Difference between revisions of "Unpacker On Rez (NewAge)"

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m (some minor improvements)
Line 4: Line 4:


<lsl>
<lsl>
/////////////////////////////////
// NewAge Auto Unpacker Script
// NewAge Auto Unpacker Script
// By Asia Snowfall
// By Asia Snowfall
// Version 1.1
string nameOfFolderToBeCreated;
/////////////////////////////////
string messageToSendUponRez;
// V1.1
integer addThisScriptToFolder;
// ------
integer typeOfInventoryItemsToBeSent;
// (Fixed) No Inventory Bug - Will no longer script error if there are no items to send, it will just show as a fail to the user
integer killAfterCompletion;
/////////////////////////////////
// V1.0
// ------
// (Initial Release)
/////////////////////////////////
// Configure;
string Folder_Name = "New Folder"; // This will be the name of the folder sent to the user
string Show_Name_Of_Folder_On_Completion = "Yes"; // Change to No to not show the folder name when sent
string Show_Name_Message_On_Completion = "Folder will be named <folder>"; // If you have sent Show_Name_Of_Folder_On_Completion to Yes, change this message to however you want, Where you place the tag <folder> is where it will show folder name


string Hover_Text = "Click Me To Unpack Me"; // This text will show above the object to let the user know to click the object
init()
   
{
string Message_On_Rez = "Sending your package now..."; // Message sent when object is rezzed
//  do not use an empty string
   
    nameOfFolderToBeCreated = llGetObjectName();
string Message_On_Sent_Completion = "Your package has been sent to you"; // Message sent when sending is complete
 
   
//  leave empty to not send a message upon rez
string Send_This_Script_To_Package_Owner = "No"; // Change to yes if you want this script to be sent to the user within the package folder
    messageToSendUponRez = "";
 
string Delete_On_Completion = "Yes"; // Change to no if you don't want the object to delete itself after package is sent
//  use INVENTORY_ALL to not apply a filter
    typeOfInventoryItemsToBeSent = INVENTORY_ALL;
 
    addThisScriptToFolder = FALSE;


string Message_On_Fail_No_Items_To_Send = "Sending Failing, No items to send"; // Will only show if there are no items to send
     killAfterCompletion = TRUE;
/////////////////////////////////
integer INVENTORY_TYPE = INVENTORY_ALL;
integer FAIL = FALSE;
/////////////////////////////////
key llGetObjectOwner()
{
     list details = llGetObjectDetails(llGetKey(), [OBJECT_OWNER]);
    return (key)llList2CSV(details);
}
}
 
llSendInventory(key id, integer inventory_type)
try_to_send_items(key inputKey, integer inputType)
{
{
     integer i = 0;
     integer numberOfItems = llGetInventoryNumber(inputType);
     integer items = llGetInventoryNumber(inventory_type);
 
     list to_send;
     string thisScript = llGetScriptName();
     string name;
    string itemName;
     list listOfItemsToSend;
 
     integer i;
     do
     do
     {
     {
         name = llGetInventoryName(inventory_type, i);
         itemName = llGetInventoryName(inputType, i);
         if(llStringLength(name) > 0)
 
         if(itemName != "")
         {
         {
             if(name == llGetScriptName() && llToLower(Send_This_Script_To_Package_Owner) == "yes")
             if(addThisScriptToFolder && itemName == thisScript)
            {
                 listOfItemsToSend += [itemName];
                 to_send += name;
 
            }
             else if(itemName != thisScript)
             else if(name != llGetScriptName())
                 listOfItemsToSend += [itemName];
            {
                 to_send += name;
            }
         }
         }
     }while(i++<items);
     }
     if(llGetListLength(to_send) > 0)
    while(++i < numberOfItems);
 
