Shower Particle Template

Expired

//// "Shower" PARTICLE TEMPLATE v1 - by Jopsy Pendragon - 4/8/2008
//// You are free to use this script as you please, so long as you include this line:
//** The original 'free' version of this script came from THE PARTICLE LABORATORY. **//

// SETUP:  Drop one optional particle texture and this script into a prim.
//  *ROTATE THE PRIM* to aim the spray of water.  Adjust PSYS_PART_MAX_AGE so
//                    that particles fade as they hit your floor.
// Particles should start automatically. (Reset) the script if you insert a
// particle texture later on.  Add one or more CONTROLLER TEMPLATES to any
// prims in the linked object to control when particles turn ON and OFF.

// Customize the particle_parameter values below to create your unique 
// particle effect and click SAVE.  Values are explained along with their
// min/max and default values further down in this script.


string  CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS.
integer AUTO_START = TRUE;   // Optionally FALSE only if using CONTROLLERS.

list particle_parameters=[]; // stores your custom particle effect, defined below.
list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts.

default {
    state_entry() {
        particle_parameters = [  // start of particle settings
           // Texture Parameters:
           PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0), 
           PSYS_PART_START_SCALE, <0.04, .3, FALSE>, PSYS_PART_END_SCALE, <.2, 0.5, FALSE>, 
           PSYS_PART_START_COLOR, <.6,.6,.6>,    PSYS_PART_END_COLOR, <0.3,0.4,.6>, 
           PSYS_PART_START_ALPHA,  (float)0.75,            PSYS_PART_END_ALPHA, (float)0.50,   
         
           // Production Parameters:
           PSYS_SRC_BURST_PART_COUNT, (integer)5, 
           PSYS_SRC_BURST_RATE, (float) 0.01,  
           PSYS_PART_MAX_AGE, (float)1.0, 
           PSYS_SRC_MAX_AGE,(float) 0.0,  
        
           // Placement Parameters:
           PSYS_SRC_PATTERN, (integer)8, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
           
           // Placement Parameters (for any non-DROP pattern):
           PSYS_SRC_BURST_SPEED_MIN, (float)1.3,   PSYS_SRC_BURST_SPEED_MAX, (float)1.9, 
           PSYS_SRC_BURST_RADIUS, 0.1,
        
           // Placement Parameters (only for ANGLE & CONE patterns):
           PSYS_SRC_ANGLE_BEGIN, (float) 0.08*PI,    PSYS_SRC_ANGLE_END, (float)0.08*PI,  
        // PSYS_SRC_OMEGA, <0,0,0>, 
        
           // After-Effect & Influence Parameters:
           PSYS_SRC_ACCEL, <0.0,0.0, - 2.0 >,  
        // PSYS_SRC_TARGET_KEY,      llGetLinkKey(llGetLinkNum() + 1),       
              
           PSYS_PART_FLAGS, (integer)( 0         // Texture Options:     
                                | PSYS_PART_INTERP_COLOR_MASK   
                                | PSYS_PART_INTERP_SCALE_MASK   
                                | PSYS_PART_EMISSIVE_MASK   
                                | PSYS_PART_FOLLOW_VELOCITY_MASK
                                                  // After-effect & Influence Options:
                             // | PSYS_PART_WIND_MASK            
                             // | PSYS_PART_BOUNCE_MASK          
                             // | PSYS_PART_FOLLOW_SRC_MASK     
                             // | PSYS_PART_TARGET_POS_MASK     
                             // | PSYS_PART_TARGET_LINEAR_MASK   
                            ) 
            //end of particle settings                     
        ];
        
        if ( AUTO_START ) llParticleSystem( particle_parameters );
        
