XyyyyzText

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Revision as of 05:36, 15 April 2008 by Criz Collins (talk | contribs) (New page: {{LSL Header}} This is a variation of XyText allowing up to 10 characters on a prim. It supports different text in each line, instead of one single text which will be broken into the next...)
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This is a variation of XyText allowing up to 10 characters on a prim. It supports different text in each line, instead of one single text which will be broken into the next lines. Here's a picture on how it looks like: http://screencast.com/t/1wMLujLcEO

All scripts are included.

XyyyyzText Setup

The prim size script. Put this script into one prim, to let it aoutomatically modify itself for use as a text-prim. <lsl> //////////////////////////////////////////// // XyText v1.0.3 Prim Setup Script (5 Face, Multi Texture) // // Rewritten by Tdub Dowler // ////////////////////////////////////////////

string FACE_TEXTURE = "09b04244-9569-d21f-6de0-4bbcf5552222"; string TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c";

default {

   state_entry()
   {
       llSetPrimitiveParams([
         PRIM_TYPE, PRIM_TYPE_PRISM, PRIM_HOLE_SQUARE, <0.199, 0.8, 0.0>, 0.30,
           ZERO_VECTOR, <1.0, 1.0, 0.0>, ZERO_VECTOR,
           
         // display a default face texture
         PRIM_TEXTURE, 1, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.740013, 0.0, 0.0>, 0.0,
         PRIM_TEXTURE, 6, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0,
         PRIM_TEXTURE, 4, FACE_TEXTURE, <-14.75, 1.0, 0.0>, <0.130009, 0.0, 0.0>, 0.0,
         PRIM_TEXTURE, 7, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0,
         PRIM_TEXTURE, 3, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.255989, 0.0, 0.0>, 0.0,
         // show transparent textures for the other sides
         PRIM_TEXTURE, 0, TRANSPARENT, <0.1, 0.1, 0>, ZERO_VECTOR, 0.0,
         PRIM_TEXTURE, 2, TRANSPARENT, <0.1, 0.1, 0>, ZERO_VECTOR, 0.0,
         PRIM_TEXTURE, 5, TRANSPARENT, <0.1, 0.1, 0>, ZERO_VECTOR, 0.0,
         PRIM_SIZE, <0.03, 2.89, 0.5>
       ]);
       // Remove ourselves from inventory.
       llRemoveInventory(llGetScriptName());
   }

} </lsl>

XyyyyzText

The cell script. It's still the same as for the XyText 1.5 version. Put this script into the modified prim above. Copy this prim multiple times to get a larger display. <lsl> //////////////////////////////////////////// // XyText v1.0.3 Script (5 Face, Multi Texture) // // Written by Xylor Baysklef // // Modified by Thraxis Epsilon January 20, 2006 // Added Support for 5 Face Prim, based on modification // of XyText v1.1.1 by Kermitt Quick for Single Texture. // ////////////////////////////////////////////

/////////////// CONSTANTS /////////////////// // XyText Message Map. integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; integer SET_THICKNESS = 204006; integer SET_COLOR = 204007;

// This is an extended character escape sequence. string ESCAPE_SEQUENCE = "\\e";

// This is used to get an index for the extended character. string EXTENDED_INDEX = "123456789abcdef";

// Face numbers. integer FACE_1 = 3; integer FACE_2 = 7; integer FACE_3 = 4; integer FACE_4 = 6; integer FACE_5 = 1;

// Used to hide the text after a fade-out. key TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c"; // This is a list of textures for all 2-character combinations. list CHARACTER_GRID = [

