User:Allen Kerensky/Myriad Lite Dev/Myriad Lite Narrator-v0.0.9-20120704.lsl
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Myriad_Lite_Narrator-v0.0.9-20120704.lsl
// Myriad_Lite_Narrator-v0.0.9-20120704.lsl // Copyright (c) 2012 By Allen Kerensky (OSG/SL) // The Myriad RPG System was designed, written, and illustrated by Ashok Desai // Myriad RPG licensed under the Creative Commons Attribution 2.0 UK: England and Wales // http://creativecommons.org/licenses/by/2.0/uk/ // Myriad Lite software Copyright (c) 2011-2012 by Allen Kerensky (OSG/SL) // Baroun's Adventure Machine Copyright (c) 2008-2011 by Baroun Tardis (SL) // Myriad Lite and Baroun's Adventure Machine licensed under the // Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported // http://creativecommons.org/licenses/by-nc-sa/3.0/ // You must agree to the terms of this license before making any use of this software. // If you do not agree to this license, simply delete these materials. // There is no warranty, express or implied, for your use of these materials. // GLOBALS - CUSTOMIZE THESE IN SETUP() FUNCTION string MESSAGE; // the description integer BECOME_PHANTOM; // become phantom, such as an area detect, or stay non-phantom such as when used in floor prim? integer IGNORE_OBJECTS; // do not send narration to objects (like bullets!) which blunder in integer RPEVENT_FLAG; // send as Myriad Lite RP event, or as play Say into local chat? HINT - make secrets just for HUD users and public tour stuff for everyone // GLOBAL RUNTIME variables which change as the script runs list agents; // list of UUIDs active in sim key agent_key; // key of who we're narrating to integer dynachan; // temporary place to calculate the player dynamic channel // MYRIAD LITE MESSAGE REFERENCE // CHANPLAYER - OUT - RPEVENT|narrationtext integer CHAN_REGION = -999; integer HAND_RUMOR; integer CHAN_RUMOR; string API_RUMOR_FIND = "RUMOR_SERVER_FIND"; string API_RUMOR_FOUND = "RUMOR_SERVER_FOUND"; string API_RUMOR_PUT = "RUMOR_PUT"; integer FLAG_DEBUG; string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channel numbers string API_DIVIDER = "|"; // The field divider within BAM messages string RUMOR_VISITED; // sent as rumor suffix //============================================================================ // DEBUG //============================================================================ DEBUG(string debugmsg) { if ( FLAG_DEBUG == TRUE ) llInstantMessage(llGetOwnerKey(llGetKey()),"DEBUG: "+debugmsg); } //============================================================================ // DEFAULT STATE //============================================================================ default { //------------------------------------------------------------------------ // COLLISION_START EVENT //------------------------------------------------------------------------ collision_start(integer detected) { while ( detected-- ) { agent_key = llDetectedKey(detected); // who hit us? if ( IGNORE_OBJECTS == TRUE && llGetOwnerKey(agent_key) != agent_key ) return; // ignoring objects if ( llListFindList(agents,[agent_key]) == -1 ) { // does this key already appear in agents list? if ( llGetFreeMemory() <= 256 ) { // is memory low? agents = []; // free some memory by emptying agents list } agents = [agent_key] + agents; // add this agent if ( RPEVENT_FLAG == TRUE ) { // say as Myriad Lite RP event, or plain local chat say? dynachan = (integer)("0x"+llGetSubString(agent_key,0,6)); // calculate avatar's dynamic HUD channel llSay(dynachan,"RPEVENT|"+MESSAGE); // send them the narration as an RP event } else { llSay(PUBLIC_CHANNEL,MESSAGE); // say to anyone, HUD or not } // Send a rumor that the player progressed in the quest if ( CHAN_RUMOR != 0 ) { string who = llKey2Name(agent_key); string rumor = API_RUMOR_PUT+API_DIVIDER+who+API_DIVIDER+who+RUMOR_VISITED; llRegionSay(CHAN_RUMOR,rumor); } } } } //------------------------------------------------------------------------ // LISTEN EVENT //------------------------------------------------------------------------ listen(integer channel,string name,key id,string message) { channel = 0; // LSLINT name = ""; // LSLINT // Rumor server found, save its channel number if ( message == API_RUMOR_FOUND ) { CHAN_RUMOR = (integer)(CHAN_PREFIX + llGetSubString((string)id,0,6)); return; } } //------------------------------------------------------------------------ // ON_REZ EVENT //------------------------------------------------------------------------ on_rez(integer params) { params = 0; // LSLINT llResetScript(); // on rez, reset the script from the top } //------------------------------------------------------------------------ // STATE_ENTRY EVENT //------------------------------------------------------------------------ state_entry() { // EDIT ME TO SAY The SHORT NAME and LONG DESCRIPTION of this area // Be sure to mention what is seen to the north, east, south, west, above, below, and any RP clues for this area MESSAGE = "(Myriad Lite Central Example BAM Area) An example of the Myriad Lite implementation of Baroun's Adventure Machine (BAM) for implementing roleplaying quests. Wear a Myriad Lite HUD with BAM Module, and click the BAM Adventure Giver NPC. To the east is the Myriad_Future example region. To the north is the tabletop roleplaying area with Myriad_Modern example region beyond it. To the northwest is the example combat and healing area. To the west is the Myriad Lite character builder area and Myriad_Medieval region beyond it. To the south is the Myriad Combat region."; // EDIT ME TO SAY a rumor that the person visited this area RUMOR_VISITED=" visited the Myriad_Central example BAM area."; // DONE EDITING BECOME_PHANTOM = TRUE; // become phantom, such as an area detect, or stay non-phantom such as when used in floor prim? IGNORE_OBJECTS = TRUE; // do not send narration to objects (like bullets!) which blunder in RPEVENT_FLAG = TRUE; // send as Myriad Lite RP event, or as play Say into local chat? HINT - make secrets just for HUD users and agents = []; // start with an empty list of who we've shown the narration to if ( BECOME_PHANTOM == TRUE ) { //if we're not in a floor prim llVolumeDetect(TRUE); // set us up to detect collisions with the prim volume } else { llVolumeDetect(FALSE); // only detect collisions when run into, rather than through } if ( HAND_RUMOR != 0 ) llListenRemove(HAND_RUMOR); CHAN_RUMOR = (integer)(CHAN_PREFIX + llGetSubString((string)llGetKey(),0,6)); HAND_RUMOR = llListen(CHAN_RUMOR,"",NULL_KEY,""); llRegionSay(CHAN_REGION,API_RUMOR_FIND); // send request for rumor server channel } }