Difference between revisions of "User:Fred Gandt/Scripts/Continued 3"

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(Added script with notes)
Line 604: Line 604:
 
         }
 
         }
 
         while((++countnd) < nd);
 
         while((++countnd) < nd);
 +
    }
 +
}</lsl>
 +
 +
=== Very Simple Dialog Menu Inventory Giver ( V1 ) ===
 +
 +
Too tired to do better right now. I am very hungry too.
 +
 +
<lsl>// V1 //
 +
 +
// There are some limits to the use of this script:
 +
 +
// 1) No more than 12 objects can be placed into inventory. The menu (dialog) will break with more.
 +
 +
// 2) The names of the inventory objects MUST NOT be empty ( "" ) or longer (in bytes) than 24.
 +
 +
// c) It will only service one agent at a time.
 +
 +
string menu_msg = "\nChoose your item."; // Message to be displayed on the dialog menu
 +
// The dialog MUST have a message.
 +
 +
list inv_objects; // Used to store the list of inventory object names.
 +
 +
integer noobii; // Used to store the Number Of OBjects In Inventory.
 +
 +
integer lis; // Used to store the value of the listen open so it can be closed.
 +
 +
integer channel; // Used to store the value of channel.
 +
 +
integer busy; // Used as a boolean (TRUE/FALSE) to store whether the script is busy.
 +
 +
default // Create a state for the code to run in.
 +
{
 +
    on_rez(integer param) // Triggered on rezzing the object containing this script.
 +
    {
 +
        llResetScript(); // Clear all memory and reset all variable.
 +
    }
 +
    changed(integer change) // Triggered by a multitude of changes.
 +
    {
 +
        if(change & (CHANGED_OWNER | CHANGED_INVENTORY)) // Check what has changed.
 +
        llResetScript(); // Clear all memory and reset all variable.
 +
    }
 +
    state_entry() // Triggered on entering the state. This happens after restting the script.
 +
    {
 +
        noobii = llGetInventoryNumber(INVENTORY_OBJECT); // Establish the number of inventory objects.
 +
        if(noobii) // If there are some...
 +
        {
 +
            integer count; // Create a local counter.
 +
            do // Used a the point to loop from if a loop is required.
 +
            inv_objects += [llGetInventoryName(INVENTORY_OBJECT, count)];
 +
            // Store the name of the inventory object at index "count".
 +
            while((++count) < noobii); // Increment the counter and check if it is less than noobii.
 +
            // While count is less than noobii go back to "do" for another loop.
 +
        }
 +
        channel = (llRound(llFrand(-10000000)) - 100000);
 +
        // Establish a random negative channel for the menu communiction
 +
    }
 +
    touch_start(integer nd) // Triggered when the object containing this script is touched.
 +
    {
 +
        if(noobii && (!busy)) // If not busy and whilst there are objects to give...
 +
        {
 +
            busy = TRUE; // Now we are busy.
 +
            key agent = llDetectedKey(0); // local storage of the UUID of the agent who touched us.
 +
            llListenRemove(lis); // Clear any open listen.
 +
            llSetTimerEvent(30.0); // Set a timer for 30 seconds.
 +
            lis = llListen(channel, llDetectedName(0), agent, ""); // Open a listen for the agent on channel.
 +
            llDialog(agent, menu_msg, inv_objects, channel); // Send the agent a menu (dialog)...
 +
            // ...with the buttons marked with the names of the inventory objects.
 +
        }
 +
    }
 +
    listen(integer chan, string name, key id, string msg) // Triggered when the script hears something that...
 +
    { // ...matches the parameters of any listen open in this script.
 +
        if(llListFindList(inv_objects, [msg]) != -1) // Check if we heard one of the names of an inventory object.
 +
        {
 +
            llSetTimerEvent(0.0); // Stop the timer.
 +
            llListenRemove(lis); // Close the listen.
 +
            llGiveInventory(id, msg); // Give the object to the agent.
 +
            busy = FALSE; // Now we are not busy.
 +
        }
 +
    }
 +
    timer() // Triggered if a timer has been set running.
 +
    {
 +
        llSetTimerEvent(0.0); // Stop the timer.
 +
        llListenRemove(lis); // Close the listen (This is why the timer is in place).
 +
        busy = FALSE; // Now we are not busy.
 