    }
    
    link_message( integer sibling, integer num, string mesg, key target_key ) {
        if ( mesg != CONTROLLER_ID ) { // this message isn't for me.  Bail out.
            return;
        } else if ( num == 0 ) { // Message says to turn particles OFF:
            llParticleSystem( [ ] );
        } else if ( num == 1 ) { // Message says to turn particles ON:
            llParticleSystem( particle_parameters + target_parameters );
        } else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target:
            target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ];
            llParticleSystem( particle_parameters + target_parameters );
        } else { // bad instruction number
            // do nothing.
        }            
    }
        
}


//============================= About Parameters =============================
// There are 22-ish NAMED attributes that affect a particle display.
// To customize a display you give each a VALUE.
// For example: PSYS_PART_START_COLOR is a named attribute,
// and <1 .0, 0.5, 0.0> is a color VALUE (orange, in this case).
// 
// As long as your 'names' and 'values' are paired up properly, they can
// be in any order!  Any you omit a pair, it reverts to a default value.

//============================= Texture Parameters =============================
//
// TEXTURE, can be an "Asset UUID" key copied from a texture 
//          that you have full permissions to, or the name of
//          a texture in the prim's inventory.
//
// SCALE, (size) 0.0 to 4.0 meters wide, by 0.0 to 4.0 meters tall. (default 1x1)
//          Textures are FLAT, so the 'z' part of the vector is ignored.
//          Values smaller than 0.04x0.04 may not get rendered at all.
//          Tiny particles vanish if the viewer is not near them.
//
// BEGIN_SCALE sets particle start size.  
// END_SCALE (end size) is ignored, if the INTERP_SCALE_MASK option is disabled.
//
// COLOR,  from <0.00,0.00,0.00> (black) to <1 .00,1.00,1.00> (white/default)
// ALPHA, 1.0 = 100% visible(default), 0.0 = invisible.  Less than 0.1 might not get seen.
// START_COLOR and START_ALPHA set the color and transparency of newly created particles. 
// END_COLOR and END_ALPHA are ignored, if the INTERP_COLOR_MASK option is disabled.
         
         
//============================= Production Parameters =============================
//
// BURST_PART_COUNT: quantity of particles per burst, 1 to 4096 (default 1), 
//
// BURST_RATE: seconds to delay between particle bursts. 0.0 to 30.0 (default 0.1)
//
// PART_MAX_AGE: particle lifespan in seconds, 0.00 to 30.0 (default=10.0)
//               PART_MAX_AGE less than 0.5 might not be visible.
//
// The default total number of particles that can be seen is 4096, if one or more 
// emitters try to create more than that, many will not be seen, and it may cause
// viewer lag.  Use as few particles as you can for your effect:
// AGE/RATE * COUNT will tell you approximately how many particles your emitter creates.
//
// SRC_MAX_AGE: emitter auto shut-off timer. 1.0 to 60.0 seconds. 0.0 = never stop. (default)


//============================= Placement Parameters =============================
//                
// PATTERN:   
//      DROP, ignores all other placement settings.
//      EXPLODE, spray particles in all directions
//      ANGLE, sprays a flat "fan" shape defined by ANGLE_BEGIN and END values
//      CONE, sprays "ring" or "cone" shapes defined by ANGLE_BEGIN and END values
//
// RADIUS:  0.0 to 50.0?  distance from emitter to create new particles
//      (RADIUS is disabled with DROP pattern and the FOLLOW_SRC & TARGET_LINEAR options)
//        
// SPEED: 0.00 to 50.0?  Sets min/max starting velocities for non-drop patterns. (default: 1.0)
//        
// ANGLE_BEGIN & END:  0.00*PI (up) to 1.00*PI (down),  (Only for ANGLE & CONE patterns)
//       (Values work much like the Sphere-prim's DIMPLE attributes.) (defaults: 0.0)
//
// OMEGA:  Sets how much to rotate angle/cone spray direction after
//                every burst. 0.0 to PI?  (default: <0,0,0>)

