Its the Myriad RP System script named
BAM_Touch_Goal-Preview6.lsl
The distance check and everything else is fine. I just need for it to respond to a person saying a specific phrase rather than a touch. The reason I need to do this is because the Adventuring components are restricted to the region. My plan is to use a phrase that people can return with to continue the mission. That is, they get the mission, go to another region, complete whatever, get the "secret phrase" and can return to say that, thereby letting the mission/adventure/quest to continue.
I posted only the relevant section in the interest of space and clarity, but I guess that didn't work
Here's the whole thing:
Code: Select all
// Baroun's Adventure Machine BAM_Touch_Goal-Preview6.lsl
// Copyright (c) 2012 by Baroun Tardis and Allen Kerensky (OSG/SL) All Rights Reserved.
// This work is dual-licensed under
// Creative Commons Attribution (CC BY) 3.0 Unported
// http://creativecommons.org/licenses/by/3.0/
// - or -
// Modified BSD License (3-clause)
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of Myriad Lite nor the names of its contributors may be
// used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
// NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The Myriad RPG System was designed, written, and illustrated by Ashok Desai
// Myriad RPG System licensed under:
// Creative Commons Attribution (CC BY) 2.0 UK: England and Wales
// http://creativecommons.org/licenses/by/2.0/uk/
string VERSION = "0.0.9"; // version number
string VERDATE = "20120704"; // version date
//============================================================================
// Adventure-Specific Configuration
// Task numbers are (AdvNum*100)+task, so they don't overlap between adventures
//============================================================================
// NPC or object-specific info
// Adventure-specific info
string ADVNAME = "Test Quest"; // Adventure Name
// Current Task-specific info
integer ADVGOAL = 103; // current goal
string TASKDONETEXT = "You've successfully touched the goal!"; // Mission complete message
string RUMOR_TASK_DONE = " touched the BAM Touch goal."; // rumor done
string TASKDONEUUID = "f78027c9-e8bb-38f2-9b11-1d4e89ac10a4"; // sound byte to play
string PRIZENAME = "NONE"; // prize to give when mission complete
// Define quest and secret messages
string QUEST_MSG = "The butler did it";
string SECRET_MSG = "";
// Next Task-specific info
integer ADVTASKTDNUM = 104; // next task to hand out when task is done
string ADVTASKTODO = "Return to the BAM NPC prim"; // the next goal message
string ADVTASKTODOHINT = "Where you began"; // hint for the next goal
float TOUCH_RANGE = 1.5; // in meters, how close to be for touch to work arms & legs = 1.5m
integer PRIZEWAIT = 3600; // seconds to remember players who got prize?
float EVENTTIMER = 15.0; // seconds between running memory and list cleanup timed events
//============================================================================
// MESSAGE FORMAT REFERENCE
//============================================================================
// Ask a player HUD if the player is in an adventure - InAdv?
// Player responds:
// Yes in an adventure - InAdv | String AdventureName
// No, not in adventure - InAdv | NONE
// Task In Progress Query - Ask player what their current goal is
// NPC/Object Send Example: TaskIP?
// Task In Progress Response - The player Responds with current task in progress
// Player Send Example: TaskIP | AdventureGoal
// Task Done - Tell player they have achieved their current goal
// NPC Object Send Example: DoneTask | GoalText | TaskDone Text | PlayerUUID
// Add a task to the Player HUD - AddTask | TaskNumber | String Describing Task
// Add a hint for a task to the Player HUD - AddHint | TaskNumber | String Hint
//============================================================================
// GLOBAL CONSTANTS
//============================================================================
string MSG_STARTUP = "Baroun's Adventure Machine is activating";
string CHAN_PREFIX = "0x"; // prefix for calculating dynamic channels from UUIDs
string API_DIVIDER = "|"; // The field divider within BAM packets
string API_INADV_QUERY = "InAdv?"; // ask a player HUD if the player is in an adventure?
string API_INADV_RESPONSE = "InAdv"; // player response to in adventure request
string API_TASKIP_QUERY = "TaskIP?"; // what is player task-in-progress?