     }
 
     }
 
}</lsl>
 
}</lsl>

Revision as of 18:07, 17 April 2010

FG jpg.jpg

My Contributions

I have implemented a V# system to make it more obvious if a script is updated. The V# forms part of the title of each script.

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The legal stuff about contributing to this wiki (worth reading).

Tuition

Tuition scripts, notes, videos and screenshots etc. (hardly any content yet)

Free Scripts

Script'n'Chat ( V1 )

This script is useful for presentations like teaching etc. It will post text from notecards in HUD contents at any of the 3 volumes we have ("Whisper", "Say" and "Shout"). It can read from a script (the literary kind of script (it reads notecards)) or convert ad-lib text by using an open NC as a chat window. Explanations to follow.

HUD Maker

First you need the object (as a HUD). Create a two prim link_set and drop the following script on it. That's the basic object. Then add to it two NC's, one called "Chat" and another called "Script". Then add the script from further down this page.

<lsl>// V1 //

default {

   state_entry()
   {
       llSetPrimitiveParams([7,<0.01,0.58,0.04>,
                             8,<0.0,0.0,1.0,0.0>,
                             9,2,0,<0.175,0.825,0.0>,0.0,<0.0,0.0,0.0>,<1.0,1.0,0.0>,<0.0,0.0,0.0>,
                             17,0,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                             17,1,"51519f67-926a-3301-ee64-db65c0cf1b39",<1.0,0.15,0.0>,<0.74,0.0,0.0>,0.0,
                             17,2,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                             17,3,"0a24d0af-47a5-c7a1-e18d-2b19c5ada706",<1.0,0.15,0.0>,<0.27,0.43,0.0>,0.0,
                             17,4,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                             17,5,"0a24d0af-47a5-c7a1-e18d-2b19c5ada706",<0.5,0.15,0.0>,<0.0,-0.415,0.0>,0.0,
                             17,6,"0a24d0af-47a5-c7a1-e18d-2b19c5ada706",<0.5,0.15,0.0>,<0.0,0.0,0.0>,0.0,
                             18,0,<1.0,1.0,1.0>,1.0,
                             18,1,<1.0,0.0,0.0>,1.0,
                             18,2,<1.0,1.0,1.0>,1.0,
                             18,3,<1.0,0.0,0.0>,1.0,
                             18,4,<1.0,1.0,1.0>,1.0,
                             18,5,<1.0,0.0,0.0>,1.0,
                             18,6,<0.0,1.0,0.0>,1.0,
                             19,0,0,0,
                             19,1,0,1,
                             19,2,0,0,
                             19,3,0,1,
                             19,4,0,0,
                             19,5,0,1,
                             19,6,0,1]);
       llSetLinkPrimitiveParams(2, [7,<0.5,0.01,0.04>,
                                    6,<0.0,0.0,0.04>,
                                    8,<-0.000137,0.000137,-0.707107,0.707107>,
                                    9,0,0,<0.375,0.875,0.0>,0.9,<0.0,0.0,0.0>,<1.0,1.0,0.0>,<0.0,0.0,0.0>,
                                    17,0,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                                    17,1,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                                    17,2,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                                    17,3,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                                    17,4,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                                    17,5,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0,
                                    17,6,"c8433f60-3070-a4b7-dca3-a8ee279b6cfb",<0.7,0.8,0.0>,<0.0,0.0,0.0>,-1.570796,
                                    17,7,"c8433f60-3070-a4b7-dca3-a8ee279b6cfb",<0.7,0.8,0.0>,<0.0,0.0,0.0>,1.570796,
                                    18,0,<1.0,1.0,1.0>,1.0,
                                    18,1,<1.0,1.0,1.0>,1.0,
                                    18,2,<1.0,1.0,1.0>,1.0,
                                    18,3,<1.0,1.0,1.0>,1.0,
                                    18,4,<0.0,0.0,0.0>,1.0,
                                    18,5,<1.0,1.0,1.0>,1.0,
                                    18,6,<1.0,1.0,1.0>,1.0,
                                    18,7,<1.0,1.0,1.0>,1.0]);
       llRemoveInventory(llGetScriptName());
   }