//======================== After-Effects & Influence Parameters ================
//
// ACCEL, x,y,z 0.0 to 50.0?  sets a constant force, (affects all patterns)
//          Causes particles to drift up/down or in a compass direction.
//          Use ACCEL to create the illusion of (anti-)gravity or a directional wind.
//          (ineffective with TARGET_LINEAR option)
//       
// TARGET_KEY,  "key", (requires the TARGET option be enabled).  
//       "key" can be a variety of many different things:
         // llGetOwner()
         // llGetKey() target self 
         // llGetLinkKey(1) target parent prim
         // llGetLinkKey(llGetLinkNum() + 1) target next prim in link set 
         //
         // WARNING: New copies of objects get new keys, you can't simply paste
         // a prim's key into your script and expect it to always work.  Visit
         // the Particle Laboratory's section on TARGETS for a variety of ways
         // to dynamically find your target's key. There are different 'best ways'
         // depending on if your target is linked to your emitter or not.


//============================= About Options =============================
//    
// Each option may be ON/ENABLED (no leading // )
// or OFF/DISABLED (by putting a // in front of it.)
// Options are combined together in a special way, (using the | symbol).
// This creates one single Parameter for PSYS_PART_FLAGS.

              
//============================= Texture Options =============================
//
// EMISSIVE: identical to "full bright" setting on prims     
//   
// FOLLOW_VELOCITY: particle texture 'tilts' towards the direction it's moving
//
// INTERP_COLOR: causes particle COLOR and ALPHA(transparency) to change over it's lifespan
//
// INTERP_SCALE: causes particle SCALE(size) to change over it's lifespan


//======================== After-Effects & Influences Options ================
//
// BOUNCE:  particles bounce up from the z-altitude of emitter, and cannot fall below it.
//
// WIND: the sim's wind will push particles around
//
// FOLLOW_SRC: makes particles move (but not rotate) if their emitter moves, (disables RADIUS)
//
// TARGET_POS: causes particles to arrive at a some target at end of of their lifespan.
//
// TARGET_LINEAR: forces particles to form into an even line from emitter to target
//                and forces a DROP-like pattern and disables effects of WIND and ACCEL



//========================================================================
//======================== USING CONTROL TEMPLATES =======================
//
// Want to control when your particles turn ON and OFF?   You can!
// 
// Drop one (or more) of the CONTROL TEMPLATES from the particle laboratory
// into your object containing this script.  That's it!

// Your controls should be effective immediately.  (Some controllers can be
// adjusted and tuned, open them and read the USAGE notes to see.)
//
// One control template can control several particle templates in the
// same object.   (keep in mind that each prim can only have ONE
// particle effect active at a time).
//
// The 'particle_effect_name' value must be the same in both the control
// and particle template to work.  You can change that value and have
// a controller for one effect, and a different controller for a different
// effect in the same object.
//


//======================================== END ===============================

 

Butterfly Emitter

Expired

// 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_ANGLE_CONE;

// 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 = "self";

// Particle paramaters
float age = 10.0;                  // Life of each particle
float maxSpeed = 0.5;            // Max speed each particle is spit out at
float minSpeed = 0.05;            // Min speed each particle is spit out at
string texture = "Particle Texture - Butterfly";                 // Texture used for particles, default used if blank
float startAlpha = 1;           // Start alpha (transparency) value
float endAlpha = 1;           // End alpha (transparency) value
vector startColor = <1 ,1,1>;    // Start color of particles 
vector endColor = <1 ,1,1>;      // End color of particles  (if interpColor == TRUE)
vector startSize = <0.07,0.07,0.07>;     // Start size of particles 
vector endSize = <0.07,0.07,0.07>;       // End size of particles (if interpSize == TRUE)
vector push = <0,0,0.2>;          // Force pushed on particles


