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Rivengate

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Everything posted by Rivengate

  1. Thank you SO Much! ❤️ That worked!
  2. I've been racking my brain for HOURS! ______________________________________________________________________________________________________________________ // Define a constant for the dialog channel integer DIALOG_CHANNEL = -1; string objectName; default { touch_start(integer total_number) { // Get the key of the user who touched the prim key id = llDetectedKey(0); // Get the number of items in the prim's inventory integer numItems = llGetInventoryNumber(INVENTORY_ALL); // Create a list to hold the names of the items list items; // Loop through the inventory and add each item's name to the list integer i; for (i = 0; i < numItems; i++) { string name = llGetInventoryName(INVENTORY_ALL, i); if (name != llGetScriptName()) // Exclude the script itself { items += name; } } // Show a dialog to the user with the item names as buttons llDialog(id, "Please select an item:", items, DIALOG_CHANNEL); } listen(integer channel, string name, key id, string message) { // Check if the message is from our dialog if (channel == DIALOG_CHANNEL) { // The user selected an item, give it to them objectName = message; llGiveInventory(id, objectName); } } } _______________________________________________________________________________________________________________________ It compiles but then just WON'T send the inventory for some reason... What am I doing wrong?
  3. HI, I've got a couple of ideas I've been curious about Pursuing, but my scripting ability is not up to the task yet. One of them is a ERP "Combat" Dice HUD, Kind of a "Dungeons and Dominants" thing HUD would read from F-List and assign Value points based on Fave, Yes and Maybe Lists +3. +2, and +1 respectively to dice rolls and -3, -2 and -1 to resistance to those same aspects for their charachter profile within the HUD. Then two players compete against each other with the Buffs and Debuffs added to their rolls. Players would gain Dominion points for successful rolls, and Submission points for failed rolls, which would both be point values that could be read and seen by others with a HUD. Players would also Generate Lust points with every action they participate in that they Enjoy ( HUD would give an option to click if they're enjoying the current action) and the victor in the end can "Feed" on the Lust points produced by the other which would Mitigate their personal "Hunger" level and create "Satiation" points instead. (( Hunger is based on a countdown for each player. Negative numbers = Hunger while Positive = Satiation. Hunger should be capped to be no bigger than a players current Health which should be based on their Level. Not 100% sure on what to base Level on, maybe age and amount of encounters they've been in? )) So that's ONE idea: The other one is a Group Combat Style Competition Game for "Territories" Players are assigned Chess pieces to represent themselves Rooks gain high offense and defense. However, they are not very quick Bishops gain enhanced magical abilities but their spells consume their mana Knights gain increased speed and mobility but have low defense Queens possess all the characteristics of Rooks, Knights, and Bishops, making them the most balanced piece as well as the most powerful. Pawns gain no special ability but can promote into a Queen, Rook, Knight, or Bishop in enemy territory King: Unlike the other pieces which grant special abilities, the King Piece simply boosts a person's power. The value of the pieces themselves are: King = 12 Pawns Queen = 9 Pawns Rook = 5 Pawns Knight = 3 Pawns Bishop = 3 Pawns Pawn = 1 Pawn (Base value) Players would have limited movement while playing a piece dependent on their movement capabilities and competitions would take place wherever the game starts. Only King 2 Pieces can start a War and only if they have at least one of each piece to start with, Kings can have a Maximum of a 2 rooks, 2 bishops, 2 knights, 2 pawns and 1 queen to start ( Promotions do not count to this limitation after game has started ) Otherise 2 pieces can have a "Skirmish" between themselves. No point values assigned in this case, just victory or Defeat. If a King is captured or defeated the other team automatically wins. Otherwise Highest point value at end of competition wins. Winning Team Gains "Dominion" over enemy teams "Territory" plus whatever prize was agreed upon at the beginning of tournament. Boosts to Mana, Speed, Attack, and Defense can be added throughout the Playing Field IM Rivengate Resident if you're interested in either. And how much you might charge for your services.
  4. omg XD My brain is already on overload trying to take all of this in but I'm excited none the less. My big question is: What if I wanted this to rez the object on touch and then kill the object on a second touch. I've tried this with other rezzer code but I always seem to get a Syntax error Also (and this might be a bit of a reach so it's fine if it's not possible or too complicated) Might there be a way to make it only derez if the person who clicked it touches it a second time or if it's the owner or a VIP list? Barring that what about a long click? (Just to make sure rondos don't accidentally derez it before it's intended function is completed, while still letting anyone initialize the rez to start with)
  5. I'm so sorry to be this person but I'm just starting to learn scripting and am not that great at it. I wanted to use this to KEEP people from touching my objects and activating scripts that were already in them? But I can't seem to figure out how to do that as even though it says access denied, anyone can still touch and cause the effect... I tried putting my script in at the end but I just get endless Syntax errors
  6. I have this SAME issue! Please let me know of a solution. fighting in SL is a pain in the ASS without this
  7. This is perhaps one of the most frustrating things I've encountered in years
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