Difference between revisions of "User:Fred Gandt/Scripts"

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{{LSL Header}}
{{User:Fred Gandt/Template|content=


{{RightToc|right;}}
== Free Scripts ==
=== Basic Light Switch ===


'''[[User:Fred_Gandt/Tuition| Tuition scripts, notes, videos and screenshots etc.]]'''
Placed in the root of a [[LINK_SET|linked object]] this script will make the whole object active to touch. The light will always be emitted by the prim the script is in. So, if you have a 5 prim lamp, put this in the "bulb" prim and make that prim the root. If placed in a child prim of an object, only that prim will be ''clickable'' (unless there are other touch scripts in other prims of the object).


== Basic Light Switch ==
<syntaxhighlight lang="lsl2">// V1 //


<lsl>// This script will cause the prim it is in to emit light.
vector color = <1.0, 1.0, 1.0>; // R,G,B ( red, green, blue ) values.
// If the prim (or object if the script is in the root of a link_set)
// is touched the light will turn off if on and on if off.
// The switching code can be used for many different actions.


integer on; // Global variable used to measure the condition 'on or off'.
float intensity = 1.0; // 0.0 to 1.0 ( 1.0 = full brightness )


vector color = <1.0,1.0,1.0>; // R,G,B (red, green, blue) values.
float radius = 20.0; // 0.1 to 20.0 ( 20.0 = full sphere )


float intensity = 1.0; // 0.0 to 1.0 (1.0 = full brightness)
float falloff = 0.01; // 0.01 to 2.0 ( 2.0 = least spread )


float radius = 20.0; // 0.1 to 20.0 (20.0 = full sphere)
/////////////////////////////////////////////////////////////////////////


float falloff = 0.01; // 0.01 to 2.0 (2.0 = least spread)
integer on; // Global variable used to measure the condition "on" or "off".


Switch() // The switching function. I made the switch function to facilitate easier editing.
Switch() {
{
    // The switching function.
     on = (!on); // Flip the boolean value of the integer 'on'.
    on = !on; // Flip the boolean value of the integer "on".
     llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);
    // Set the prim's light emitter on or off, dependant on the value of "on".
    llSetPrimitiveParams( [ PRIM_POINT_LIGHT, on, color, intensity, radius, falloff ] );
}
 
default {
    touch_end( integer nd ) { // If clicked,
        Switch(); // unconditionally call the switch to operate.
    }
}</syntaxhighlight>
 
=== Basic Alpha (transparency) SHOW/HIDE ===
 
<syntaxhighlight lang="lsl2">// V1 //
string command = "switch"; // Place the command to chat here. The same command will switch on and off.
integer channel = 1; // Place channel to use here ( must be positive if an avatar is chatting on it ).
 
//////////////////////////////////////////////////////////////////////////////////////////////////////
 
integer on; // Store the state of transparency.
Switch() {
    llSetLinkAlpha( LINK_SET, ( float )on, ALL_SIDES ); // This setting will turn a whole link_set transparent or visible.
     on = !on; // Flip the boolean value of the integer "on".
}
default {
    state_entry() {
        llListen( channel, "", "", command ); // This script is listening to everyone all the time.
        // llListen( channel, "", llGetOwner(), command ); // Delete the "//" at the beginning of this line...
                                                          // ...and add "//" at the beginning of the line above...
                                                          // ...to make This script listen to only the owner.
    } // Switching the listen off at times would be better to reduce lag. But when??
    touch_end( integer nd ) {
        // if ( llDetectedKey( 0 ) == llGetOwner() ) // Delete the "//" at the beginning of this line to make touches only respond to owner.
        Switch(); // Call the switching function.
    }
    listen( integer chan, string name, key id, string msg ) {
        Switch(); // Call the switching function.
    }
}</syntaxhighlight>
 
=== Basic Particle Candle Flame ON/OFF ===
 
This script will make the prim it is in a small glowing sphere that sits at the center of the flame.
 
<syntaxhighlight lang="lsl2">// V1 //
 
integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.
 