// System paramaters
float rate = 4;            // How fast (rate) to emit particles
float radius = 1;          // Radius to emit particles for BURST pattern
integer count = 1;        // How many particles to emit per BURST 
float outerAngle = 3;    // Outer angle for all ANGLE patterns
float innerAngle = 0.9;    // Inner angle for all ANGLE patterns
float beginAngle = PI_BY_TWO;    // Angle Begin for all ANGLE patterns
float endAngle = PI_BY_TWO;    //Angle End for all ANGLE patterns

vector omega = <0,0,0>;    // 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_ANGLE_BEGIN,beginAngle, 
                        PSYS_SRC_ANGLE_END,endAngle, 
                        PSYS_SRC_OMEGA, omega,
                        PSYS_SRC_MAX_AGE, life,
                        PSYS_SRC_TEXTURE, texture,
                        PSYS_PART_START_ALPHA, startAlpha,
                        PSYS_PART_END_ALPHA, endAlpha
                            ]);
}

integer channel = 22;

default
{
    state_entry()
    {
        updateParticles();
        llListen(channel, "", llGetOwner(), "");
    }

    listen(integer channel, string name, key id, string message)
    {
        if (message == "smoke hide")
        {
            llSetLinkAlpha( LINK_SET, 0, ALL_SIDES );
            llInstantMessage( llGetOwner(), "Smokey Feet hidden." );
                } else if (message == "smoke show") {
            llSetLinkAlpha( LINK_SET, 1, ALL_SIDES );
            llInstantMessage( llGetOwner(), "Smokey Feet shown." );
        }
    }
}

 

Smoke Particles

Expired

// Particle System 1.0

StartSteam()
{
                                // MASK FLAGS: set  to "TRUE" to enable
integer glow = FALSE;                                // Makes the particles glow
integer bounce = FALSE;                             // Make particles bounce on Z plane of objects
integer interpColor = TRUE;                         // Color - from start value to end value
integer interpSize = TRUE;                          // Size - from start value to end value
integer wind = TRUE;                               // Particles effected by wind
integer followSource = FALSE;                       // Particles follow the source
integer followVel = FALSE;                           // 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 = 30;                                  // Life of each particle
    float maxSpeed = .75;                          // Max speed each particle is spit out at
    float minSpeed = 0.20;                           // Min speed each particle is spit out at
    string texture = "smoke2";                     // Texture used for particles, default used if blank
    float startAlpha = .70;                         // Start alpha (transparency) value
    float endAlpha = 0.0;                           // End alpha (transparency) value
    vector startColor = <0.5,0.5,0.5>;                // Start color of particles 
    vector endColor = <1 ,1,1>;                      // End color of particles  (if interpColor == TRUE)
    vector startSize = <5 .1,5.1,5.1>;               // Start size of particles 
    vector endSize = <30 .0,30.0,30.0>;                       // End size of particles (if interpSize == TRUE)
    vector push = <0,0,0.7>;                        // Force pushed on particles

                            // System paramaters
                            
    float rate = 1.1;                               // How fast (rate) to emit particles
    float radius = .0001;                             // Radius to emit particles for BURST pattern
    integer count = 20;                             // How many particles to emit per BURST 
    float outerAngle = 0.1;                         // Outer angle for all ANGLE patterns
    float innerAngle = 0.65;                        // Inner angle for all ANGLE patterns
    vector omega = <0,0,0>;                         // Rotation of ANGLE patterns around the source
    float life = 0;                                 // Life in seconds for the system to make particles

                            // Script variables
                            
    integer flags; 


      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
                            ]);
      
}
StartSpray ()
{

}

StopSpray()
{
    llParticleSystem([]);   
}



default
{
    state_entry()
    {
         StartSteam();
    }

    listen(integer channel, string name, key id, string message)
    {
 
         if (0 == llSubStringIndex(message, "spray on"))
        {
            StartSteam();
            
        }
        else if (0 == llSubStringIndex(message, "spray off"))
        {
            StopSpray();
        }
    }
}

 