string API_TASKIP_RESPONSE = "TaskIP"; // player says current task-in-progress
string API_DONETASK = "DoneTask"; // tell player the task is done
string API_NONE = "NONE"; // magic value for no current adventure, or no prize
string API_ADDTASK = "AddTask"; // add a task to player HUD
string API_ADDHINT = "AddHint"; // add a task hint to player HUD
//============================================================================
// GLOBAL RUNTIME
//============================================================================
list RECENT; // list people who recently checked this goal
list GOTPRIZES; // list of who got prizes [UUID,unixtime]
key AVKEY; // key of player
string AVNAME; // name of player
integer BAM; // Channel we listen on
integer TARGET; //channel of thing we're talking to
integer HANDLE; // hold a handle for the open listener
integer CHAN_REGION = -999;
integer HAND_RUMOR;
integer CHAN_RUMOR;
string API_RUMOR_FIND = "RUMOR_SERVER_FIND";
string API_RUMOR_FOUND = "RUMOR_SERVER_FOUND";
string API_RUMOR_PUT = "RUMOR_PUT";
integer FLAG_DEBUG;
//============================================================================
// DEBUG
//============================================================================
DEBUG(string debugmsg) {
if ( FLAG_DEBUG == TRUE ) llInstantMessage(llGetOwnerKey(llGetKey()),"DEBUG: "+debugmsg);
}
//============================================================================
// DEFAULT STATE
//============================================================================
default {
//------------------------------------------------------------------------
// LISTEN EVENT
//------------------------------------------------------------------------
listen(integer chan, string name, key id, string msg) {
chan = 0; // LSLINT
name = ""; // LSLINTlsl
// Rumor server found, save its channel number
if ( msg == API_RUMOR_FOUND ) {
CHAN_RUMOR = (integer)(CHAN_PREFIX + llGetSubString((string)id,0,6));
return;
}
// calculate the BAM dynamic channel of the person interacting with us
TARGET= (integer)(CHAN_PREFIX + llGetSubString((string)llGetOwnerKey(id),-7,-1));
list tokens = llParseString2List(msg, [API_DIVIDER], []); // split message apart around | symbols
string command = llList2String(tokens, 0); // assign first item in list as BAM command
string data = llList2String(tokens, 1); // assign second item in list as BAM data for command
// if they answer with the current adventure, then react accordingly
if ( command == API_INADV_RESPONSE ) { // player responded they are in an adventure
if ( data == ADVNAME ) { // are they in THIS adventure?
llSay(TARGET,API_TASKIP_QUERY); // if so, ask which task in this adventure they are working on
return; // exit early to save processing
}
return; // done processing "in adventure" responses, exit listen early
}
if ( command == API_TASKIP_RESPONSE ) { // player responded with their task in progress
if ( data == (string)ADVGOAL ) { // its the task for THIS object - player has found the goal
// tell player HUD the task is done! - DoneTask|(num)|(text)|UUID
llSay(TARGET, API_DONETASK + API_DIVIDER + (string)ADVGOAL+ API_DIVIDER +TASKDONETEXT+ API_DIVIDER+ TASKDONEUUID);
// now tell GM the task is done
DEBUG(llKey2Name(llGetOwnerKey(id))+" (adventure "+ADVNAME+"): finished task "+(string)ADVGOAL+" ("+TASKDONETEXT+").");
// Send a rumor that the player progressed in the quest
if ( CHAN_RUMOR != 0 ) {
string who = llKey2Name(llGetOwnerKey(id));
string rumor = API_RUMOR_PUT+API_DIVIDER+who+API_DIVIDER+who+RUMOR_TASK_DONE;
llRegionSay(CHAN_RUMOR,rumor);
}
// The Task is Done, Distribute the Prize, if any
if ( PRIZENAME != API_NONE && llListFindList(GOTPRIZES,[llGetOwnerKey(id)]) == -1 ) { // is there a prize at this step?
