removed useless _ folders

This commit is contained in:
Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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<Project name="Breedable_pet_eye_scripts" guid="D8D1104B-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D8D11130-6C00-1014-B904-200204C60A89">
<Script name="Breedable_pet_eye_scripts_1.lsl" guid="D8D145DF-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Breedable_pet_eye_scripts_2.lsl" guid="D8D181CD-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Breedable_pet_eye_scripts_3.lsl" guid="D8D19EB8-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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// :CATEGORY:XS Pet
// :NAME:Breedable_pet_eye_scripts
// :AUTHOR:Ferd Frederix
// :CREATED:2012-08-16 10:21:14.630
// :EDITED:2013-09-17 21:48:30
// :ID:116
// :NUM:173
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// This script uses animated eyes made from GIF files. There is an article on how to use it at <a href="http://www.outworldz.com/secondlife/posts/breedable-pet-robot/pet-Robot.htm">http://www.outworldz.com/secondlife/posts/breedable-pet-robot/pet-Robot.htm</a>
// :CODE:
// xs_eye script
// Version 0.32 12-03-2011
// blinking eye plug in script.lsl
// Use this with eyes made by the Gif2SL converter
/////////////////////////////////////////////////////////////////////
// This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike
// See http://creativecommons.org/licenses/by-nc-sa/3.0/
// Noncommercial -- You may not use this work for commercial purposes
// If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
// This means that you cannot sell this code but you may share this code.
// You must attribute authorship to me and leave this notice intact.
//
// Exception: I am allowing this script to be sold inside an original build.
// You are not selling the script, you are selling the build.
// Ferd Frederix
// Put any texture converted by gif_2_SL_animation_v0.6.exe into a prim with this script to get it to play back automatically as a movie
//
integer nTextures;
integer animOn = TRUE; //Set to FALSE and call initAnim() again to stop the animation.
list effects = [LOOP]; // LOOP for GIF89 movies
integer movement = 0;
integer face = ALL_SIDES; //Number representing the side to activate the animation on.
integer sideX = 1; //Represents how many horizontal images (frames) are contained in your texture.
integer sideY = 1; //Same as sideX, except represents vertical images (frames).
float start = 0.0; //Frame to start animation on. (0 to start at the first frame of the texture)
float length = 0.0; //Number of frames to animate, set to 0 to animate all frames.
float speed = 10.0; //Frames per second to play.
integer i;
fetch()
{
nTextures = llGetInventoryNumber(INVENTORY_TEXTURE);
string texture = llGetInventoryName(INVENTORY_TEXTURE,i);
string texture1 = llGetInventoryName(INVENTORY_TEXTURE,i+1);
llSetTextureAnim(LOOP,ALL_SIDES,1,1, 1,1,1);

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// :CATEGORY:XS Pet
// :NAME:Breedable_pet_eye_scripts
// :AUTHOR:Ferd Frederix
// :CREATED:2012-08-16 10:21:14.630
// :EDITED:2013-09-17 21:48:30
// :ID:116
// :NUM:174
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// xs sleep script. This script makes particle Zzzzs float above the head on XS pets at night.
// :CODE:
// xs_sleep
// Particle plug in for XS_Pets.
// place this in the head of any animal. When it falls asleep, it will spit out Zzzzs
// only use this with xs_animated_eye script, as the xs_two_texture eye script has this built-in
// GLOBAL CONSTANTS VERSION 0.38
//
// COPIED FROM GLOBAL CONSTANTS FILE LOCATED IN the /Debug folder
// INCLUDE THESE IN ALL SCRIPTS! //
// If you change this in any script, change it in all of them
//
// LICENSE
/////////////////////////////////////////////////////////////////////
// This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike
// See http://creativecommons.org/licenses/by-nc-sa/3.0/
// Noncommercial -- You may not use this work for commercial purposes
// If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
// This means that you cannot sell this code but you may share this code.
// You must attribute authorship and leave this notice intact.
// Exception: I am allowing this script to be sold inside an original build.
// You are not selling the script, you are selling the build.