//  change to number of items in list now
    numberOfItems = llGetListLength(listOfItemsToSend);
 
     if(numberOfItems)
     {
     {
        FAIL = FALSE;
         llGiveInventoryList(inputKey, nameOfCreatedFolder, listOfItemsToSend);
         llGiveInventoryList(llGetObjectOwner(), Folder_Name, to_send);
         llInstantMessage(inputKey,
         llInstantMessage(llGetObjectOwner(), Message_On_Sent_Completion);
                    "/me [" + thisScript + "]: Items have been sent into a folder named '"
                    + nameOfFolderToBeCreated + "' within your inventory.");
     }
     }
     else
     else
    {
         llInstantMessage(inputKey,
        FAIL = TRUE;
            "/me [" + thisScript + "]: Could not find inventory items to send!");
         llInstantMessage(llGetObjectOwner(), Message_On_Fail_No_Items_To_Send);
    }
}
}
 
default
default
{
{
     on_rez(integer x)
     on_rez(integer start_param)
     {
     {
         llInstantMessage(llGetObjectOwner(), Message_On_Rez);
         key owner = llGetOwner();
        llSendInventory(llGetObjectOwner(), INVENTORY_TYPE);
 
         if(llToLower(Show_Name_Of_Folder_On_Completion) == "yes" && FAIL == FALSE)
         if (messageToSendUponRez != "")
        {
             llInstantMessage(owner, messageToSendUponRez);
             integer index = llSubStringIndex(Show_Name_Message_On_Completion, "<folder>");
 
            string message;
        try_to_send_items(owner, typeOfInventoryItemsToBeSent);
            if(index != -1)
 
            {
         if (killAfterCompletion)
                message = llDeleteSubString(Show_Name_Message_On_Completion, index, index + llStringLength(Show_Name_Message_On_Completion)-1);
                message += Folder_Name;
            }
            else
            {
                message = Show_Name_Message_On_Completion;
            }
            llInstantMessage(llGetObjectOwner(), message);
        }
         if(llToLower(Delete_On_Completion) == "yes")
        {
             llDie();
             llDie();
        }
     }
     }
}
}
</lsl>
</lsl>

Revision as of 11:14, 18 October 2012

NewAge Auto Unpacker v1.1

Just copy and paste this script into your object that will contain your product and configure the few lines in // Configure; section

<lsl> // NewAge Auto Unpacker Script // By Asia Snowfall string nameOfFolderToBeCreated; string messageToSendUponRez; integer addThisScriptToFolder; integer typeOfInventoryItemsToBeSent; integer killAfterCompletion;

init() { // do not use an empty string

   nameOfFolderToBeCreated = llGetObjectName();

// leave empty to not send a message upon rez

   messageToSendUponRez = "";

// use INVENTORY_ALL to not apply a filter

   typeOfInventoryItemsToBeSent = INVENTORY_ALL;
   addThisScriptToFolder = FALSE;
   killAfterCompletion = TRUE;

}

try_to_send_items(key inputKey, integer inputType) {

   integer numberOfItems = llGetInventoryNumber(inputType);
   string thisScript = llGetScriptName();
   string itemName;
   list listOfItemsToSend;
   integer i;
   do
   {
       itemName = llGetInventoryName(inputType, i);
       if(itemName != "")
       {
           if(addThisScriptToFolder && itemName == thisScript)
               listOfItemsToSend += [itemName];
           else if(itemName != thisScript)
               listOfItemsToSend += [itemName];
       }
   }
   while(++i < numberOfItems);

// change to number of items in list now

   numberOfItems = llGetListLength(listOfItemsToSend);
   if(numberOfItems)
   {
       llGiveInventoryList(inputKey, nameOfCreatedFolder, listOfItemsToSend);
       llInstantMessage(inputKey,
                   "/me [" + thisScript + "]: Items have been sent into a folder named '"
                   + nameOfFolderToBeCreated + "' within your inventory.");
   }
   else
       llInstantMessage(inputKey,
           "/me [" + thisScript + "]: Could not find inventory items to send!");

}

default {

   on_rez(integer start_param)
   {
       key owner = llGetOwner();
       if (messageToSendUponRez != "")
           llInstantMessage(owner, messageToSendUponRez);
       try_to_send_items(owner, typeOfInventoryItemsToBeSent);
       if (killAfterCompletion)
           llDie();
   }

} </lsl>