Difference between revisions of "MLPV2 Give Item Add-on"
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<lsl> | <lsl> | ||
// | // Add-on by Chaz Longstff for MLPV2 by Lear Cale. June 2008. | ||
//Function: gives object to someone on an MLPV2 ball | // Function: gives object to someone on an MLPV2 ball | ||
//MLP button: LINKMSG MyButtonName | 1,-4,987789,NamesOfObjectToOffer##MsgToPerson | // MLP button: LINKMSG MyButtonName | 1,-4,987789,NamesOfObjectToOffer##MsgToPerson | ||
// In a menu card, format a menu button like this, for example: | |||
// LINKMSG TieMeUp | 1,-4,987789,Cuff1#Cuff2#Cuff3#Cuff4##Wear these four cuffs. | |||
// In this example, TieMeUp is the button name | |||
// 1 means whether to make the MLPV2 menu go away or not. | |||
// Generally set it to 1 as per the example, as otherwise the user | |||
// might not see the accept prompt for the inventory being given. | |||
// -4 is the value of LINK_THIS, meaning, send this message to this prim only. | |||
// (Use -1 if the ~give script is in a different prim.) | |||
// 987789 -- don't change this, this is the link message number | |||
// Cuff1#Cuff2#Cuff3#Cuff4##Wear these four cuffs. | |||
// The items separated by # are the items to give, | |||
// followed by a message to be instant messaged to the recipient | |||
// of the object. It's good to include a msg, so that they don't think | |||
// it's a griefer trying to hand them something. Notice that the list | |||
// of objects to give and the accompanying msg, are separated by ## | |||
default{ | default{ | ||
link_message(integer from, integer num, string str, key id) { | link_message(integer from, integer num, string str, key id) { | ||
if (num == 987789) { | if (num == 987789) { | ||
list TempList = llParseStringKeepNulls(str,["##"],[]); | list TempList = llParseStringKeepNulls(str,["##"],[]); | ||
message = llStringTrim(llList2String(TempList, 1),STRING_TRIM); | string message = llStringTrim(llList2String(TempList, 1),STRING_TRIM); | ||
string Objects = llStringTrim(llList2String(TempList, 0),STRING_TRIM); | string Objects = llStringTrim(llList2String(TempList, 0),STRING_TRIM); | ||
list ObjectsToGive = llParseStringKeepNulls(Objects,["#"],[]); | list ObjectsToGive = llParseStringKeepNulls(Objects,["#"],[]); | ||
integer GiveLength = llGetListLength(ObjectsToGive); | integer GiveLength = llGetListLength(ObjectsToGive); | ||
if (GiveLength != 0) { | |||
if (message != "") { | |||
llInstantMessage(id,message + " " + llList2CSV(ObjectsToGive)); | llInstantMessage(id,message + " " + llList2CSV(ObjectsToGive)); | ||
} | |||
integer x; | |||
ObjectToGive = llStringTrim(llList2String(ObjectsToGive, x),STRING_TRIM); | for (x = 0; x < GiveLength; x++) { | ||
string ObjectToGive = llStringTrim(llList2String(ObjectsToGive, x),STRING_TRIM); | |||
if ( ( llGetInventoryType(ObjectToGive) != INVENTORY_NONE) | |||
&& ( llGetInventoryPermMask(ObjectToGive, MASK_NEXT) & PERM_COPY) ) { | |||
llGiveInventory(id,ObjectToGive); | |||
} | |||
}//end of for | }//end of for | ||
}//end of checking GiveLength | }//end of checking GiveLength | ||
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} //end link_message event | } //end link_message event | ||
} //end default state | } //end default state | ||
</lsl> | </lsl> |
Revision as of 06:20, 25 March 2011
- Back to MLPV2_Addons
Add on tool for MLPV2 that puts a button on the MLPV2 menu that, when clicked, gives a user an object (or multiple objects) that you wish them to use with an animation.
By Chaz Longstaff, June 2008.
