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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<Solution name="Random Rezzer Game">
<Project name="Random Rezzer Game" path="Random Rezzer Game\Random Rezzer Game.prj" active="true"/>
</Solution>

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// :CATEGORY:Games
// :NAME:Random Rezzer Game
// :AUTHOR:Anonymous
// :CREATED:2013-09-06
// :EDITED:2013-09-18 15:39:00
// :ID:675
// :NUM:916
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// Random rezzer
// :CODE:
integer channel = -1234321; // some random integer rto talk with
default
{
state_entry()
{
llSetStatus(STATUS_PHYSICS,TRUE); // make it bouncy
llSetStatus(STATUS_RETURN_AT_EDGE,TRUE) ; // be nice to neighboring parcels
}
timer()
{
llWhisper(0,"No one grabbed the " + llGetObjectName());
llDie(); /// Aww, another wasted prim
}
// if they touch this, the name is snt to the HUD
touch_start(integer total_number)
{
llShout(channel, llDetectedName(0) + "^" + (string) llDetectedKey(0) );
llDie();
}
// the rezzer sends a '1' as a start_param, so we can tell this prim to die. Otherwise it will die when you rez it to work on it.
on_rez(integer start_param)
{
if (start_param)
{
llSetTimerEvent(llFrand(10) + 5); // object will be here for 5 to 15 seconds, then die
}
}
}

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// :CATEGORY:Games
// :NAME:Random Rezzer Game
// :AUTHOR:Anonymous
// :CREATED:2013-09-06
// :EDITED:2013-09-18 15:39:00
// :ID:675
// :NUM:917
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// Random Rezzer
// :CODE:
// Put objects in this box and it will rez them at various speeds and places.
// Make sure the boxes are physical and temporary or you will quickly have a pile of prims
default
{
on_rez(integer start_param)
{
llResetScript(); // when you rez it, we have to start a listener
}
state_entry()
{
llSetTimerEvent(1); // rez in 1 second at startup.
}
timer() {
integer howmany = llGetInventoryNumber(INVENTORY_OBJECT); // how many items, 1,2,3
integer whichone = llCeil(llFrand(howmany)) -1 ; // pick one at random
string name = llGetInventoryName(INVENTORY_OBJECT,whichone); // get the name of the object
llSay(0, "Now in play: "+ name);
float x = llFrand(9) + 1; // up to a MAXIMUM of 10 meters away, no closer than 1 meter away. Cannot rez furrhaer than 10
float y = llFrand(9) + 1; // up to a MAXIMUM of 10 meters away, no closer than 1 meter away. Cannot rez furrhaer than 10
float pushx = llFrand(1); // Give it a velocity
float pushy = llFrand(1); // Give it a velocity
vector pos = llGetPos();
float z = pos.z;
pos.x += x; // add the current position to the random rez place
pos.y += y; // add the current position to the random rez place
llRezObject( name,pos,<pushx,pushy,0>,ZERO_ROTATION,1); // rez an object at random location and speeds at 1 meter height so it bounces
llSetTimerEvent(llFrand(20) + 10); // rez from 10 to 30 seconds, randomly
}
}

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// :CATEGORY:Games
// :NAME:Random Rezzer Game
// :AUTHOR:Anonymous
// :CREATED:2013-09-06
// :EDITED:2013-09-18 15:39:00
// :ID:675
// :NUM:918
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// random game
// :CODE:
integer GIVE = TRUE; // if TRUE, give them a random prize
integer channel = -1234321; // some random integer rto talk with
integer maxCount = 100; // Only keep the 100 top scores so we do not run out of RAM
list scores;// a list of scores (integers like 1,1,23, and avatar names. Wr number is first so we can sort on it for high scores.
default
{
on_rez(integer start_param)
{
llResetScript(); // when you rez it, we have to start a listener
}
state_entry()
{
llListen(channel,"","",""); // listen on our secret channel for things that are touched.
}
listen(integer channel, string name, key id, string message)
{
list stuff = llParseString2List(message,["^"],[]); // look in message for aviName^aviKey
string aviName = llList2String(stuff,0); // get the name
key aviKey = (key) llList2String(stuff,1); // get the key
llSay(0, "Prim " + name + " caught by : " + aviName);
// lets see of this person is in the list of people already played
integer index = llListFindList(scores,[aviName]); // get the number of the position of the name, the score is one less than this
if (index == -1)
{
// Nope, so we add them to the list
scores += 1; // they have one object;
scores += aviName;
llOwnerSay("Welcome, " + aviName + " . This you your first time to play, so just keep watching for and clicking the objects and have fun");
}
else
{
// yes, they have played before, get their old score
integer oldscore = llList2Integer(scores,index-1);
oldscore++; // add an object to the old score
scores = llListReplaceList(scores,[oldscore],index-1, index-1); // save it back in the score list
}
if (GIVE)
{
integer PrizeNum = llGetInventoryNumber(INVENTORY_OBJECT); // get how many items are in this prim
integer whichOne = llCeil(llFrand(PrizeNum)) -1 ; //pick a prize, randomly
llGiveInventory(aviKey, llGetInventoryName(INVENTORY_OBJECT,whichOne));
}
scores = llListSort(scores,2,FALSE); //sort from largest num to lowest
scores = llDeleteSubList(scores, maxCount, maxCount+1); // delete the smallest score so we never get bigger than maxCount
string scoreText; // We need to calculate the highest scores for display
integer i ;
integer stop = 10; // show top 10 scores
if (llGetListLength(scores) < 10) // is the list bigger than 10 yet?
{
stop = llGetListLength(scores);
}
// print out the top 10 scores, or fewer
for (i = 0; i < stop; i+= 2)
{
scoreText += llList2String(scores,i+1) + " : " + (string) llList2String(scores, i) + "\n";
}
llSetText(scoreText,<1,1,1>,1.0);
llOwnerSay(scoreText);
}// end listen
} // end default

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<Project name="Random Rezzer Game" guid="6eb4bcbe-bd24-4bdf-b783-babafdb51880">
<Object name="Object" guid="a67acfea-614e-41ee-9a03-861147c07c6b" active="true">
<Script name="Prim Script.lsl" guid="ac4f92cd-42ba-4f86-95e4-0c94f831b96f">
</Script>
<Script name="Rezzer.lsl" guid="37da609a-7e71-4c02-b3bf-a6eeb68b008e">
</Script>
<Script name="Scorekeeper.lsl" guid="fb11691e-e9b4-446e-93ad-b3d411ecc7ab">
</Script>
</Object>
</Project>