# Authors: Ellan@LostTribes # --> This emitter was adapted from a chime set crafted by # MasterMinerDanielle, September 1, 1992 for the Ice # Castle of PernMush. # # Format: Mark Hassman (12/30/96) ########################################################################### # CONFIGURATION NOTES: # You will have to edit the dbref listed in this file (#622) to the # dbref of the location you are configuring. Also, the old style # @remit was updated to @pemit/contents during the formatting process. # The attribute sets are based on 'here' so you can either stand in # the room as you quote and/or edit the file and replace all occurences # of 'here=' with '='. # # Here is a sample desc list for the room. These are in the format used # with the climate-season driver. # # To change this from a waterfall to windchimes (as the original) or # another noise generator, you need to set the VA through VL attributes. # Merely update the textuall noise to be whatever you wish it and put # them in the order you wish them to emit based on the alphabetical # order of the V* attrib. # Eg, VA is first, VB is second, ... VL is the laster and then # resets the sequence. # &PREDESC here=A tiny waterfall licks down over the rim of the mountainside for a few yards and then, by a trick of the rock surface, explodes into a dancing curtain of living water that reflects all the light available, seeming to glow night or day. The spray is thick, like a fog, making this glade seem mysterious and cool. - &POSTDESC here=Moss grows everywhere, in shades of forest and olive and in between, every small white or purple flower glistening with water droplets. The falls billows into a basin at the foot of the mountain, forming a pool that is white with bubbles and always moving. The pool lets out into a much more sedate flow, the little burn slipping downhill between fronds of fern and under a blanket of peppery watercress. - &POSTSUCCESS here=The fern dips it's curled heads over the stream, moving in the force of the spray. - # At startup we do some cleanup/initialization of the room @Startup here=@tr me/try_update - &TRY_UPDATE here= &people me=none; @dolist [lcon(loc(me))] = @switch [flags(##)] = P*c*,&people me=some; @wait 5= { @switch [get(me/people)] = some, { @wait [v(interval)]=@trigger me/va;&STATUS me=active }, &STATUS me=inactive } - &CHECK_STATUS here= @swi [v(STATUS)] = inactive, { &STATUS me=active; @wait 5=@trigger me/va } - # you can modify the interval if you want a quicker/slower response # This is in seconds. &INTERVAL here=900 - # Status setup. &STATUS here=active - # A few typical messages. @Fail here=You put your hand into the cold water, watching it rush through your fingers. - @Ofail here=puts %p hand into the cold water, watching it rush through %p fingers. - @Odrop here=swirls %p hand in the cold water. - # A few directions for using the old waterfall. @Ause here=@pemit %#=%r%t'start Waterfall' to start the Waterfall%r%t'stop Waterfall' to stop the Waterfall (note it will start again %r%t%tif someone enters the room though)%r%t'reset Waterfall' if gets majorly confused due to a crash%r%t'nudge Waterfall' To hear what the water is doing now%r%t'set waterfall interval' to set how often a Waterfall effect is done, %r%t%t(default is every five minutes)%r%rNote, once it is started, it will continue to have effects every interval as long as someone is in the room. It will stop by itself if it reaches the end of a cycle and no one is there, and restart automatically when someone enters the room. It will also determine if it should be running after a reboot, by checking to see if there are any people in the room and starting it up if there are.%r - @Use here=You stare at the waterfall for a moment. - @Ouse here=chuckles as %s dangles %p hand in the water a moment. - # Start the sequence again. &RESET here=$RESET WATERFALL:@trigger me/va;&STATUS me=active - # Start the sequence. &START here=$START WATERFALL:@swi [v(STATUS)] = inactive,{@trigger me/va;&STATUS me=active},{@pemit %#=The Waterfall effect is already started.} - # Stop the spam. &STOP here=$STOP WATERFALL:&STATUS me=inactive;@halt me - # A little bit of frilly noise. &NUDGE_WATERFALL here=$NUDGE WATERFALL:@trigger me/nudge[v(nudgenum)]=[v(N)];&nudgenum me=[mod(add(v(nudgenum),1),[v(nudgetotal)])] - # A couple of nudge responses. &NUDGE0 here=@pemit/contents #622= The water dances madly down over the rocks, making a merry sound of spashing as [v(0)] leans over the rocks to listen. - &NUDGE1 here=@pemit/contents #622= [v(0)] stretches out a hand to take a drink of the sweet water. - &NUDGENUM here=1 - &NUDGETOTAL here=2 - # change the interval to a new setting. &SET_INTERVAL here=$SET WATERFALL INTERVAL *:&INTERVAL me=[v(0)];@pemit %#=The interval between emits is now set to [v(0)] seconds. - # The noises. @VA here=@pemit/contents #622= A whisp of a breeze ruffles your hair, the dampness of the mist making you shiver slightly.;@wait [v(interval)]=@trigger me/vb - @VB here=@pemit/contents #622= The air is still, filled with the scent and feel of water from the cool mist hanging in the air.;@wait [v(interval)]=@trigger me/vc - @VC here=@pemit/contents #622= A soft whisper of water dancing on the rocks below catches your attention, the sound is almost musical...a fluid lullaby that tantalizes your senses and yet sooths at the same time.;@wait [v(interval)]=@trigger me/vd - @VD here=@pemit/contents #622=A flash of wings startles you from your reverie as a pair of birds dive and gambol overhead. They dart into the mist that hangs over the waterfall, their crooning and trilling song mingling with the watersounds.;@wait [v(interval)]=@trigger me/ve - # If you are not using the climate-season driver, you will have to change # the following noise as the timedesc function call will fail. Just put # in a text based one to replace it and take out the WATERFALL-* attribs. # @VE here=@pemit/contents #622= A flicker of [u(waterfall-[u(timedesc)])] reflects off the falls, like the twinkling of a dragon's eyes.;@wait [v(interval)]=@trigger me/vf - &WATERFALL-MORNING here=morning sunlight - &WATERFALL-AFTERNOON here=afternoon sunlight - &WATERFALL-EVENING here=moonlight - &WATERFALL-NIGHT here=wan moonlight - @VF here=@pemit/contents #622= The mist seems to jump out and caress your cheek as the waterfall is swirled in its descent by a slight eddy of air.;@wait [v(interval)]=@trigger me/vg - &MAKER here=@pemit %#=This emitter was adapted from a chime set crafted by MasterMinerDanielle, September 1, 1992 for the Ice Castle of PernMush. - &PEOPLE here=none - @VG here=@pemit/contents #622= The water plunges down across the mossy rocks and into the canyon bottom, searching for an outlet to the sea.;@wait [v(interval)]=@trigger me/vh - @VH here=@pemit/contents #622= The delicate splashing and dancing sounds of the water remind you of a summer day long ago.;@wait [v(interval)]=@trigger me/vi - @VI here=@pemit/contents #622= The watersounds almost lull you to sleep, so powerful is the tranquilizing effect of the low rushing notes.;@wait [v(interval)]=@trigger me/vj - @VJ here=@pemit/contents #622= The misty waterfall seems to wrap a sense of peace and timelessness around you as it falls unheeding of the world around it.;@wait [v(interval)]=@trigger me/vk - @VK here=@pemit/contents #622= A stray breeze causes a momentary splashing on the path at your feet as the spray is swirled around. together.;@wait [v(interval)]=@trigger me/vl - @VL here=@pemit/contents #622= Small bits of leaf and wood fall from above, plunging out of sight into the tumult of the stream at the foot of the falls.;@wait [v(interval)]=@trigger me/try_update - @Asucc here=@tr me/check_status - @set here=COMMANDS - @pemit me=>> The waterfall installation is now complete. -