}</lsl>

The "Script" NC

The NC's can contain empty lines but, they will be ignored. The NC example below has 12 lines and that's what the HUD will tell you but, it will only let you chat 11 of them since 1 line is empty. Each line is any text added without pressing the return key. There are limits to how much text can be chatted in one go. This is a very basic script and those limits need to be worked within. Each line is chatted separately. There is no limit to how long your "Script" can be (up to the maximum a notecard can hold).

<lsl>Confessions of a cigar smoker

I owe to smoking, more or less, Through life the whole of my success; With my Cigar I'm sage and wise - Without, I'm dull as cloudy skies. When smoking all my ideas soar, When not, they sink upon the floor. The greatest men have all been smokers, And so were all the greatest jokers. Then ye who'd bid adieu to care, Come here and smoke it into air.</lsl>

The "Chat" NC

Another NC called "Chat" allows that you can chat from the same object at whatever volume is set. This NC when opened from the HUD inventory and left open on screen when the edit to the object contents is closed acts like a chat window (it can be minimized). Only the first line will be read from it. Add the text to chat and click "save". The next time you want to use that option overwrite the last text. ONE LINE ONLY.

<lsl>Whatever text you want to chat...


</lsl>

Script'n'Chat script

The following is the working script for the HUD. Place it with the NC's in the root contents. It will automatically read the NC "Script" and automatically re-read it if it is changed. Don't change the names of the NC's (I didn't make this a sophisticated script and thus it is a bit sensitive to everything being done correctly).

There are 7 buttons -

  • 2 Arrow buttons for navigating through the "Script" lines. A preview of the selected line is displayed on the HUD.
  • Behind the preview of the selected line to chat is a black background. This is the face to touch to chat the displayed line.
  • 3 buttons marked "WHISPER", "SAY" and "SHOUT". They are the volume selections. The volume selected will be for both "Script"ed chat and "Chat"ed chat.
  • A button marked "CHATTY". This is an on/off button for whether to chat the changes you make to the "Chat" NC. If using that option make sure "CHATTY" is selected (green).

Oh yeah and btw... When you first wear the HUD it will be facing away from you. Turn it around.

<lsl>// V1 //

key CHAT_id;

key SCRIPT_key;

integer line_count;

key SCRIPT_id;

key SCRIPT_L_id;

key NC_L_B_id;

key NC_L_F_id;

integer SCRIPT_L;

string NC_L;

integer volume;

integer chatty;

key owner;

vector green = <0.0,1.0,0.0>;

vector red = <1.0,0.0,0.0>;

Spew(string s) {

   if(!volume)
   llWhisper(0, ("/me \n\n" + s + "\n"));
   else if(volume == 1)
   llSay(0, ("/me \n\n" + s + "\n"));
   else if(volume == 2)
   llShout(0, ("/me \n\n" + s + "\n"));

}

Display(string s) {

   NC_L = s;
   llSetText(("LINE " + ((string)(line_count + 1)) + " of " + ((string)SCRIPT_L) + " -- " + llGetSubString(NC_L, 0, 59) + "..."), <1.0,1.0,1.0>, 1.0);

}

Backward() {

   if(line_count == 0)
   line_count = SCRIPT_L;
   NC_L_B_id = llGetNotecardLine("Script", (--line_count));