       "00e9f9f7-0669-181c-c192-7f8e67678c8d",
       "347a5cb6-0031-7ec0-2fcf-f298eebf3c0e",
       "4e7e689e-37f1-9eca-8596-a958bbd23963",
       "19ea9c21-67ba-8f6f-99db-573b1b877eb1",
       "dde7b412-cda1-652f-6fc2-73f4641f96e1",
       "af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da",
       "a201d3a2-364b-43b6-8686-5881c0f82a94",
       "b674dec8-fead-99e5-c28d-2db8e4c51540",
       "366e05f3-be6b-e5cf-c33b-731dff649caa",
       "75c4925c-0427-dc0c-c71c-e28674ff4d27",
       "dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6",
       "0dca2feb-fc66-a762-db85-89026a4ecd68",
       "a0fca76f-503a-946b-9336-0a918e886f7a",
       "67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4",
       "300470b2-da34-5470-074c-1b8464ca050c",
       "d1f8e91c-ce2b-d85e-2120-930d3b630946",
       "2a190e44-7b29-dadb-0bff-c31adaf5a170",
       "75d55e71-f6f8-9835-e746-a45f189f30a1",
       "300fac33-2b30-3da3-26bc-e2d70428ec19",
       "0747c776-011a-53ce-13ee-8b5bb9e87c1e",
       "85a855c3-a94f-01ca-33e0-7dde92e727e2",
       "cbc1dab2-2d61-2986-1949-7a5235c954e1",
       "f7aef047-f266-9596-16df-641010edd8e1",
       "4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b",
       "4a69e98c-26a5-ad05-e92e-b5b906ad9ef9",
       "462a9226-2a97-91ac-2d89-57ab33334b78",
       "20b24b3a-8c57-82ee-c6ed-555003f5dbcd",
       "9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217",
       "c231dbdc-c842-15b0-7aa6-6da14745cfdc",
       "c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf",
       "f1e7d030-ff80-a242-cb69-f6951d4eae3b",
       "ed32d6c4-d733-c0f1-f242-6df1d222220d",
       "88f96a30-dccf-9b20-31ef-da0dfeb23c72",
       "252f2595-58b8-4bcc-6515-fa274d0cfb65",
       "f2838c4f-de80-cced-dff8-195dfdf36b2c",
       "cc2594fe-add2-a3df-cdb3-a61711badf53",
       "e0ce2972-da00-955c-129e-3289b3676776",
       "3e0d336d-321f-ddfa-5c1b-e26131766f6a",
       "d43b1dc4-6b51-76a7-8b90-38865b82bf06",
       "06d16cbb-1868-fd1d-5c93-eae42164a37d",
       "dd5d98cf-273e-3fd0-f030-48be58ee3a0b",
       "0e47c89e-de4a-6233-a2da-cb852aad1b00",
       "fb9c4a55-0e13-495b-25c4-f0b459dc06de",
       "e3ce8def-312c-735b-0e48-018b6799c883",
       "2f713216-4e71-d123-03ed-9c8554710c6b",
       "4a417d8a-1f4f-404b-9783-6672f8527911",
       "ca5e21ec-5b20-5909-4c31-3f90d7316b33",
       "06a4fcc3-e1c4-296d-8817-01f88fbd7367",
       "130ac084-6f3c-95de-b5b6-d25c80703474",
       "59d540a0-ae9d-3606-5ae0-4f2842b64cfa",
       "8612ae9a-f53c-5bf4-2899-8174d7abc4fd",
       "12467401-e979-2c49-34e0-6ac761542797",
       "d53c3eaa-0404-3860-0675-3e375596c3e3",
       "9f5b26bd-81d3-b25e-62fe-5b671d1e3e79",
       "f57f0b64-a050-d617-ee00-c8e9e3adc9cb",
       "beff166a-f5f3-f05e-e020-98f2b00e27ed",
       "02278a65-94ba-6d5e-0d2b-93f2e4f4bf70",
       "a707197d-449e-5b58-846c-0c850c61f9d6",
       "021d4b1a-9503-a44f-ee2b-976eb5d80e68",
       "0ae2ffae-7265-524d-cb76-c2b691992706",
       "f6e41cf2-1104-bd0b-0190-dffad1bac813",
       "2b4bb15e-956d-56ae-69f5-d26a20de0ce7",
       "f816da2c-51f1-612a-2029-a542db7db882",
       "345fea05-c7be-465c-409f-9dcb3bd2aa07",
       "b3017e02-c063-5185-acd5-1ef5f9d79b89",
       "4dcff365-1971-3c2b-d73c-77e1dc54242a"
       ];

