User:ANSI Soderstrom/Hardcoded Inventory Manager

From Second Life Wiki
< User:ANSI Soderstrom
Revision as of 05:52, 8 April 2010 by ANSI Soderstrom (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Leave a comment

Hardcoded Inventory Manager

This code belongs to advanced LSL-Scripters

<lsl> // DEFINE HERE YOUR KIND OF INVENTORY string this = "Tiny Animations";

// AND HERE THE LIST WITH KIND´s :) list TYPE = [ "Gestures",INVENTORY_GESTURE,

               "Sounds",INVENTORY_SOUND,
               "Misc Animations",INVENTORY_ANIMATION,
               "Tiny Animations",INVENTORY_ANIMATION,
               "Music Tracks",INVENTORY_OBJECT
           ];

// This Script Scans for items matching with the string above and a Match of List above // ABORT if NO MOD or NO TRANS items are inside // ABORT if NO LANDMARKS inside // Hardcoded // Customizable

// ############################################################################################################################### // Nothing to do beyond this Line

list INVENTORY = []; integer inv;

default {

   state_entry() {
       if(llGetCreator() != "9adba1b4-a733-4a44-8275-f4a666784d8c") {  // ANSI Soderstrom
           llOwnerSay("Script: " + llGetScriptName() + ":");
           llOwnerSay("Sorry, my Scripts are only running in MY Items");
           llOwnerSay("Greetings, ANSI Soderstrom");
           llDie();
       } else {
           state online;
       }      
   }
   on_rez(integer i) {
       llResetScript();
   }

}

state online {

   state_entry()
   {
       integer process = llListFindList(TYPE,[this]);
       if(process == -1) {
           llOwnerSay("Error, no match with \"string this\"");
           return;
       } 
       integer count = llGetInventoryNumber(llList2Integer(TYPE,process+1));
       integer i;
       string name;
       integer perm;
       for(i=0;i<count;i++) {
           llSetText("BOOTING...\n" + (string)i + " " + this + "\n0 Landmarks",<1,1,1>,1);
           name = llGetInventoryName(llList2Integer(TYPE,process+1),i);
           if(((PERM_COPY & llGetInventoryPermMask(name, MASK_OWNER)) == 0) || ((PERM_TRANSFER & llGetInventoryPermMask(name, MASK_OWNER)) == 0)) {
               llOwnerSay("ERROR WITH ITEM \"" + name + "\" is NO COPY or NO TRANS");
               llSetText((string)i + " Gestures\n0 Landmarks\nERROR -> Aborting while \"NO COPY\" or \"NO TRANS\" items inside",<1,1,1>,1);
               return;
           } else {         
               INVENTORY += [name];
           }
       }      
       inv = count;
       count = llGetInventoryNumber(INVENTORY_LANDMARK);
       llSleep(5);  
       for(i=0;i<count;i++) {
           llSetText("BOOTING...\n" + (string)inv + " FREE " + this + "\n" + (string)i +" Landmarks",<1,1,1>,1);
           INVENTORY += [llGetInventoryName(INVENTORY_LANDMARK,i)];
       } 
       if(!i) {
           llSetText((string)inv + " Gestures\n" + (string)i +" Landmarks\nERROR -> Aborting",<1,1,1>,1);
           llOwnerSay("Error, cant go to state \"ready\" while \"NO LANDMARKS\" inside");
       } else {
           llSleep(5);
           state ready;
       }  
   }
   
   on_rez(integer i) {
       llResetScript();
   }
   changed(integer change) {
       if ((change & CHANGED_INVENTORY) || (change & CHANGED_OWNER)) {
          llResetScript();
       }
   }    

}

state ready {

   state_entry()
   {
       llSetObjectName((string)inv + " FREE " + this);
       llSetObjectDesc("by ANSI Soderstrom");
       llSetText((string)inv + " FREE " + this + "\n \nClick me to take them all",<1,1,1>,1); 
   }
       
   touch_start(integer total)
   {
       integer i;
       while(i < total) {
           llSay(0, "Hello " + llKey2Name(llDetectedKey(0)) + ", have fun with your " + this + " :)");
           llGiveInventoryList(llDetectedKey(i),"ASC FREE " + this,INVENTORY);
           i++;
       }
   }
   
   on_rez(integer i) {
       llResetScript();
   }    
   
   changed(integer change) {
       if ((change & CHANGED_INVENTORY) || (change & CHANGED_OWNER)) {
          llResetScript();
       }
   }      

}

</lsl>