}

Forward() {

   if(line_count == (SCRIPT_L - 1))
   line_count = -1;
   NC_L_F_id = llGetNotecardLine("Script", (++line_count));

}

default {

   on_rez(integer param)
   {
       llResetScript();
   }
   state_entry()
   {
       owner = llGetOwner();
       llSetObjectName(llKey2Name(owner));
       llSetText("", ZERO_VECTOR, 0.0);
       volume = 1;
       llSetPrimitiveParams([PRIM_COLOR, 1, red, 1.0,
                             PRIM_COLOR, 3, red, 1.0,
                             PRIM_COLOR, 6, green, 1.0,
                             PRIM_COLOR, 5, red, 1.0]);
       SCRIPT_L_id = llGetNumberOfNotecardLines("Script");
   }
   dataserver(key q, string data)
   {
       if(q == CHAT_id)
       Spew(data);
       else if(q == SCRIPT_L_id)
       {
           SCRIPT_L = ((integer)data);
           line_count = 0;
           NC_L_F_id = llGetNotecardLine("Script", 0);
       }
       else if(q == NC_L_B_id)
       {
           if(data != "")
           Display(data);
           else
           Backward();
       }
       else if(q == NC_L_F_id)
       {
           if(data != "")
           Display(data);
           else
           Forward();
       }
   }
   changed(integer change)
   {
       if(change & CHANGED_INVENTORY)
       {
           if(chatty)
           CHAT_id = llGetNotecardLine("Chat", 0);
           else
           {
               key k = llGetInventoryKey("Script");
               if(k != SCRIPT_key)
               {
                   SCRIPT_key = k;
                   llSetText("", ZERO_VECTOR, 0.0);
                   SCRIPT_L_id = llGetNumberOfNotecardLines("Script");
               }
           }
       }
   }
   touch_start(integer nd)
   {
       integer link = llDetectedLinkNumber(0);
       integer face = llDetectedTouchFace(0);
       if(link == 1)
       {
           list params;
           if(face == 1)
           {
               chatty = (!chatty);
               if(chatty)
               params = [PRIM_COLOR, 1, green, 1.0];
               else
               params = [PRIM_COLOR, 1, red, 1.0];
           }
           else if(face == 3)
           {
               volume = 0;
               params = [PRIM_COLOR, 3, green, 1.0,
                         PRIM_COLOR, 6, red, 1.0,
                         PRIM_COLOR, 5, red, 1.0];
           }
           else if(face == 6)
           {
               volume = 1;
               params = [PRIM_COLOR, 6, green, 1.0,
                         PRIM_COLOR, 3, red, 1.0,
                         PRIM_COLOR, 5, red, 1.0];
           }
           else if(face == 5)
           {
               volume = 2;
               params = [PRIM_COLOR, 5, green, 1.0,
                         PRIM_COLOR, 3, red, 1.0,
                         PRIM_COLOR, 6, red, 1.0];
           }
           llSetPrimitiveParams(params);
       }
       else
       {
           if(face == 7)
           Backward();
           else if(face == 6)
           Forward();
           else if(face == 4)
           Spew(NC_L);
       }
   }

}</lsl>

Anti Spam Greeter ( V1 )

As the name suggests...This is a low spam greeter for use in medium to kinda high traffic areas. To use it place a plain prim in the entrance way of the area being visited. Drop this script onto it. The prim will turn transparent and a type of phantom called "VolumeDetect" which means avatars will pass through it. As they pass through it (even if just a foot dips into it) the script will issue various messages depending on the settings. It can also be used to give a folder of stuff (if wanted) to the visitor. Just add the stuff (LM's, NC's, Freebies etc.) to the prim contents. You can change the contents at any time without needing to do anything to the script (unless you want the messages to change too).

