User:Toady Nakamura/Give Anything

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There's five scripts on this page; three simple and one more complicated.

The top scripts are to be used if you only have *one* thing to give away. Use the bottom script if you have more than one thing to give away, even if they are of different types!

Place what you wish to give in the prim, and then select the appropriate script to give it!

Note: All givers will fail if you do not have permissions to give away the items.

Give Landmark

default 
{ 
    touch_start(integer total_number) 
    {         
        llGiveInventory(llDetectedKey(0), llGetInventoryName(INVENTORY_LANDMARK, 0)); 
    } 
}

Give Object

default 
{ 
    touch_start(integer total_number) 
    {         
        llGiveInventory(llDetectedKey(0), llGetInventoryName(INVENTORY_OBJECT, 0)); 
    } 
}

Give Notecard

default 
{ 
    touch_start(integer total_number) 
    {         
        llGiveInventory(llDetectedKey(0), llGetInventoryName(INVENTORY_NOTECARD, 0)); 
    } 
}

More than one type of thing?

This script hands all notecards and textures in a prim to anyone touching it - neatly packed in one folder, but it won't give away the script itself! Thanks to Foolish Frost for the initial version of this script!

vector fcolor = < 1.0,1.0,1.0 >; // color for floating text
string ftext = "Put your Floating Message Here";
string foldername = "Put the name of the Folder they will get Here.";

list content= [];  // make empty list to hold data

default
{
    state_entry()
    {   
        llSetText(ftext, fcolor, 1.0);

        // counts up and adds to content every landmark found 

        integer c = llGetInventoryNumber(INVENTORY_LANDMARK);
        integer i = 0;
        for (i = 0; i < c; i = i + 1)  // can also be written ... for (; i < c; ++i)
        {
            content += llGetInventoryName(INVENTORY_LANDMARK, i);
        }

        // counts up and adds to content every notecard found 

        integer d = llGetInventoryNumber(INVENTORY_NOTECARD);
        integer n = 0;
        for (n = 0; n < d; n = n + 1) // can also be written ... for (; n < d; ++n)
        {
            content += llGetInventoryName(INVENTORY_NOTECARD, n);
        }
        
        // counts up and adds to content every object found 

        integer bob = llGetInventoryNumber(INVENTORY_OBJECT);
        integer numma = 0;
        for (numma = 0; numma < bob; numma = numma + 1)// can also be written ...for (; numma < bob; ++numma)
        {
            content += llGetInventoryName(INVENTORY_OBJECT, numma);
        }
    }

    touch_start(integer total_number)
    {
        llGiveInventoryList(llDetectedKey(0), foldername, content);  // gives the contents to toucher
        llOwnerSay(llDetectedName(0) + "  got supplies."); // tells Owner toucher got stuff
    }
}

Another No-script Giver

This is a slightly "fancier" scripting way to give all but not the script. It also checks that the giver has permissions to give away the object. From a gift box from Yadni Monde that I got in 2009.

list inventory = [];
default 
{ 
    state_entry() 
    {
        integer i;
        for ( i = 0; i < llGetInventoryNumber(INVENTORY_ALL); i++) 
        {
            string item = llGetInventoryName(INVENTORY_ALL, i);
            if (llGetInventoryPermMask(item, MASK_OWNER) & PERM_COPY) 
            {
                inventory += [item];  // this adds all the giveable objects
            }
        }
        integer index =  llListFindList(inventory, [llGetScriptName()]); 
        inventory = llDeleteSubList(inventory, index, index); // this removes the script !!
    }

    touch_start(integer total_number)  
    { 
        llGiveInventoryList(llDetectedKey(0), llGetObjectName(), inventory); 
    } 
}

Visit my LSL wiki page for my library of simple scripts ! Toady Nakamura