Difference between revisions of "Give random object"

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== Yes, the random object giver ==
== Yes, the random object giver ==


Place this in an object with a big inventory (well, doesn't have to have LOTS in it) and touch to recieve any ole random object.
Place this in an object with a big inventory (well, doesn't have to have LOTS in it) and touch to receive a random object.


<lsl>//Emmas Seetan
<lsl>
//21 September, 16:46
//Emmas Seetan
 
default
default
{
{
    touch_start(integer total_number)
    touch_start(integer num_detected)
    {
    {
        float totalobjects = llGetInventoryNumber(INVENTORY_OBJECT); //number of objects
    //  the key of the avatar touching
        totalobjects = llFrand(totalobjects); //Total objects
        key id = llDetectedKey(0);
        llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_OBJECT, (integer)totalobjects)); //Give any random  object out of the total
 
    }
        integer randomIndex = llGetInventoryNumber(INVENTORY_OBJECT);
}</lsl>
    // random >> [0.0, max)
        randomIndex = (integer)llFrand(randomIndex);
 
        string itemName = llGetInventoryName(INVENTORY_OBJECT, randomIndex);
 
        llGiveInventory(id, itemName);
    }
}
</lsl>

Revision as of 11:25, 18 October 2012

Yes, the random object giver

Place this in an object with a big inventory (well, doesn't have to have LOTS in it) and touch to receive a random object.

<lsl> //Emmas Seetan

default {

   touch_start(integer num_detected)
   {
   //  the key of the avatar touching
       key id = llDetectedKey(0);
       integer randomIndex = llGetInventoryNumber(INVENTORY_OBJECT);
   //  random >> [0.0, max)
       randomIndex = (integer)llFrand(randomIndex);
       string itemName = llGetInventoryName(INVENTORY_OBJECT, randomIndex);
       llGiveInventory(id, itemName);
   }

} </lsl>