<lsl>// V1 //

// Edit the strings below to set up the messaging.

string personalize = "Welcome to to my shop"; // If empty ( "" ) no personalisation will be used. // If not empty the personalization will prepend the first name of the visitor and the whole will prepend... // ..."IM" and/or "DM" if used. E.g. "Welcome to to my shop Fred." would be chatted to me prepending the IM. // If used, this messages byte count will be added to those of "IM" and "DM".

string IM = "This text will be instant messaged to the visitor."; // If empty ( "" ) no IM will be sent. // This MUST be limited to less than 1024 bytes ( around 300 characters ). // If used, this messages byte count will be added to those of "personalize".

string DM = "This text will appear on the dialog ( blue dropdown with buttons )."; // If empty ( "" ) no Dialog will be sent ( unless there are gifts ). // This MUST be limited to less than 512 bytes ( around 150 characters ). // If used, this messages byte count will be added to those of "personalize".

string GM = "\nSince you're here I wonder if you would like a gift?"; // If there are gifts in the contents... // ...this will append "DM" ( it can be empty ( "" )). If used this will add to the byte count of "DM".

string folder_name = "Folder of Joy!"; // This will be the name of the folder if a gift pack is given.

string notification = "has entered your shop."; // This message with the full name of the visitor prepended will be IMed to you if it is not empty ( "" ).

////////////////////////////////////////////////////////////////////////////////////////////// //////YOU KNOW THE DRILL...DON'T EDIT ANYTHING BELOW UNLESS YOU KNOW WHAT YOU'RE DOING./////// //////////////////////////////////////////////////////////////////////////////////////////////

key owner;

list visitors;

list DB = ["OK"];

list lises;

list inventory;

integer gifts;

integer lis;

integer DC;

RemoveListens(key k) {

   if(k != NULL_KEY)
   {
       integer index = llListFindList(lises, [k]);
       if(index != -1)
       {
           llListenRemove(llList2Integer(lises, (index + 1)));
           lises = llDeleteSubList(lises, index, (index + 1));
       }
   }
   else
   {
       llListenRemove(llList2Integer(lises, 1));
       lises = llDeleteSubList(lises, 0, 1);
   }
   if(!llGetListLength(lises))
   {
       llSetTimerEvent(0.0);
       DC = (llRound(llFrand(-91746382)) - 10000);
   }

}

default {

   state_entry()
   {
       owner = llGetOwner();
       llVolumeDetect(TRUE);
       llSetAlpha(0.0, -1);
       DC = (llRound(llFrand(-91746382)) - 10000);
       integer NOI = llGetInventoryNumber(INVENTORY_ALL);
       if(NOI > 1)
       {
           gifts = TRUE;
           DB = ["Gift Pack", "No Thanks"];
           DM += ("\n" + GM);
           string me = llGetScriptName();
           integer count;
           string name;
           do
           {
               name = llGetInventoryName(INVENTORY_ALL, count);
               if(name != me)
               inventory += [name];
           }
           while((++count) < NOI);
       }
   }
   changed(integer change)
   {
       if(change & (CHANGED_INVENTORY | CHANGED_OWNER))
       llResetScript();
   }
   collision_start(integer nd)
   {
       if(llGetListLength(lises) <= 120)
       {
           integer count;
           do
           {
               key id = llDetectedKey(count);
               string name = llDetectedName(count);
               if(llListFindList(visitors, [id]) == -1)
               {
                   string PM = "";
                   if(personalize != "")
                   PM = ("\n" + personalize + " " + llGetSubString(name, 0, (llSubStringIndex(name, " ") - 1)) + ".\n");
                   if(llGetListLength(visitors) > 200)
                   visitors = llDeleteSubList(visitors, 0, 50);
                   visitors += [id];
                   if(DM != "")
                   {
                       if(gifts)
                       {
                           llSetTimerEvent(60.0);
                           lis = llListen((++DC), name, id, "");
                           lises += [id, lis];
                       }
                       llDialog(id, (PM + DM), DB, DC);
                   }
                   if(IM != "")
                   llInstantMessage(id, (PM + IM));
                   if(notification != "")
                   llInstantMessage(owner, (name + " " + notification));
               }
           }
           while((++count) < nd);
       }
   }
   listen(integer chan, string name, key id, string msg)
   {
       if(msg == "Gift Pack")
       llGiveInventoryList(id, folder_name, inventory);
       RemoveListens(id);
   }
   timer()
   {
       RemoveListens(NULL_KEY);
   }