Ama Omega Particle Script 0.5

Expired

// Particle Script 0.5
// Created by Ama Omega
// 3-26-2004

// Mask Flags - set to TRUE to enable
integer glow = TRUE;            // Make the particles glow
integer bounce = FALSE;          // Make particles bounce on Z plane of object
integer interpColor = TRUE;     // Go from start to end color
integer interpSize = TRUE;      // Go from start to end size
integer wind = TRUE;           // Particles effected by wind
integer followSource = TRUE;    // 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 = "self";

// Particle paramaters
float age = 1;                  // 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 = 1;           // Start alpha (transparency) value
float endAlpha = 0.1;           // End alpha (transparency) value
vector startColor = <0,1,0>;    // Start color of particles 
vector endColor = <1 ,0,0>;      // End color of particles  (if interpColor == TRUE)
vector startSize = <1 ,1,1>;     // Start size of particles 
vector endSize = <1 ,0,1>;       // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>;          // Force pushed on particles

// System paramaters
float rate = 1.5;            // How fast (rate) to emit particles
float radius = 1;          // Radius to emit particles for BURST pattern
integer count = 1;        // 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 = <0,0,0>;    // Rotation of ANGLE patterns around the source
float life = 0;             // Life in seconds for the system to make particles

// Script variables
integer pre = 2;          //Adjust the precision of the generated list.

integer flags;
list sys;
integer type;
vector tempVector;
rotation tempRot;
string tempString;
integer i;

string float2String(float in)
{
    return llGetSubString((string)in,0,pre - 7);
}

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;
    sys = [  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
                            ];
                            
    llParticleSystem(sys);
}

default
{
    state_entry()
    {
        updateParticles();
    }
    
    touch_start(integer num)
    {
        llWhisper(0,"...Generating List...");
        for (i=1;i<42 ;i+=2)
        {
            type = llGetListEntryType(sys,i);
            if(type == TYPE_FLOAT)
            {
                tempString = float2String(llList2Float(sys,i));
                sys = llDeleteSubList(sys,i,i);
                sys = llListInsertList(sys,[tempString],i);
            }
            else if (type == TYPE_VECTOR)
            {
                tempVector = llList2Vector(sys,i);
                tempString = "<" + float2String(tempVector.x) + "," 
                    + float2String(tempVector.y) + "," 
                    + float2String(tempVector.z) + ">";
                sys = llDeleteSubList(sys,i,i);
                sys = llListInsertList(sys,[tempString],i);
            }
            else if (type == TYPE_ROTATION)
            {
                tempRot = llList2Rot(sys,i);
                tempString = "<" + float2String(tempRot.x) + "," 
                    + float2String(tempRot.y) + "," 
                    + float2String(tempRot.z) + "," 
                    + float2String(tempRot.s) + ">";
                sys = llDeleteSubList(sys,i,i);
                sys = llListInsertList(sys,[tempString],i);
            }
            else if (type == TYPE_STRING || type == TYPE_KEY)
            {
                tempString = "\"" + llList2String(sys,i) + "\"";
                sys = llDeleteSubList(sys,i,i);
                sys = llListInsertList(sys,[tempString],i);
            }
        }
        sys = llListSort(sys,2,TRUE);
        if (target == "") sys = llDeleteSubList(sys,38,39);
        else if (target == llGetKey() ) 
            sys = llListInsertList(llDeleteSubList(sys,39,39),["llGetKey()"],39);
        else if (target == llGetOwner() ) 
            sys = llListInsertList(llDeleteSubList(sys,39,39),["llGetOwner()"],39);
        if (texture == "") sys = llDeleteSubList(sys,24,25);
        if (!interpSize) sys = llDeleteSubList(sys,12,13);
        if (!interpColor) sys = llDeleteSubList(sys,6,7);

        llWhisper(0,"[" + llList2CSV(llList2List(sys,0,21)) + ",");
        llWhisper(0,llList2CSV(llList2List(sys,22,-1)) + "]");
    }
}