// Ferd Frederix
// Based on original code from Xundra Snowpaw
////////////////////////////////////////////////////////////////////
// This first section are tuneable numbers that should be changed for any new pet
// SECURITY
/////////////////////////
string SECRET_PASSWORD = "top secret string"; // must use a password unique to any animal with enctryption on
integer SECRET_NUMBER = 99999; // any number thats a secret
integer ENCRYPT = TRUE; // set to TRUE to encrypt all data, Opensim prefers FALSE, TRUE is the most secure
// if you add the UUID for your avatar here, you can change it later
// and other alts or friends can change it too, and all of you can work on these pets.
// If you leave it blank, only the creator of the root prim can work on these pets.
key YOUR_UUID = "";
// PET NAMES
/////////////////////////
string Animal = "Troubot"; // was 'Quail', must be the name of your animal
string Egg = "Nut and Bolt"; // was 'XS Egg', must be the name of your egg
string Crate = "Transport UFO"; // was XS-Cryocrate, must be the name of the crate
string HomeObject = "Home Flag"; // was "XS Home Object", must be the name of your Home Post
string sound = "robot_sound"; // a basic sound, one needed, You can also use xs_sound, a plugin for more sounds
// more changeble numbers
// Prim animation linkmessages are sent by these scripts on Link Message number 1
// These are the bnames of the animations that are recorded.
// No need to change them unless you want to change names of the animations when you run the prim animator, or you add additional link messages
// you need to record these and save them in the notecard
// Example:
// llMessageLinked(LINK_SET, 1, ANI_STAND, "");
// The above line will play the pre-recorded 'stand up' animation "stand" using the animator script.
string ANI_STAND = "stand"; // default standing animation
string ANI_WALKL = "left"; // triggers Left foot and Right arm walk animation
string ANI_WALKR = "right"; // triggers Right foot and Left arm walk animation
string ANI_SLEEP = "sleep"; // Sleeping
string ANI_WAVE = "wave"; // Calling for sex, needs help with food, etc.
// misc tunables
float GROWTH_AMOUNT = 0.10; // 10% size increase each day for MaxAge days
integer MaxAge = 7; // can get pregnant in 7 days
integer UNITS_OF_FOOD = 168; // food bowl food qty, used by food bowl only
float secs_to_grow = 86400; // grow daily = 86400
float FOOD_BOWL_SCAN_INTERVAL = 1800.0; // look for food every 3 hours
float fPregnancy = 172800.0; // how many seconds to lay an egg = 2 days or 48 hours.
float fDaysToAdult = 7; // 7 days to become old enough to breed.
integer SECONDS_BETWEEN_FOOD_NORMAL = 14400; // this number of seconds to get hungry = 4 hours
integer SECONDS_BETWEEN_FOOD_HUNGRY = 3600; // this number of seconds before hunger count increases = 1 hour
integer MAXIMUM_HUNGER = 30; // not used, just displayed
// the following are global constants and do not need to be changed
float VERSION = 0.28; // This is the Protocol version. If you change this, then all pets older than this will not be compatible
///// GLOBAL CONSTANTS extracted from original source //////
//
// if you change any of these constants, change it everywhere and in a list in XS_Debug so it can print them
//
integer FOOD_CHANNEL = -999191;
integer ANIMAL_CHANNEL = -999192;
integer EGG_CHANNEL = -999193;
integer HOME_CHANNEL = -999194;
integer BOX_CHANNEL = -999195;
integer ACC_CHANNEL = -999196;
integer UPDATE_CHANNEL = -999197;
integer API_CHANNEL = -999198;
// global link messages to control the animal
integer LINK_AGE_START = 800; // when quail is rezzed and secret_number, is sent by brain to breeder, eater and informatic get booted up
integer LINK_TEXTURE = 801; // ask for a new texture, or paint a color
integer LINK_FOOD_CONSUME = 900; // from movement to brain when close to food, brain then consumes a random amount up to 10000
integer LINK_FOODMINUS = 901; // xs_brain receives FOOD_CONSUME, decrement hunger (eat)