llGiveInventory(llGetOwnerKey(id),PRIZENAME); // give it over
GOTPRIZES = [ llGetOwnerKey(id), (llGetUnixTime() + PRIZEWAIT) ] + GOTPRIZES; // remember who and when
// tell the GM
DEBUG(llKey2Name(llGetOwnerKey(id))+" (adventure "+ADVNAME+") prize given: "+PRIZENAME);
}
// Does finishing this task trigger a new task? If so, add it and a hint to the HUD
if ( ADVTASKTDNUM != 0 ) { // there is a "TODO" task too
// assign the next task to the player HUD
llSay(TARGET, API_ADDTASK + API_DIVIDER +(string)ADVTASKTDNUM + API_DIVIDER + ADVTASKTODO);
// assign the next task HINT to the player HUD
llSay(TARGET, API_ADDHINT + API_DIVIDER +(string)ADVTASKTDNUM + API_DIVIDER + ADVTASKTODOHINT);
// tell the GM the player is on the next task
DEBUG(llKey2Name(llGetOwnerKey(id))+" (adventure "+ADVNAME+"): Assigning next task "+(string)ADVTASKTDNUM+" ("+ADVTASKTODO+")");
}
return; // we're done with API_TASKIP_RESPONSE, so exit listen early in case we add more commands later
} // if data = ADVGOAL
return; // return early since we are done with TASKIP responses, in case we add more later
} // end if command equal TASKIP reponse
}
//------------------------------------------------------------------------
// STATE_ENTRY EVENT
//------------------------------------------------------------------------
state_entry() {
FLAG_DEBUG = FALSE;
DEBUG(MSG_STARTUP);
// calculate our dynamic channel
BAM= (integer)(CHAN_PREFIX + llGetSubString((string)llGetKey(),-7,-1));
HANDLE = llListen(BAM,"",NULL_KEY,""); // start a listener with llremove handle
if ( HAND_RUMOR != 0 ) llListenRemove(HAND_RUMOR);
CHAN_RUMOR = (integer)(CHAN_PREFIX + llGetSubString((string)llGetKey(),0,6));
HAND_RUMOR = llListen(CHAN_RUMOR,"",NULL_KEY,"");
llRegionSay(CHAN_REGION,API_RUMOR_FIND); // send request for rumor server channel
llSetTimerEvent(EVENTTIMER); // set a timer to manage the recent list
}
//------------------------------------------------------------------------
// TIMER EVENT
//------------------------------------------------------------------------
timer() {
// on timer, check memory left and clear recent list if needed
integer freemem = llGetFreeMemory(); // how much memory free?
if ( freemem < 1024 ) { // is it too little?
DEBUG("Memory low for "+llGetObjectName()+" in "+llGetRegionName()+". Resetting RECENT list.");
RECENT=[]; // clear the recent list
GOTPRIZES=[]; // clear the gotPrizes list
return; // exit timer event, no sense in processing lists further since we just emptied them
}
// check to see if entries in RECENT list have expired
integer i; // temporary index number into list
list temprecent = []; // temporary list to hold entries we want to keep
key who; // temporary place to keep the keys we process in the lists
integer time; // temporary place to keep the time we process in the lists
for (i = 0; i < llGetListLength(RECENT); i += 2) { // step through strided list from begin to end
who = llList2Key(RECENT,i); // get the UUID for this list stride
time = llList2Integer(RECENT,i+1); // get the integer time for this list stride
if ( llGetUnixTime() < time ) temprecent = [who,time] + temprecent; // non expired, keep this entry
}
RECENT = temprecent; // now, replace the RECENT list with the pruned version
// check to see if entries in GOTPRIZES list have expired
temprecent = []; // clear the temp list again
for (i = 0; i < llGetListLength(GOTPRIZES); i += 2) { // step through next strided list
who = llList2Key(GOTPRIZES,i); // get the uuid for this list stride
time = llList2Integer(GOTPRIZES,i+1); // get the integer time for this list stride
if ( llGetUnixTime() < time ) temprecent = [who,time] + temprecent; // non expired, keep this entry
}
GOTPRIZES = temprecent; // replace the gotprizes list with the pruned one
}
//------------------------------------------------------------------------
// TOUCH EVENT
//------------------------------------------------------------------------
touch_start(integer times_touched) {
while (times_touched--) { // count down through all touches in this event
AVKEY=llDetectedKey(times_touched); // get the UUID of the toucher
AVNAME=llDetectedName(times_touched); // get the name of the toucher
float dist = llVecDist(llGetPos(),llList2Vector(llGetObjectDetails(AVKEY,[OBJECT_POS]),0)); // find distance between item and toucher
if ( dist <= TOUCH_RANGE ) { // is toucher within arms reach?
if ( llListFindList(RECENT,[AVKEY]) == -1 ) { // is player in recent list?
RECENT = [AVKEY] + RECENT; // no, add player to list
}
// calculate player-specific BAM dynamic channel
TARGET= (integer)(CHAN_PREFIX + llGetSubString((string)AVKEY,-7,-1));
llSay(TARGET, API_INADV_QUERY); // ask player if they are in adventure, must be within 10m for effect
}
}
}
}
//============================================================================
// END
//============================================================================
I'm was thinking that I insert llListen at some point with an if statement to check for the specific phrase (QUEST_MSG) against what the person says (SECRET_MSG), both of which I have defined with the rest of the variables at the beginning However, from what you wrote, it looks like the idea of inserting is the wrong way to go.