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Random Item picker w/delete


Laufiair Hexicola
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Evening everyone, curious if it's possible to have a script pick X amount of items out of a set of items, remember them, then remove the rest of the items? If so, how would it be done? I'm not a scipter or I would've figured this out already. Was thinking of using the random item vendor as a base but not sure where to go after that.

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My approach would be as follows (quick sketch -  my LSL-Fu is not strong enough for coding out of the blue):

  1. create list of items with some inventory function
  2. pick random items from that list with removing (maybe add them to a second list depending on what you want to do in the future)
  3. process remaining items on list (with a delete loop)
Edited by Fionalein
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Off the top of my head and not optimized (but should work):

touch_start(integer num)
{
    lSelected = [];
    integer All_items = llGetInventoryNumber(INVENTORY_OBJECT);
    integer Choose_among = All_items / 2;   // Quite arbitrary, so that the selected number is smaller than the total
    integer i;
    while ( i < Choose_among)
    {
        @UpHere;
        integer New_number = (integer)llFrand(All_items);
        if (!~llListFindList(lSelected, [New_number]) )
        {
            lSelected += [New_number];
            ++i;
        }
        else
        {
            jump UpHere;
        }
    }
    llSay(0,"The selected items are objects " + llList2CSV(lSelected) );
    // then use the ListXnotY function to get a list of the "unselected" ones and do something with both lists
}

You'd need to define the global list lSelected and build the rest of a script to put this in. 

EDIT:  ListXnotY is at http://wiki.secondlife.com/wiki/ListXnotY          

Edited by Rolig Loon
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2 hours ago, Rolig Loon said:

Off the top of my head and not optimized (but should work):


touch_start(integer num)
{
    lSelected = [];
    integer All_items = llGetInventoryNumber(INVENTORY_OBJECT);
    integer Choose_among = All_items / 2;   // Quite arbitrary, so that the selected number is smaller than the total
    integer i;
    while ( i < Choose_among)
    {
        @UpHere;
        integer New_number = (integer)llFrand(All_items);
        if (!~llListFindList(lSelected, [New_number]) )
        {
            lSelected += [New_number];
            ++i;
        }
        else
        {
            jump UpHere;
        }
    }
    llSay(0,"The selected items are objects " + llList2CSV(lSelected) );
    // then use the ListXnotY function to get a list of the "unselected" ones and do something with both lists
}

You'd need to define the global list lSelected and build the rest of a script to put this in. 

EDIT:  ListXnotY is at http://wiki.secondlife.com/wiki/ListXnotY          

That is a start, because all it has to do is randomly select an amount of items, then remove the unselected items plus the script itself

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another way can be to shuffle

list all;

integer n = llGetInventoryNumber(INVENTORY_OBJECT);
integer i;
for (i = 0; i < n; i++)
{
    all += [i];
}

all = llListRandomize(all, 1);

// get 'some'
integer c = n / 2;  // or some other c < n;
list some = llDeleteSubList(all, c, n-1);

// the remainder of 'all' - 'some' is
list remainder = llDeleteSubList(all, 0, c-1);

 

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