Voici un script qui va donner...de l'éclat à vos bijoux, c'est le cas de le dire ;)
//BLING PARTICLES FOR BLINGY JEWELS AND STUFF Adapted by Stormy Roentgren
//For those not knowing how to alter particle scripts, the parameters you'll want to alter here (if you choose to) are the "float rate" and the start and end sizes.
// Particle Script 0.3
// Created by Ama Omega
// 10-10-2003
// Mask Flags - set to TRUE to enable
integer glow =
TRUE;
// Make the particles glow
integer bounce =
FALSE; //
Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from
start to end color
integer interpSize = TRUE; // Go from
start to end size
integer wind =
FALSE;
// Particles effected by wind
integer followSource = FALSE; // Particles follow
the source
integer followVel = TRUE; //
Particles turn to velocity direction
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to
go to
key target = "";
// Particle paramaters
float age =
.2;
// Life of each particle
float maxSpeed =
.1;
// Max speed each particle is spit out at
float minSpeed =
.1;
// Min speed each particle is spit out at
string
texture;
// Texture used for particles, default used if blank
float startAlpha =
10; //
Start alpha (transparency) value
float endAlpha =
10; //
End alpha (transparency) value
vector startColor = <1,1,1>; // Start color
of particles <R,G,B>
vector endColor = <1,1,1>; //
End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.04,.25,.01>; //
Start size of particles
vector endSize =
<.03,.25,.01>; // End
size of particles (if interpSize == TRUE)
vector push =
<0,0,0>;
// Force pushed on particles
// System paramaters
float rate =
5;
// How fast (rate) to emit particles
float radius =
.0; // Radius
to emit particles for BURST pattern
integer count = 5; // How
many particles to emit per BURST
float outerAngle = 1.54; // Outer angle for all
ANGLE patterns
float innerAngle = 1.55; // Inner angle for all
ANGLE patterns
vector omega = <0,0,10>; // Rotation of
ANGLE patterns around the source
float life =
0;
// Life in seconds for the system to make particles
// Script variables
integer flags;
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 (interpColor) flags = flags |
PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags |
PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags |
PSYS_PART_WIND_MASK;
if (followSource) flags = flags |
PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags |
PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags |
PSYS_PART_TARGET_POS_MASK;
llParticleSystem([
PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
}
}


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