///////////// END CONSTANTS ////////////////

///////////// GLOBAL VARIABLES /////////////// // All displayable characters. Default to ASCII order. string gCharIndex; // This is the channel to listen on while acting // as a cell in a larger display. integer gCellChannel = -1; // This is the starting character position in the cell channel message // to render. integer gCellCharPosition = 0; // This is whether or not to use the fade in/out special effect. integer gCellUseFading = FALSE; // This is how long to display the text before fading out (if using // fading special effect). // Note: < 0 means don't fade out. float gCellHoldDelay = 1.0; /////////// END GLOBAL VARIABLES ////////////

ResetCharIndex() {

   gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`";
   // \" <-- Fixes LSL syntax highlighting bug.
   gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~";
   gCharIndex += "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";

}

vector GetGridPos(integer index1, integer index2) {

   // There are two ways to use the lookup table...
   integer Col;
   integer Row;
   if (index1 >= index2) {
       // In this case, the row is the index of the first character:
       Row = index1;
       // And the col is the index of the second character (x2)
       Col = index2 * 2;
   }
   else { // Index1 < Index2
       // In this case, the row is the index of the second character:
       Row = index2;
       // And the col is the index of the first character, x2, offset by 1.
       Col = index1 * 2 + 1;
   }
   return <Col, Row, 0>;

}

string GetGridTexture(vector grid_pos) {

   // Calculate the texture in the grid to use.
   integer GridCol = llRound(grid_pos.x) / 20;
   integer GridRow = llRound(grid_pos.y) / 10;

   // Lookup the texture.
   key Texture = llList2Key(CHARACTER_GRID, GridRow * (GridRow + 1) / 2 + GridCol);
   return Texture;

}

vector GetGridOffset(vector grid_pos) {

   // Zoom in on the texture showing our character pair.
   integer Col = llRound(grid_pos.x) % 20;
   integer Row = llRound(grid_pos.y) % 10;

   // Return the offset in the texture.
   return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>;

}

ShowChars(vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5) {

  // Set the primitive textures directly.


   llSetPrimitiveParams( [
       PRIM_TEXTURE, FACE_1, GetGridTexture(grid_pos1), <0.25, 0.1, 0>, GetGridOffset(grid_pos1) + <0.075, 0, 0>, 0.0,
       PRIM_TEXTURE, FACE_2, GetGridTexture(grid_pos2), <0.1, 0.1, 0>, GetGridOffset(grid_pos2), 0.0,
       PRIM_TEXTURE, FACE_3, GetGridTexture(grid_pos3), <-1.48, 0.1, 0>, GetGridOffset(grid_pos3)+ <0.37, 0, 0>, 0.0,
       PRIM_TEXTURE, FACE_4, GetGridTexture(grid_pos4), <0.1, 0.1, 0>, GetGridOffset(grid_pos4), 0.0,
       PRIM_TEXTURE, FACE_5, GetGridTexture(grid_pos5), <0.25, 0.1, 0>, GetGridOffset(grid_pos5) - <0.075, 0, 0>, 0.0
       ]);

}

RenderString(string str) {

   // Get the grid positions for each pair of characters.
   vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
   vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
   vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
   vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
   vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );                                   

   // Use these grid positions to display the correct textures/offsets.
   ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);

}

RenderWithEffects(string str) {

   // Get the grid positions for each pair of characters.
   vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
   vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
   vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
   vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
   vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );                                   

     // First set the alpha to the lowest possible.
   llSetAlpha(0.05, ALL_SIDES);

   // Use these grid positions to display the correct textures/offsets.
   ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);

   float Alpha;
   for (Alpha = 0.10; Alpha <= 1.0; Alpha += 0.05)
      llSetAlpha(Alpha, ALL_SIDES);
   // See if we want to fade out as well.
   if (gCellHoldDelay < 0.0)
      // No, bail out. (Just keep showing the string at full strength).
      return;
   // Hold the text for a while.
   llSleep(gCellHoldDelay);
   // Now fade out.
   for (Alpha = 0.95; Alpha >= 0.05; Alpha -= 0.05)
       llSetAlpha(Alpha, ALL_SIDES);
   // Make the text transparent to fully hide it.
   llSetTexture(TRANSPARENT, ALL_SIDES);

}

RenderExtended(string str) {

   // Look for escape sequences.
   list Parsed       = llParseString2List(str, [], [ESCAPE_SEQUENCE]);
   integer ParsedLen = llGetListLength(Parsed);

