Narrow Alley
Generic Post-Apocalypse Room (#110):
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The Generic Post-Apocalypse Room Class (PARC) allows room descriptions and
details to depend on the time of day and the weather. It has eight settable
messages:
day_msg - substituted for %daytime in the room description
during the hours of 9am to 6pm.
evening_msg - substituted for %daytime from 6pm to 9pm.
night_msg - substituted for %daytime from 9pm to 6am.
morning_msg - substituted for %daytime from 6am to 9am.
cool_msg - substituted for %weather in the room description
when the weather is cool.
warm_msg - substituted for %weather when it is warm.
raining_msg - substituted for %weather when it is warm and raining.
snowing_msg - substituted for %weather when it is cold and snowing.
%weather is substituted first, then %daytime. So the weather messages can
contain %daytime.
Time of day messages are useful indoors and out. Weather messages are most
often used in outdoor rooms, but an indoor room's description could contain a
sentence like:
Through an open window, %daytime %weather.
Which, given the right message definitions, could result in:
Through an open window, the night-time sky is silhouetted by a snow-covered
fire escape.
PARC also supports basic details that can be looked at:
@det*ail is - add or replace a detail description
@rmd*etail - remove a detail
@details - show all the detail names
Note that detail strings can contain %weather and %daytime. It is often wise
to keep the associated time and weather messages simple (like their default
values) so they can be useful in a variety of detail strings as well as in
the room description.
PARC is a child of the Generic Ambient Noise Room, so see also: help #176
Generic Ambient Noise Room (#176):
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Settable properties:
.amb_delay - this is the delay between random announcements, in seconds.
The default is 5 minutes, or 300 seconds.
.amb_noise - this is the list of random messages you wish to display.
.active - set to 1 (default) when runs. Set to 0 to turn off ambient noise
behavior entirely.
All you need to do is @notedit the .amb_noise property and enter in all
possible messages you want announced. The order doesn't matter.
Then, whenever a player enters, the announcements will start and appear every
.amb_delay seconds. If the .amb_noise property is empty, nothing will happen
and the room will act like a normal blank room would.
Note - the first noise message appears 30 seconds after the first player
enters.
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Commands:
@restart
The owner of the room can call this verb to restart the ambient noise tasks.
Mostly in the case when .active was set to 0 for a while, then set back to 1
while there are people still in the room.
You see an old wooden box with a broken lid.
Contents:
Generic Scorpion Player Class (#153)
Generic Post-Apocalypse Room (#110)
Generic Automaton (#192)
Generic Boomerang Thing (#261)
Generic Secured Post-Apocalypse Room (#262)
Generic Room with Stacking (#563)
Generic Wandering Automaton (#502)
Generic Auditorium (#562)
Generic Room with Seats (#955)
Generic Scripted Object (#826)
Generic Transparent Exit (#1053)
Generic Moon-phased Wearable (#859)
Generic Performance Room (#1998)
Generic Lycanthropic Thespian PC (#1223)
Generic Room with Surfaces (#2061)
Generic Costume (#1226)
Generic Litter (#834)
Generic Listening Automaton (#790)
Generic Black Lotus Room (#2918)
You are in a narrow dark alley way between two brick buildings. The ground is
littered with trash, old newspapers, empty cans, bricks set up as a fireplace
with an arrangement of pipes over it. Beside it is an army messpan, inside
filled with dirty snow and ice. At the east end of the alley is a fence,
behind you is the street.
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