Difference between revisions of "User:Toady Nakamura/Landmark Giver and Counter"

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m (two typos)
m (added some instructions about the prim & script)
Line 1: Line 1:
*Put one Landmark in Inventory
*Put one Landmark in Prim Contents, then put this script inside.
*If you do it the other way, hit "reset script" to be sure it finds the landmark
*Gives the landmark to anyone not owner
*Gives the landmark to anyone not owner
*Tells owner how many landmarks have been gifted.
*Tells owner how many landmarks have been gifted.

Revision as of 13:11, 12 March 2012

  • Put one Landmark in Prim Contents, then put this script inside.
  • If you do it the other way, hit "reset script" to be sure it finds the landmark
  • Gives the landmark to anyone not owner
  • Tells owner how many landmarks have been gifted.


<lsl> integer gifts = 0; // sets initial value to zero

default {

   on_rez(integer start_param)
   {
       llResetScript(); // this resets whenever the prim is brought from inventory
   }
   
   state_entry()
   { 
       llSetText( "Touch for a Landmark", <1.0, 1.0, 1.0>, 1.0);
       //sets the hover text "message", color (here white), and intensity (can be zero to 1.0)
   }
   touch_start(integer total_number)
   {
       if ( llDetectedKey(0) != llGetOwner() )// if the toucher is NOT the owner (!=)
       {
           gifts = gifts++; // count up one from previous value
           llGiveInventory(llDetectedKey(0), llGetInventoryName(INVENTORY_LANDMARK, 0));
       }
       else if ( llDetectedKey(0) == llGetOwner() ) // if the toucher IS the owner (==)
       {
           llOwnerSay((string)gifts + " people have gotten landmarks from me!");
       }
   }

} </lsl>