// example gummy gumball machine // version 0.3 // Public Domain January 2015 irihapeti // // will give out all the gummys in the machine contents // in some "random" order and then refill itself // so that a player wont get 2 gummmys the same in a row // and if they keep playing will get all the common gummys in // best case: not less than gbM-1 turns [exactly 1 of each common // gummmy] and worst case: not greater than 2*gbM-3 turns // // for rares // if gbC = 3 and gbM = 5 (which incl. the rare) then rare is // guarantee to be given 1 in each set of 13. 3 * 4 + 1 // altho from a players pov they more likely to play bc can get at // least 1 of each common in max 7 turns. 3 + 4 // if gbC = 4 and gbM = 5 then is still 7 for the commons. and now // 4 * 4 + 1 = 17 for rare // the shortest period for rare is: 2 // the longest period is: 1 + (gbM-1) * gbC * gbC // e.g: if gbM = 4 and gbC = 2 then 3 * 2 * 2 + 1 = 13 // | x123 123 | 123 123x | where x = rare // gbM = 3. gbC = 2. 2 * 2 * 2 + 1 = 9 // | x12 12 | 12 12x | // usage: reset script after loading the gummys in machine // give permission for refunds // then just pay to play // change these to whichever integer gbP = 1; // L$ price to play gummy gumball integer gbC = 3; // number of rounds in which 1 only rare will be given string gbN = "rare"; // name of the rare gummy // internals list gbL; // index list of gummys currently in play list gbW; // listcopy of gummys in machine excluding rare integer gbG; // this gummy to give integer gbI; // indice of this gummy to give integer gbJ; // indice of this round integer gbK; // indice of rare round integer gbM; // total number of gummys in machine integer gbQ; // number of gummys for this round integer gbR; // indice of the rare gummy key gbY; // key of last player gbS() // shuffle n pick { if ((++gbI) == gbQ) // then shuffle { if ((++gbJ) == gbC) // rounds exhausted so pick new rare round { gbK = (integer)llFrand(gbC); gbJ = 0; } integer n = llList2Integer(gbL, gbQ-1); // save last item of old list gbL = gbW; // get copy of commons if (gbJ == gbK) gbL += [gbR]; // add in rare if rare round gbL = llListRandomize(gbL, 1); // shuffle gbQ = llGetListLength(gbL); // save length of new list integer m = llList2Integer(gbL, 0); // get 1st item of new list if (n == m) // 1st of new list is same as last of old list so swap it to a later place { n = 1 + (integer)llFrand(gbQ - 1); gbL = [llList2Integer(gbL, n)] + llDeleteSubList(llListReplaceList(gbL, [m], n, n), 0, 0); } gbI = 0; // reset the list index } // next gummy in list gbG = llList2Integer(gbL, gbI); } gbA() // reset machine { gbL = gbW; gbQ = gbM; gbI = gbQ-1; gbJ = gbC-1; gbS(); } default { state_entry() { // set machine gbM = llGetInventoryNumber(INVENTORY_OBJECT); if (gbM == 0) { llOwnerSay("is no gummys in machine"); return; } // get gummys into list. mark the rare gbR = -1; gbW = []; integer i; for (i = 0; i < gbM; i++) { if (llGetInventoryName(INVENTORY_OBJECT, i) == gbN) gbR = i; else gbW += [i]; } if (gbR == -1) { llOwnerSay("hmm! cant find the rare: " + gbN + ". check your typing ok"); return; } // for refunding if SL bork llRequestPermissions(llGetOwner(), PERMISSION_DEBIT); } run_time_permissions(integer perm) { if(perm & PERMISSION_DEBIT) state play; } } state play { state_entry() { llSetPayPrice(PAY_HIDE, [gbP, PAY_HIDE, PAY_HIDE, PAY_HIDE]); llOwnerSay("gummy gumball is set to play. woohoo!"); } money(key id, integer amount) { if (amount != gbP) // shouldnt happen this but might if SL bork. is money so { if (amount > 0) { llGiveMoney(id, amount); llWhisper(0, "eep! you paid the wrong amount. " + "so we refund your L$" + (string)amount + " ok"); } // if amount < 0 then is a serious SL serverside error like totally return; } // clocker defend. reset everytime is a new player if (id != gbY) { gbY = id; gbA(); } // all good. so give gummy llGiveInventory(id, llGetInventoryName(INVENTORY_OBJECT, gbG)); if (gbG == gbR) // then rare given. add bling here as you like { llWhisper(0, "woohoo! you got a rare gummy \\o/"); } else // common given { llWhisper(0, "enjoy your gummy ok (:"); } gbS(); // prep for next play } }