LlGetInventoryType Test
[LLGetInventoryTypeTest]
[VERSION] 0.1
[LENGTH] 00:15
[TESTERS] 1
[OVERVIEW] This test has been designed to exercise the LLGetInventoryType LSL function.
[SETUP] This test requires 1 Tester and rezzable land
[*]
[0010] Right-click on the ground and select "Create" from the pie menu and Rez a default cube
[0020] Click "more >>" if neccesary and select the contents tab
[0040] Open your Inventory and locate/copy or create one of each of the following to the cubes contents folder
[0050] An animation, bodypart, item of clothing, gesture, landmark, notecard, an object, a script, sound, a texture or image.
[0060] Also insert the following script into the cubes contents
[SCRIPT] llGetInventoryTypeTest
[0070] Close the edit window
[0080] Left-click on the cube
[0090] Verify the type of item it chats corresponds to the name and actual type of item it is.
[0100] Delete the cube
[END]
[llGetInventoryTypeTest]
list INVENTORY_TYPES = [ INVENTORY_NONE, INVENTORY_ANIMATION, INVENTORY_BODYPART, INVENTORY_CLOTHING, INVENTORY_GESTURE, INVENTORY_LANDMARK, INVENTORY_NOTECARD, INVENTORY_OBJECT, INVENTORY_SCRIPT, INVENTORY_SOUND, INVENTORY_TEXTURE ]; list INVENTORY_DESCRIPTIONS = [ "not a known item", "an animation", "a bodypart", "a clothing item", "a gesture", "a landmark", "a notecard", "an object", "a script", "a sound", "a texture" ]; default { touch_start(integer num_detected) { integer NumItems = llGetInventoryNumber(INVENTORY_ALL); integer i; for (i = 0; i < NumItems; i++) { string Name = llGetInventoryName(INVENTORY_ALL, i); integer Type = llGetInventoryType(Name); integer TypeIndex = llListFindList(INVENTORY_TYPES, [Type]); if (TypeIndex == -1) { llOwnerSay("ERROR: Unknown type for item '" + Name + "'."); return; } string Desc = llList2String(INVENTORY_DESCRIPTIONS, TypeIndex); llOwnerSay("'" + Name + "' is " + Desc + "."); } } }