CODE
list populate()
{
integer i;
integer j;
list objects;
list types = [INVENTORY_TEXTURE,INVENTORY_SOUND,
INVENTORY_OBJECT,INVENTORY_SCRIPT,
INVENTORY_LANDMARK,INVENTORY_CLOTHING,
INVENTORY_BODYPART,INVENTORY_NOTECARD,
INVENTORY_ANIMATION,INVENTORY_GESTURE];
for (j = 0;j < llGetListLength(types);j++)
{
if (llGetInventoryNumber(llList2String(type,j)) > 0)
{
for (i = 0;i < llGetInventoryNumber(llList2String(type,j));i++)
objects += [llGetInventoryName(llList2String(type,j),i)];
}
}
return objects;
}
default
{
on_rez(integer param)
{
llWhisper(0,"Click me to get your items");
}
touch_start(integer total)
{
if (llDetectedKey(0) == llGetOwner())
{
llGiveInventoryList(llGetOwner(),llGetObjectName(),populate());
llDie(); //optional
}
}
}
now this one for objects you sell it give each object one by one:
CODE
default
{
on_rez(integer param)
{
llWhisper(0,"Click me to get your items");
}
touch_start(integer total)
{
if (llDetectedKey(0) == llGetOwner())
{
integer i;
integer j;
list objects;
list types = [INVENTORY_TEXTURE,INVENTORY_SOUND,
INVENTORY_OBJECT,INVENTORY_SCRIPT,
INVENTORY_LANDMARK,INVENTORY_CLOTHING,
INVENTORY_BODYPART,INVENTORY_NOTECARD,
INVENTORY_ANIMATION,INVENTORY_GESTURE];
for (j = 0;j < llGetListLength(types);j++)
{
if (llGetInventoryNumber(llList2String(type,j)) > 0)
{
for (i = 0;i < llGetInventoryNumber(llList2String(type,j));i++)
objects += [llGetInventoryName(llList2String(type,j),i)];
}
}
for(i=0;i < llGetListLength(objects);i++)
llGiveInventory(llGetOwner(),llList2String(objects,i);
}
}
}