generic weather #165
Aliases: generic weather
3 verbs · 25 properties · 0 children
Verbs
| Verb | Spec | Flags | Definer | Lines |
|---|---|---|---|---|
noise_msg | this none this | rxd | #165 | 4 |
look_place_msg | this none this | rxd | #165 | 1 |
temperature | this none this | rxd | #165 | 1 |
Properties
| Property | Definer | Flags | Owner | Value |
|---|---|---|---|---|
look_place_msg | #165 | rc | #361 | "" |
noise_chance | #165 | rc | #361 | 0 |
noise_msg | #165 | rc | #361 | {} |
help_msg | #165 | rc | #361 | list of 19{"Weather objects represent states of the weather -- clear, overcast, drizzle, rainstorm, duststorm, etc.", "", "look_place_msg", " Integrated into the outdoor room description of all areas experiencing this weather.", "", "noise_msg", " Displayed when the weather makes noise.", "", "noise_chance", " A percentile chance every 30 seconds of this weather making noise.", "", "A weather can define what it sounds like to change from this weather to or from other weathers. Create a property .change_to_weather or .change_from_weather, where 'weather' is the name of another weather object, and that property will be used as a message when the weather changes to (or from) the other weather.", "", "To control how weathers change to other weathers, $area defines a property .weather_tree. This is a list of lists; each entry is a list of weather object. Weather 1 is the source weather, and the rest of the list is a random set of destination weathers. When the weather changes (generally on an area reset), this list is consulted to pick a new weather state, and one of the properties defined above (.change_from_weather or .change_to_weather) is used, if it exists, to notify players in the area's outdoor rooms.", "", "For ease of customization, you don't have to set this list yourself. Simply edit area.weather_tree_msg and create a text file, each line being a comma separated list of weather object names, to represent the tree. Then run '@compile-weather <area>' to compile this text into .weather_tree.", "", "An area can also have its weather 'slaved' to another area, by setting its .weather_master to another area object, and having itself inserted into that area's .weather_slaves. This will force the area to always have the same weather as the master area.", ""} |
look_sky_msg | #165 | rc | #361 | "" |
look_sky_high_msg | #165 | rc | #361 | "" |
ambience_msg | #165 | rc | #361 | {} |
see_through | #165 | rc | #361 | 1 |
temperature | #165 | rc | #361 | 0 |
track_mod | #165 | rc | #361 | -1 |
look_sky_from_ground_msg | #165 | rc | #361 | "" |
seen_lateral_msg | #165 | rc | #361 | "" |
icon | #165 | rc | #361 | "~1b[46m ~1b[0m" |
descend_into_msg | #165 | rc | #361 | "" |
smell_msg | #165 | rc | #361 | "" |
aliases | #1 | rc | #361 | {"generic weather"} |
description | #1 | rc | #361 | <clear> |
object_size | #1 | r | #29 | {3933, 1298434019} |
hidden_verbs | #1 | rc | #361 | <clear> |
phelp_msg | #1 | rc | #361 | <clear> |
weight | #1 | rc | #361 | <clear> |
owner_verbs | #1 | rc | #361 | <clear> |
plural_name | #1 | rc | #361 | <clear> |
client_image | #1 | rc | #361 | <clear> |
listening | #1 | rc | #361 | <clear> |
Ancestry
Ancestors (nearest first): #1 root
Children: none
Call graph
Source
noise_msg
Referenced by
none
Source
1if (random(100) < this.noise_chance) 2m = $su:msg(this.noise_msg); 3return m; 4endif
look_place_msg
Referenced by
none
Source
1return $su:msg(this.(verb));
temperature
Referenced by
none
Source
1return this.temperature;