D. DragonSpeak Types
DragonSpeak is created by using five different types of script. Each type has a different first number in the headers of their lines. For instance, all "Cause" headers start with a 0, while all "Effect" headers start with a 5. The numbers also represent the order in which you'll generally place the lines of code. For instance, it wouldn't make sense to place an "Effect" before you place the "Condition" that is supposed to be true before the "Effect" takes place. We'll dive deeper into that idea on the next page, but first let's go over what each of the five types of scripts are.
Causes will be the first line of any block of DragonSpeak code. Without a Cause, you can't have an Effect. Makes sense, doesn't it? Causes can be anything from moving into a certain postion or picking up an object, to something a bit more advanced like having a timer go off every certain number of seconds. All Cause headers start with the number 0, and they're the first group of DragonSpeak lines you'll see in any of the DragonSpeak editor you use.
Conditions, if you have any, will always follow directly after the Cause. Conditions are the things that need to be true before the Effect will take place. For instance, you can have the Cause be "Whenever someone moves" but you only want the DragonSpeak Effect to take place if they're moving NW, so you add the condition, "And the triggering furre is facing NW". There are a wide variety of Conditions that can be utilized for an even wider variety of uses. All Condition headers start with the number 1, and they'll usually be listed directly under the list of Causes in any of the DragonSpeak editor you use.
Areas are the next type of DragonSpeak line on our list, and they deal with the Area in which the Effect will take place. Areas must be placed after the Cause and all Conditions, but before the Effect that you want the Area to be associated with. If you have multiple Effects that will take place off of a single Cause, then any Areas that you put in to the code will only affect the next Effect. Areas can be anything from a set rectangle or diamond area, to a specific position on the map, even to set number of steps in different directions from where you're standing. All Area headers start with the number 3, and they'll be the next to be listed on any DragonSpeak editor that you use.
Filters are probably the least commonly used of the DragonSpeak scripts. Filters decide where in the Area you want the Effect to occur. Say you want your Effect to take place inside this diamond Area, but only where the floor is type 2. Filters can help you achieve this. Filters, unlike Areas, remain even after the Effect that they were placed in front of. That means that if you place a Filter in front of your first Effect, unless you clear it afterwards with the "Clear all filtering" DragonSpeak line, it'll affect all the rest of the Effects that will occur as a result of that single Cause. All Filter headers start with the number 4, and they'll be listed after Areas in any DragonSpeak editor that you use.
Effects are the fifth and final type to look at. Effects are the lines that will change something about the dream that you're in. The change can be a new object being placed down, a change in some floor tiles, or even a MIDI being played. You can have as many Effects for a single Cause as you like, which is handy, because it saves DragonSpeak lines. All Effect headers start with the number 5, and they should always be the last of the scripts listed on any of the DragonSpeak editor that you use.
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