}</lsl>

Floating Text LEFT/RIGHT Alignment ( V1 )

This script can turn a list of individual lines of text into a left or right aligned floating text display

<lsl>// V1 //

// SetTextAlign // Begin //

// Thank you to Silicon Plunkett for the "samples" the script uses to measure the width of the strings. // He made a great effort to work these values out and I would have been at a massive disadvantage without them. // This may never have existed.

string SetTextAlign(integer A, integer D, list S) {

   list samples = [" ", "![]{}|:;'.,ijlIJ", "\/<>`()rtf", "*#\"yszxcvETYLZ", "_?upahkbnRPAFKCV", "~$^+qeodgmDB", "w=QUOSGHXN", "%WM", "@"];
   list result = [];
   string separate = "";
   if(A)
   {
       list scores = [];
       list scores_max = [];
       string line = "";
       string sample = "";
       string letter = "";
       string spaces = "";
       string to_pad = "";
       float score = 0.0;
       float max_score = 0.0;
       float next = 0.0;
       integer length = 0;
       integer s_length = 0;
       integer count = 0;
       integer count_a = 0;
       integer count_b = 0;
       integer count_c = 0;
       integer ssi = 0;
       integer padem = 0;
       integer space_count = 0;
       separate = "\n";
       length = llGetListLength(S);
       do
       {
           line = llList2String(S, count);
           s_length = llStringLength(line);
           count_a = 0;
           score = 0.0;
           do
           {
               letter = llGetSubString(line, count_a, count_a);
               count_b = 0;
               do
               {
                   count_c = 0;
                   do
                   {
                       sample = llList2String(samples, count_c);
                       ssi = llSubStringIndex(sample, letter);
                       if(ssi != -1)
                       {
                           if(count_c == 0)
                           score += 1.0;
                           else if(count_c == 1)
                           score += 1.5;
                           else if(count_c == 2)
                           score += 2.0;
                           else if(count_c == 3)
                           score += 2.5;
                           else if(count_c == 4)   // Thanx to some advice from a veritable genius ( Xzaviar Qarnac ) -
                           score += 3.0;           // - I have realised something very important about loops.
                           else if(count_c == 5)   // Since this realization I have cut out alot of potential drag.
                           score += 3.5;           // Thank you Xzaviar.
                           else if(count_c == 6)
                           score += 4.0;
                           else if(count_c == 7)
                           score += 4.5;
                           else
                           score += 5.0;
                           count_c = 9;    // This line is what I realized was needed.
                       }
                   }
                   while((++count_c) < 9);
               }
               while((++count_b) < 1);
           }
           while((++count_a) < s_length);
           scores += [score];
       }
       while((++count) < length);
       scores_max = llListSort(scores, 1, FALSE);
       max_score = llList2Float(scores_max, padem);
       scores_max = [];
       do
       {
           next = llList2Float(scores, padem);
           spaces = "";
           space_count = 0;
           do
           {
               spaces += " ";
           }
           while((((float)(++space_count)) + next) < max_score);
           to_pad = llList2String(S, padem);
           if(D)
           result += [(to_pad + spaces)];
           else
           result += [(spaces + to_pad)];
       }
       while((++padem) < length);
       scores = [];
   }
   else
   result = S;
   return llDumpList2String(result, separate);

}

// SetTetAlign // End //

default {

   state_entry()
   {
       float alpha = 1.0;
       vector color = <0.0,1.0,1.0>; // Turquoise!