integer LINK_HUNGRY = 903; // sent by eater (string)hunger_amount, checks each hour
integer LINK_HAMOUNT = 904; // hunger_amount = (integer)str,m updates the hunger amount in scripts
integer LINK_SET_HOME = 910; // loc ^ dist
integer LINK_MOVER = 911; // tell mover to rest for str seconds
integer LINK_FOODIE_CLR = 920; // clear all food_bowl_keys and contents
integer LINK_FOODIE = 921; // send FOOD_LOCATION coordinates to movement
integer LINK_COLOR1 = 930; // colour1
integer LINK_COLOR2 = 931; // colour2
integer LINK_SEX = 932; // sex
integer LINK_SHINE = 933; // shine
integer LINK_GLOW = 934; // glow
integer LINK_GEN = 935; // generation
integer LINK_RESET_SIZE = 936; // reset size to 1
integer LINK_MAGE = 940; // xs_brain sends, xs_ager consumes, adds str to age, if older than 7 days, will grow the animal
integer LINK_DAYTIME = 941; // xs_ager consumes, starts a timer of 86,400 seconds in xs_ager
integer LINK_GET_AGE = 942; // get age from xs_ager and sent it on channel 943
integer LINK_PUT_AGE = 943; // print age from xs_ager
integer LINK_PACKAGE = 950; // look for a cryo_crate
integer LINK_SEEK_FEMALE = 960; // MALE_BREED_CALL
integer LINK_MALE_BREED_CALL = 961; // triggered by LINK_SEEK_FEMALE
integer LINK_SIGNAL_ELIGIBLE = 962; // sent by female when hears LINK_MALE_BREED_CALL
integer LINK_FEMALE_ELIGIBLE = 963; // sent when it hears in chat FEMALE_ELIGIBLE
integer LINK_CALL_MALE = 964; // if LINK_FEMALE_ELIGIBLE && looking_for_female
integer LINK_MALE_ON_THE_WAY = 965; // triggered by LINK_CALL_MALE
integer LINK_FEMALE_LOCATION = 966; // female location, sends coordinates of a female
integer LINK_RQST_BREED = 967; // sent when close enough to male/female
integer LINK_CALL_MALE_INFO = 968; // sent by xs_breeding, this line of code was in error in v.24 of xs_breeding see line 557 and 636 of xs_brain which make calls and also xs_breeding which receives LINK_MALE_INFO.
integer LINK_MALE_INFO = 969;
integer LINK_LAY_EGG = 970; // llRezObject("XS Egg"
integer LINK_BREED_FAIL = 971; // key = father, failed, timed out
integer LINK_PREGNANT = 972; // chick is preggers
integer LINK_SOUND_OFF= 974; // sound is off
integer LINK_SOUND_ON= 973; // sound is on
integer LINK_SLEEPING = 990; // close eyes
integer LINK_UNSLEEPING = 991; // open eyes
integer LINK_SOUND = 1001; // plays a sound if enabled
integer LINK_SPECIAL = 1010; // xs_special, is str = "Normal", removes script
integer LINK_PREGNANCY_TIME = 5000; // in seconds as str
integer LINK_SLEEP = 7999; // disable sleep by parameter
integer LINK_TIMER = 8000; // scan for food bowl about every 1800 seconds
integer LINK_DIE = 9999; // death

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// :CATEGORY:XS Pet
// :NAME:Breedable_pet_eye_scripts
// :AUTHOR:Ferd Frederix
// :CREATED:2012-08-16 10:21:14.630
// :EDITED:2013-09-17 21:48:30
// :ID:116
// :NUM:175
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Combined eye and particle script.
//
// This script flips between two textures for eye blinking and also supports a 'dead' eye look. It combines the particle plug-in with eyes together. It may be more useful on non-robot pets.
//
An article on how to use it, including a set of example eye textures, is located at <a href="http://www.outworldz.com/secondlife/posts/breedable-pet-robot/blinking%20eyes.htm">http://www.outworldz.com/secondlife/posts/breedable-pet-robot/blinking%20eyes.htm</a>
// :CODE:
// This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike
// See http://creativecommons.org/licenses/by-nc-sa/3.0/
// Noncommercial -- You may not use this work for commercial purposes
// If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
// This means that you cannot sell this code but you may share this code.
// You must attribute authorship to me and leave this notice intact.
//
// Exception: I am allowing this script to be sold inside an original build.
