Difference between revisions of "MLPV2 Menu Maker Helper"
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//[05:58] POSE Sex1 B|Sex1 B|Sex1 T | //[05:58] POSE Sex1 B|Sex1 B|Sex1 T | ||
//[05:58] POSE Sex1Brut B|Sex1Brut B|Sex1Brut T | //[05:58] POSE Sex1Brut B|Sex1Brut B|Sex1Brut T | ||
//[05:58] POSE Sex1BrutFast | //[05:58] POSE Sex1BrutFast B|Sex1BrutFast B|Sex1BrutFast T | ||
//[05:58] POSE Sex1Fast B|Sex1Fast B|Sex1Fast T | //[05:58] POSE Sex1Fast B|Sex1Fast B|Sex1Fast T | ||
//[05:58] POSE SexLickTit B|SexLickTit B|SexLickTit T | //[05:58] POSE SexLickTit B|SexLickTit B|SexLickTit T |
Revision as of 06:11, 16 November 2013
<lsl> //won't make your MLP menu for you completely but will save you some typing time by giving you an outline of your menu based on a set of animations //drop in a box of animations that are paired by name logically so that they will appear in alpha order in an inventory list. //it will make an MLP menu giving POSE name to first animation in the set of two //you may need to re-order M and F anims in the pose line depending on your style of creating MLP menu lines //to use, copy this into a script, save, add script to a box which holds the animations you want to use, then click the box to run the script. //Chaz Longstaff November 2013 // //Sample of what this can produce for you //[05:58] POSE Cuddle 1 B|Cuddle 1 B|Cuddle 1 T //[05:58] POSE Kiss His Neck B|Kiss His Neck B|Kiss His Neck T //[05:58] POSE Relax Hug1 B|Relax Hug1 B|Relax Hug1 T //[05:58] POSE Sex Neck Kiss 01 B|Sex Neck Kiss 01 B|Sex Neck Kiss 01 T //[05:58] POSE Sex1 B|Sex1 B|Sex1 T //[05:58] POSE Sex1Brut B|Sex1Brut B|Sex1Brut T //[05:58] POSE Sex1BrutFast B|Sex1BrutFast B|Sex1BrutFast T //[05:58] POSE Sex1Fast B|Sex1Fast B|Sex1Fast T //[05:58] POSE SexLickTit B|SexLickTit B|SexLickTit T
mySay(string objectName, string msg) {
string name = llGetObjectName(); llSetObjectName(objectName); llSay(0, "/me " + msg); llSetObjectName(name);
}
list printObjectList(integer type) {
list result = []; integer n = llGetInventoryNumber(INVENTORY_ANIMATION); integer i = 0; integer count = 1; string myitem; string myitem1; string myitem2; integer type; mySay("", "__________________________________________"); while(i < n) { string itemName = llGetInventoryName(INVENTORY_ANIMATION, i); type = llGetInventoryType(itemName); if (type == INVENTORY_ANIMATION) { string myitem = llGetInventoryName(type, i); if (count == 1) { myitem1 = myitem; // llSay(0, (string)count + " " + myitem1); } else myitem2 = myitem; if (count == 2) { // llSay(0, (string)count + " " + myitem2); mySay("","POSE " + myitem1 + "|" + myitem1 + "|" + myitem2 ); count = 1; myitem = ""; myitem1 = ""; myitem2 = ""; } else { count = count + 1; }
}
++i; } mySay("", "__________________________________________"); return result;
}
//__________________________
default
{
on_rez(integer start_param) { llResetScript(); } state_entry() {
} changed(integer change) { if (change & CHANGED_INVENTORY) { llResetScript(); } } touch_start(integer total_number) { string tmp = "all"; integer type;
type = INVENTORY_ALL; printObjectList(type);
}
}
</lsl>