// The text to display must be fed to the function as a list of strings each being one line (as below).

       list source = ["Hello there, Avatar!", "My script can align your text to the left or right.", "Touch me for a copy of it."];

       llSetText(SetTextAlign(TRUE, TRUE, source), color, alpha);

// SetTextAlign(Align (TRUE or FALSE), Direction (TRUE = left : FALSE = right), source).

   }
   touch_start(integer nd)
   {
       integer countnd = 0;
       do
       {
           key toucher = llDetectedKey(countnd);
           llGiveInventory(toucher, llGetScriptName()); // FREE!!! Enjoy.
       }
       while((++countnd) < nd);
   }

}</lsl>

Very Simple Dialog Menu Inventory Giver ( V1 )

Too tired to do better right now. I am very hungry too.

<lsl>// V1 //

// There are some limits to the use of this script:

// 1) No more than 12 objects can be placed into inventory. The menu (dialog) will break with more.

// 2) The names of the inventory objects MUST NOT be empty ( "" ) or longer (in bytes) than 24.

// c) It will only service one agent at a time.

string menu_msg = "\nChoose your item."; // Message to be displayed on the dialog menu // The dialog MUST have a message.

list inv_objects; // Used to store the list of inventory object names.

integer noobii; // Used to store the Number Of OBjects In Inventory.

integer lis; // Used to store the value of the listen open so it can be closed.

integer channel; // Used to store the value of channel.

integer busy; // Used as a boolean (TRUE/FALSE) to store whether the script is busy.

default // Create a state for the code to run in. {

   on_rez(integer param) // Triggered on rezzing the object containing this script.
   {
       llResetScript(); // Clear all memory and reset all variable.
   }
   changed(integer change) // Triggered by a multitude of changes.
   {
       if(change & (CHANGED_OWNER | CHANGED_INVENTORY)) // Check what has changed.
       llResetScript(); // Clear all memory and reset all variable.
   }
   state_entry() // Triggered on entering the state. This happens after restting the script.
   {
       noobii = llGetInventoryNumber(INVENTORY_OBJECT); // Establish the number of inventory objects.
       if(noobii) // If there are some...
       {
           integer count; // Create a local counter.
           do // Used a the point to loop from if a loop is required.
           inv_objects += [llGetInventoryName(INVENTORY_OBJECT, count)];
           // Store the name of the inventory object at index "count".
           while((++count) < noobii); // Increment the counter and check if it is less than noobii.
           // While count is less than noobii go back to "do" for another loop.
       }
       channel = (llRound(llFrand(-10000000)) - 100000);
       // Establish a random negative channel for the menu communiction
   }
   touch_start(integer nd) // Triggered when the object containing this script is touched.
   {
       if(noobii && (!busy)) // If not busy and whilst there are objects to give...
       {
           busy = TRUE; // Now we are busy.
           key agent = llDetectedKey(0); // local storage of the UUID of the agent who touched us.
           llListenRemove(lis); // Clear any open listen.
           llSetTimerEvent(30.0); // Set a timer for 30 seconds.
           lis = llListen(channel, llDetectedName(0), agent, ""); // Open a listen for the agent on channel.
           llDialog(agent, menu_msg, inv_objects, channel); // Send the agent a menu (dialog)...
           // ...with the buttons marked with the names of the inventory objects.
       }
   }
   listen(integer chan, string name, key id, string msg) // Triggered when the script hears something that...
   { // ...matches the parameters of any listen open in this script.
       if(llListFindList(inv_objects, [msg]) != -1) // Check if we heard one of the names of an inventory object.
       {
           llSetTimerEvent(0.0); // Stop the timer.
           llListenRemove(lis); // Close the listen.
           llGiveInventory(id, msg); // Give the object to the agent.
           busy = FALSE; // Now we are not busy.
       }
   }
   timer() // Triggered if a timer has been set running.
   {
       llSetTimerEvent(0.0); // Stop the timer.
       llListenRemove(lis); // Close the listen (This is why the timer is in place).
       busy = FALSE; // Now we are not busy.
   }

}</lsl>

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