Example:
LINKMSG TieMeUp | 1,-4,987789,Cuff1#Cuff2#Cuff3#Cuff4##Wear these four cuffs.
Steps to use:
- Copy and paste everything below the double-line on this page into a script called, for the sake of argument, "~give" (the script name is actually irrelevant; you may call it kumquat if you wish;)
- Drop the script into the prim where you have the rest of the MLPV2 scripts;
- Add the object that you wish to give out. Usually, it is either a prim object, or clothing. Note that this object to be given out needs to have both copy and transfer permissions set on it;
- Add to the menu in an MLPV2 menu notecard the following line:
LINKMSG MyButtonName | 1,-4,987789,NamesOfObjectToOffer##MsgToPerson
In the above line, there are three elements for you to customize as appropriate:
- MyButtonName -- the wording that you want to appear for the button on the blue menu
- NamesOfObjectToOffer -- the name(s) (case and spacing sensitive) of the object(s) you are offering. If you are offering more than one, separate them with a hache (aka number, aka pound) sign # . Example: Item01#Item02#Item03 . If you are not offering more than one, don't worry about the # separator here.
- MsgToPerson -- A message to be instant messaged to the person being offered the item, so they know what it is for, and don't think it's a random spammer or griefer passing by, etc.
Note that NamesOfObjectToOffer and MsgToPerson are separated by a ## separator (two hache symbols.)
What you don't need to change in the above sample line:
- 1 -- makes it so the MLPV2 menu doesn't reappear, so the user can see the accept-object menu
- -4 -- the value of LINK_THIS, meaning, send this message to this prim only. (Use -2 if the ~give script is in a different prim.)
- 987789 -- This is the number the ~give script looks for to detect a message to it.
<lsl>
// Add-on by Chaz Longstff for MLPV2 by Lear Cale. June 2008.
// Function: gives object to someone on an MLPV2 ball
// MLP button: LINKMSG MyButtonName | 1,-4,987789,NamesOfObjectToOffer##MsgToPerson
// In a menu card, format a menu button like this, for example: // LINKMSG TieMeUp | 1,-4,987789,Cuff1#Cuff2#Cuff3#Cuff4##Wear these four cuffs. // In this example, TieMeUp is the button name // 1 means whether to make the MLPV2 menu go away or not. // Generally set it to 1 as per the example, as otherwise the user // might not see the accept prompt for the inventory being given. // -4 is the value of LINK_THIS, meaning, send this message to this prim only. // (Use -1 if the ~give script is in a different prim.) // 987789 -- don't change this, this is the link message number // Cuff1#Cuff2#Cuff3#Cuff4##Wear these four cuffs. // The items separated by # are the items to give, // followed by a message to be instant messaged to the recipient // of the object. It's good to include a msg, so that they don't think // it's a griefer trying to hand them something. Notice that the list // of objects to give and the accompanying msg, are separated by ##
default{
link_message(integer from, integer num, string str, key id) { if (num == 987789) { list TempList = llParseStringKeepNulls(str,["##"],[]); string message = llStringTrim(llList2String(TempList, 1),STRING_TRIM); string Objects = llStringTrim(llList2String(TempList, 0),STRING_TRIM); list ObjectsToGive = llParseStringKeepNulls(Objects,["#"],[]); integer GiveLength = llGetListLength(ObjectsToGive); if (GiveLength != 0) { if (message != "") { llInstantMessage(id,message + " " + llList2CSV(ObjectsToGive)); } integer x; for (x = 0; x < GiveLength; x++) { string ObjectToGive = llStringTrim(llList2String(ObjectsToGive, x),STRING_TRIM); if ( ( llGetInventoryType(ObjectToGive) != INVENTORY_NONE) && ( llGetInventoryPermMask(ObjectToGive, MASK_NEXT) & PERM_COPY) ) { llGiveInventory(id,ObjectToGive); } }//end of for }//end of checking GiveLength } //end of if check for the right channel } //end link_message event
} //end default state </lsl>