// You are not selling the script, you are selling the build.
// Ferd Frederix
// the names of the textures for eyes that shut and close by flipping between them.
string OPEN = "cubit_eyes open";
string CLOSED = "cubit_eyes closed";
string DEAD = "cubit_eyes dead"; // could be a copy of eyes closed, or (X)(X)
string ANI_DIE = "death"; // a string taught to the pet by the animator when the animal is to die.
string ANI_SLEEP = "sleep"; // Sleeping
string ANI_STAND = "stand"; // default standing animation
integer flags;
// Original Particle Script 0.4j
// Created by Ama Omega 3-7-2004
// Updated by Jopsy Pendragon 5-11-2004
// For classes/tutorials/tricks, visit the Particle Labratory in Teal
// Values marked with (*) are defaults.
// SECTION ONE: APPEARANCE -- These settings affect how each particle LOOKS.
integer glow = TRUE; // TRUE or FALSE(*)
vector startColor = <1,1,1>; // RGB color, black<0,0,0> to white<1,1,1>(*)
vector endColor = <1,1,1>; //
float startAlpha = 1.0; // 0.0 to 1.0(*), lower = more transparent
float endAlpha = 1.0; //
vector startSize = <0.1,0.1,0>; // <0.04,0.04,0>(min) to <10,10,0>(max>, <1,1,0>(*)
vector endSize = <.3,.3,0>; // (Z part of vector is discarded)
key texture = "f9b67edf-d837-e507-361b-0d34f4c64396"; // Texture used for particles. Texture must be in prim's inventory.
// SECTION TWO: FLOW -- These settings affect how Many, how Quickly, and for how Long particles are created.
// Note,
integer count = 1; // Number of particles created per burst, 1(*) to 4096
float rate = 1.0; // Delay between bursts of new particles, 0.0 to 60, 0.1(*)
float age = 5.0; // How long each particle lives, 0.1 to 60, 10.0(*)
float life = 0.0; // When to stop creating new particles. never stops if 0.0(*)
// SECTION THREE: PLACEMENT -- Where are new particles created, and what direction are they facing?
float radius = .30; // 0.0(default) to 64? Distance from Emitter where new particles are created.
float innerAngle = 0.75; // "spread", for all ANGLE patterns, 0(default) to PI
float outerAngle = 0.0; // "tilt", for ANGLE patterns, 0(default) to TWO_PI, can use PI_BY_TWO or PI as well.
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE; // Choose one of the following:
// PSYS_SRC_PATTERN_EXPLODE (sends particles in all directions)
// PSYS_SRC_PATTERN_DROP (ignores minSpeed and maxSpeed. Don't bother with count>1 )
// PSYS_SRC_PATTERN_ANGLE_CONE (set innerangle/outerange to make rings/cones of particles)
// PSYS_SRC_PATTERN_ANGLE (set innerangle/outerangle to make flat fanshapes of particles)
vector omega = <0,0,0>; // How much to rotate the emitter around the <X,Y,Z> axises. <0,0,0>(*)
// Warning, there's no way to RESET the emitter direction once you use Omega!!
// You must attach the script to a new prim to clear the effect of omega.
// SECTION FOUR: MOVEMENT -- How do the particles move once they're created?
integer followSource = FALSE; // TRUE or FALSE(*), Particles move as the emitter moves, (TRUE disables radius!)
integer followVel = FALSE; // TRUE or FALSE(*), Particles rotate towards their direction
integer wind = FALSE; // TRUE or FALSE(*), Particles get blown away by wind in the sim
integer bounce = TRUE; // TRUE or FALSE(*), Make particles bounce on Z altitude of emitter
float minSpeed = 0.1; // 0.01 to ? Min speed each particle is spit out at, 1.0(*)
float maxSpeed = 0.2; // 0.01 to ? Max speed each particle is spit out at, 1.0(*)
vector push = <0,0,-0.3>; // Continuous force pushed on particles, use small settings for long lived particles
key target = ""; // Select a target for particles to arrive at when they die
// can be "self" (emitter), "owner" (you), "" or any prim/persons KEY.
list sys;
updateParticles()
{
flags = 0;
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (startColor != endColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (startSize != endSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;