) and the triggering furre is facing southeast (down and right), (1:15) and the triggering furre is facing southwest (down and left), (1:16) and the triggering furre is facing northwest (up and left), (1:17) and they (moved from/are standing at) floor type #, (1:18) and they (moved from/are standing at) object type #, (1:19) and they (moved from/are standing at) position (#,#), (1:20) and the triggering furre is a rodent, (1:21) and the triggering furre is an equine, (1:22) and the triggering furre is a feline, (1:23) and the triggering furre is a canine, (1:24) and the triggering furre is a musteline, (1:25) and the triggering furre is a lapine, (1:26) and the triggering furre is a dragon, (1:27) and the triggering furre is a phoenix, (1:28) and the triggering furre is a griffon, (1:30) and the floor at (#,#) is the same as the floor at (#,#), (1:31) and the object at (#,#) is the same as the object at (#,#), (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 {...}, (1:102) and they didn't move into floor type #, (1:103) and they didn't move into object type #, (1:104) and they didn't bump into a furre, (1:105) and they were blocked from moving (or stood still), (1:107) and they didn't move into position (#,#), (1:110) and the triggering furre is not the dream owner, (1:111) and the triggering furre hasn't got shared control (and is not the dream owner), (1:112) and the triggering furre is not facing towards position (#,#), (1:113) and the triggering furre is not facing northeast (up and right), (1:114) and the triggering furre is not facing southeast (down and right), (1:115) and the triggering furre is not facing southwest (down and left), (1:116) and the triggering furre is not facing northwest (up and left), (1:117) and they (didn't move from/aren't standing at) floor type #, (1:118) and they (didn't move from/aren't standing at) object type #, (1:119) and they (didn't move from/aren't standing at) position (#,#), (1:120) and the triggering furre is not a rodent, (1:121) and the triggering furre is not an equine, (1:122) and the triggering furre is not a feline, (1:123) and the triggering furre is not a canine, (1:124) and the triggering furre is not a musteline, (1:125) and the triggering furre is not a lapine, (1:126) and the triggering furre is not a dragon, (1:127) and the triggering furre is not a phoenix, (1:128) and the triggering furre is not a griffon, (1:130) and the floor at (#,#) is different than the floor at (#,#), (1:131) and the object at (#,#) is different than the object at (#,#), (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 #. (1:1000) and a random dice roll comes up (# percent of the time), (1:1002) and they are holding item # in their paws, (1:1004) and they're not holding item # in paws, (1:1005) and they're standing, (1:1006) and they're sitting, (1:1007) and they're lying down, (1:1008) and they're not standing, (1:1009) and they're not sitting, (1:1010) and they're not lying down, (1:1100) and there's a furre at (#,#), (1:1101) and there's no furre at (#,#), (1:1011) and position (#,#) is floor type #, (1:1012) and position (#,#) is not floor type #, (1:1013) and position (#,#) is object type #, (1:1014) and position (#,#) is not object type #, (3:1) everywhere on the whole map, (3:2) at position (#,#) on the map, (3:3) within the diamond (#,#) - (#,#), (3:4) within the rectangle (#,#) - (#,#), (upper left - lower right) (3:5) where the triggering furre (moved from/is standing at), (3:6) where the triggering furre moved into, (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 (#,#), (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, (4:0) clear all filtering, (4:1) only where the floor is type #, (4:2) only where the floor is not type #, (4:3) only where an object type # is, (4:4) only where there is no object type #, (4:7) only where there is an object, (4:8) only where there are no objects, (4:9) only in places where someone can walk, (4:10) only in places that can't be walked into, (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 #. (use zero to clear out objects) (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. (5:21) 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 of 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 (#,#). (5:50) set countdown timer # to go off in # seconds. (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 #. (use zero for no filtering, one for swear filter) (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. (5:200) 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 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. (5:350) 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. (5:1000) redraw the screen and show everything that's just changed.