   // Create a list of index values to work with.
   list Indices;
   // We start with room for 6 indices.
   integer IndicesLeft = 10;

   integer i;
   string Token;
   integer Clipped;
   integer LastWasEscapeSequence = FALSE;
   // Work from left to right.
   for (i = 0; i < ParsedLen && IndicesLeft > 0; i++) {
       Token = llList2String(Parsed, i);

       // If this is an escape sequence, just set the flag and move on.
       if (Token == ESCAPE_SEQUENCE) {
           LastWasEscapeSequence = TRUE;
       }
       else { // Token != ESCAPE_SEQUENCE
           // Otherwise this is a normal token.  Check its length.
           Clipped = FALSE;
           integer TokenLength = llStringLength(Token);
           // Clip if necessary.
           if (TokenLength > IndicesLeft) {
               Token = llGetSubString(Token, 0, IndicesLeft - 1);
               TokenLength = llStringLength(Token);
               IndicesLeft = 0;
               Clipped = TRUE;
           }
           else
               IndicesLeft -= TokenLength;

           // Was the previous token an escape sequence?
           if (LastWasEscapeSequence) {
               // Yes, the first character is an escape character, the rest are normal.

               // This is the extended character.
               Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95];

               // These are the normal characters.
               integer j;
               for (j = 1; j < TokenLength; j++)
                   Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
           }
           else { // Normal string.
               // Just add the characters normally.
               integer j;
               for (j = 0; j < TokenLength; j++)
                   Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
           }

           // Unset this flag, since this was not an escape sequence.
           LastWasEscapeSequence = FALSE;
       }
   }

   // Use the indices to create grid positions.
   vector GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) );
   vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) );
   vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) );
   vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) );
   vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) );     

   // Use these grid positions to display the correct textures/offsets.
   ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);

}

integer ConvertIndex(integer index) {

   // This converts from an ASCII based index to our indexing scheme.
   if (index >= 32) // ' ' or higher
       index -= 32;
   else { // index < 32
       // Quick bounds check.
       if (index > 15)
           index = 15;

       index += 94; // extended characters
   }

   return index;

}

default {

   state_entry() {
       // Initialize the character index.
       ResetCharIndex();

       //llSay(0, "Free Memory: " + (string) llGetFreeMemory());
   }

   link_message(integer sender, integer channel, string data, key id) {
       if (channel == DISPLAY_STRING) {
           RenderString(data);
           return;
       }
       if (channel == DISPLAY_EXTENDED) {
           RenderExtended(data);
           return;
       }
       if (channel == gCellChannel) {
           // Extract the characters we are interested in, and use those to render.
           string TextToRender = llGetSubString(data, gCellCharPosition, gCellCharPosition + 9);
           if (gCellUseFading)
              RenderWithEffects( TextToRender );
           else // !gCellUseFading
               RenderString( TextToRender );
           return;
       }
       if (channel == REMAP_INDICES) {
           // Parse the message, splitting it up into index values.
           list Parsed = llCSV2List(data);
           integer i;
           // Go through the list and swap each pair of indices.
           for (i = 0; i < llGetListLength(Parsed); i += 2) {
               integer Index1 = ConvertIndex( llList2Integer(Parsed, i) );
               integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) );

               // Swap these index values.
               string Value1 = llGetSubString(gCharIndex, Index1, Index1);
               string Value2 = llGetSubString(gCharIndex, Index2, Index2);

               gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1);
               gCharIndex = llInsertString(gCharIndex, Index1, Value2);

               gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2);
               gCharIndex = llInsertString(gCharIndex, Index2, Value1);
           }
           return;
       }
       if (channel == RESET_INDICES) {
           // Restore the character index back to default settings.
           ResetCharIndex();
           return;
       }
       if (channel == SET_CELL_INFO) {
           // Change the channel we listen to for cell commands, and the
           // starting character position to extract from.
           list Parsed = llCSV2List(data);
           gCellChannel        = (integer) llList2String(Parsed, 0);
           gCellCharPosition   = (integer) llList2String(Parsed, 1);
           gCellUseFading      = (integer) llList2String(Parsed, 2);
           gCellHoldDelay      = (float)   llList2String(Parsed, 3);             
           return;
       }
       if (channel == SET_THICKNESS) {
           // Set our z scale to thickness, while staying fixed
           // in position relative the prim below us.
           vector Scale    = llGetScale();
           float Thickness = (float) data;
           // Reposition only if this isn't the root prim.
           integer ThisLink = llGetLinkNumber();
           if (ThisLink != 0 || ThisLink != 1) {
               // This is not the root prim.
               vector Up = llRot2Up(llGetLocalRot());
               float DistanceToMove = Thickness / 2.0 - Scale.z / 2.0;
               vector Pos = llGetLocalPos();
               llSetPos(Pos + DistanceToMove * Up);
           }
           // Apply the new thickness.
           Scale.z = Thickness;
           llSetScale(Scale);
           return;
       }
       if (channel == SET_COLOR) {
          vector newColor = (vector)data;
          llSetColor(newColor, ALL_SIDES);
       }
   }

} </lsl>

XyyyyText Board Control

This script is the board control script. Put it into the ROOT prim of your display linkset. This was highly modified by me to support different text for each line. <lsl> //////////////////////////////////////////// // XyyyyText Board Control // // Written by Tdub Dowler // Modified by Awsoonn Rawley // Refactored by Strife Onizuka // Again highly modified by Criz Collins to support different text for each line ////////////////////////////////////////////


/////////////// VARIABLES ///////////////// // set the number of characters for each line here // if you have created 6 child prims in each line // to display the text you'll have 60 characters. integer linelength = 80; ///////////// END VARIABLES ////////////////


/////////////// CONSTANTS ///////////////// // XyText Message Map. integer SET_LINE_CHANNEL = 100100; integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; string LOAD_MSG = "Loading..."; ///////////// END CONSTANTS //////////////// integer prims; list replace;

string Replace(string source, list replace) {

   while (llSubStringIndex(source, llList2String(replace, 0)) != -1)
   {
       integer index = llSubStringIndex(source, llList2String(replace, 0));
       string temp = llDeleteSubString(source, index, (index + (llStringLength(llList2String(replace, 0)) - 1)));
       source = llInsertString(temp, index, llList2String(replace, 1));
   }
   return source;

}

SetText(string msg) {

   msg = Replace(msg, ["ä", "ae"]);
   msg = Replace(msg, ["ö", "oe"]);
   msg = Replace(msg, ["ü", "ue"]);
   msg = Replace(msg, ["ß", "ss"]);
   
   list msglist = llParseStringKeepNulls(msg, ["|"], []);
   string space = " ";
   msg = "";
   
   integer n;
   for (n=0; n<llGetListLength(msglist); n++)
   {
       string thisline = llList2String(msglist, n);
       integer strlen = llStringLength(thisline);
       if (strlen >= (linelength-1))
       {
           thisline = llGetSubString(thisline, 0, (linelength-4))+"...";
       }
       else
       {
           integer m;
           for (m=0; m<(linelength-strlen); m++)
           {
               thisline += space;
           }
       }
       
       msg += thisline;
   }
   
   llMessageLinked(LINK_ALL_CHILDREN, SET_LINE_CHANNEL, msg, "");

}

default {

   on_rez(integer start)
   {
       llResetScript();
   }
   
   state_entry()
   {
       // Determin the number of prims.
       prims = llGetNumberOfPrims();
       
       // Clear the screen.
       llMessageLinked(LINK_ALL_OTHERS, DISPLAY_STRING, LOAD_MSG, "");
       
       integer StartLink = llGetLinkNumber() + 1;
       // Configure the board.
       integer i = 0;
       do
           llMessageLinked(StartLink + i, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, i * 10]), "");
       while( ++i < prims );
   }
   
   link_message(integer sender_num, integer num, string str, key id)
   {
       SetText(str);
   }

} </lsl>

Example Use

This is the EXAMPLE usage script. Put this also into the ROOT prim too! You can then enter a text into the public chat. Seperate each line in that text with a "|" <lsl> default {

   state_entry()
   {
       llListen(0, "", NULL_KEY, "");
   }
   listen(integer channel, string name, key id, string message)
   {
       llMessageLinked(LINK_THIS, 1, message, llGetKey());
   }

} </lsl>


Many thanks to Xylor Baysklef and Kermitt Quick.