User:Daemonika Nightfire/Scripts/Easy LM NC Giver
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*DS* Easy LM/NC Giver
This Giver is useful as simple giver for NCs and/or LMs or as giver for inviting-cards. I made this, because i hate the objects with multible scripts for such simple object.
Some use for each of them a extra script: • Floating-Text • LM-Giver • NC-Giver Ech single script use additional 16kb (LSO) or 64kb (mono) memory All in One use just a single memory.
/*
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║ *DS* Easy LM/NC Giver © 2011/2099 by Daemonika Nightfire (daemonika.nightfire)
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This Giver is useful as simple giver for NCs and/or LMs or as giver for inviting-cards
I made this, because i hate the objects with multible scripts for such simple object.
Some use for each of them a extra script:
• Floating-Text
• LM-Giver
• NC-Giver
Ech single script use additional 16kb (LSO) or 64kb (mono) memory
All in One use just a single memory.
Features:
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• Individual Chat Message ON/OFF (by rezzing)
• Individual Chat Message ON/OFF (by click)
• Individual Floating-Text ON/OFF
• Give Notecard when the Object contains one
• Give Landmark when the Object contains one
Terms:
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Do not sell this script, give it FREE & FULLPERM away.
*/
// ### set here TRUE or FALSE for yes or no chat message ###
integer MESSAGE = FALSE;
string message = "Hello, Avatar!"; // local chat message
// ### set here TRUE or FALSE for yes or no chat message ###
integer THANKS = FALSE;
string thx_msg = "thank you"; // local chat message
// ### set here TRUE or FALSE for yes or no floating text ###
integer TEXT = TRUE;
string text = "Floating-Text"; // your floating text
vector color = <1,1,1>; // color of your floating text
float alpha = 1.0; // transparency of your floating text
// ########## NOTHING TO DO UNDER THIS LINE ##########
default
{
state_entry()
{
if(MESSAGE)
{
llSay(0, message);
}
if(TEXT)
{
llSetText(text, color, alpha);
}
else
{
llSetText("",ZERO_VECTOR,0);
}
}
touch_start(integer total_number)
{
if(llGetInventoryNumber(INVENTORY_NOTECARD) > 0)
{
llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_NOTECARD, 0));
}
if(llGetInventoryNumber(INVENTORY_LANDMARK) > 0)
{
llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_LANDMARK, 0));
}
if(THANKS)
{
llSay(0, thx_msg);
}
}
on_rez(integer st)
{
llResetScript();
}
}