More than You Ever Wanted to Know about Meter-Scripted Food
Azora, Spellfire, Spellfire 2 are all the property of Aaron Cerveau and are all combat/roleplay meters for Second Life (often but not exclusively used by medieval roleplay sims). Each meter varies, and roleplay sims choose the meter that meets their needs, but they basically all involve combat (i.e., health), food, experience points, levels, and other relevant data to control the “lives” of the players.
Builders (such as me) can create food, weapons, armor, and other items for use on those sims using meter script kits. Both group food and personal food can be made, but personal food doesn’t seem to have as much of a market.
In Azora food builds, each individual food item is scripted separately. There is no limit (that I’ve ever found!) to how many food items can be included (apart from Second Life’s usual prim limits and potential future script limits). The activation keys have no activation limit, either (note that regular keys self-delete upon use, requiring the purchase of more keys later). Each food item is clicked individually, at which point it “disappears.” It reappears a minimum of 3 minutes later.
Because each piece is separately scripted, one can set different food values for each (higher for a steak than for a piece of broccoli) and use different text. In addition, the text is emoted (e.g., “Relm Foxdale takes a shrimp from the platter and eats it”), which allows for creativity.
How to Use
- Acquire an activation key ($10/1, $95/10, or $295/Eternity Key)
- Rez the food and rez the key near it.
- Click the key and select “rezzed.”
Spellfire food is scripted on the root prim with one notecard, and it’s measured in “bites.” The food’s “existence” is dependent on an alpha script. It reappears a minimum of 1 minute later. The builds are limited to 10 food prims, and of course, as there’s one notecard, each food item does not have its own text. On the other hand, it doesn’t require a key, and it allows you to “stack” prims if you wish–they aren’t individually clicked.
How to Use
- Rez, click, and enjoy! The food only resets after the entire plate or bowl is finished.
Spellfire 2 is a new meter. I believe it’s still in beta. The idea behind it is to expand on the player’s roleplay involvement by requiring them to gather supplies as they would in real life, such as food, wood, and ore.
The script is placed in the root prim, and the food’s name and text is dependent on its object name rather than a notecard like the other meters use. It has a 12-item limit. Given how the objects are “scripted” on the name, one can provide a separate name and text line for each food item, as one does in Azora, although one is limited by object name character limits.
Spellfire 2 food doesn’t require a key, nor does it magically reappear after being eaten. Instead, as noted in the first paragraph, one must gather food from an SF2 food source to replenish it. Without that, it remains an empty plate or bowl (which is how it appears when you purchase it).
How to Use
- Acquire an SF2 food basket and gather food from a food source (available at the Azora sim and on SF2 roleplay sims).
- Click the food and replenish it (assuming you have gathered enough).
If you use a meter, you should obviously buy the food appropriate for that meter. Nothing else will feed you. But if you don’t, what should you do?
Because Spellfire 2 requires gathering food from a food source (for every use), I don’t recommend non-Spellfire 2 users buy it. So that leaves you with Azora and Spellfire. Spellfire’s builds are simpler and don’t have custom text for each food item, but they also don’t require a key. My suggestion is that if the Spellfire food meets your needs, you buy that unless you feel like spending a few extra lindens for a key.
If you’re going to be doing a lot of activating, by the way, the Eternity Key is not a bad idea, as it can be used as many times as you wish. In addition, most Azora users know that keys can be “flaky” for one reason or another. I’ve never had an issue with the Eternity Key.