Flame( integer num ) {
    // Do we or don't we make a flame? "num" is either TRUE or FALSE ( 1 or 0 ).
    if ( num ) {
        // Make the flame since the condition above was met.
        llParticleSystem( [ PSYS_PART_FLAGS, 275,
                            PSYS_SRC_PATTERN, 4,
                            PSYS_PART_START_ALPHA, 0.6,
                            PSYS_PART_END_ALPHA, 0.0,
                            PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>,
                            PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>,
                            PSYS_PART_START_SCALE, <0.04, 0.07, 0.0>,
                            PSYS_PART_END_SCALE, <0.04, 0.04, 0.0>,
                            PSYS_PART_MAX_AGE, 0.3,
                            PSYS_SRC_MAX_AGE, 0.0,
                            PSYS_SRC_ACCEL, <0.0, 0.0, 0.02>, // These are the parameters of the particle effect.
                            PSYS_SRC_ANGLE_BEGIN, 0.0,
                            PSYS_SRC_ANGLE_END, 0.0,
                            PSYS_SRC_BURST_PART_COUNT, 50,
                            PSYS_SRC_BURST_RATE, 0.07,
                            PSYS_SRC_BURST_RADIUS, 0.0,
                            PSYS_SRC_BURST_SPEED_MIN, 0.001,
                            PSYS_SRC_BURST_SPEED_MAX, 0.4,
                            PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>,
                            PSYS_SRC_TARGET_KEY, ( key )"",
                            PSYS_SRC_TEXTURE, "" ]
                        );
        llSetPrimitiveParams( [ PRIM_POINT_LIGHT, TRUE, <1.0, 0.8, 0.3>, 0.5, 2.0, 1.9, // For extra effect we switch the light on too.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.1, // And set the transparency to slightly visible,
                                PRIM_GLOW, ALL_SIDES, 0.1 ] // and the glow to slight.
                            );
     } else {
        // "num" was not 1 ( TRUE ) so we need to stop the effect or not start it.
        llParticleSystem( [] ); // Make no particles ( no flame ).
        llSetPrimitiveParams( [ PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0.0, // Switch the light off.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // And set the transparency to invisible,
                                PRIM_GLOW, ALL_SIDES, 0.0 ] // and the glow to zero.
                            );
    }
    on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
}
 
default { // Create a state for the code to run in.
    state_entry() {
        // These instructions will change the size, shape and texturing of the prim the script is in.
        llSetPrimitiveParams( [ PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.0, 1.0, 0.0>, 0.0, ZERO_VECTOR, <0.0, 1.0, 0.0>, // Make the prim a sphere.
                                PRIM_SIZE, <0.01, 0.01, 0.03>, // Make the prim the right size to act as the glowing center of the flame.
                                PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0 ] // Set the blank texture.
                            );
        // Make the candle flame ignite.
        Flame( TRUE ); // Flame( TRUE ); Is an order to run the code "Flame" with the integer value "TRUE" ( numerical value = 1 ).
    }
    touch_end( integer detected ) { // Detect if we have touched the candle.
        Flame( !on ); // We now order that the Flame() code is run with the integer value that is the opposite of what it already is.
        // "!on" = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not".
    }
}</syntaxhighlight>
 
=== Simple Timer Alarm ===
 
Good for reminding you about sandbox returns etc. Ideally worn as a single prim HUD attachment.
 
<syntaxhighlight lang="lsl2">// V3 //
 
string alarm = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
                                                      // Or the UUID of any sound.
 
float volume = 0.5; // Values between "0.0" and "1.0".
 
vector passive = <0.0, 0.0, 1.0>; // Color for prim when timer is off.
 
vector active = <0.0, 1.0, 0.0>; // Color for prim when timer is running.
 
vector alarmed = <1.0, 0.0, 0.0>; // Color for prim when alarm is sounding.
 
integer on; // Used to store if the timer is running.
 
default {
    on_rez( integer param ) {
        llResetScript();
    }
    state_entry() {
        llStopSound();
        llSetColor( passive, ALL_SIDES );
        llSetObjectName( "Alarm" );
    }
    touch_end( integer nd ) {
        if ( on ) {
            llResetScript();
        } else {
            float time = ( float )llGetObjectDesc() * 60; // Time established from the prim description.
            if ( time < 1.0 ) {
                llOwnerSay( "The time is not set.\nPlease write the time into the object description and try again" );
                return;
            }
            llSetColor( active, ALL_SIDES );
            llOwnerSay( "/me is set to sound in " + ( string )llRound( time / 60 ) + " minutes." );
            llSetTimerEvent( time );
            on = TRUE;
            llPreloadSound( alarm );
        }
    }
    timer() {
        llSetTimerEvent( 0.0 );
        llLoopSound( alarm, volume );
        llSetColor( alarmed, ALL_SIDES );
    }
}</syntaxhighlight>
 
=== Floating on Water (very beta) ===
 
This creates a movement sort of like a floating lantern. But '''it needs a lot of work''' before I will consider it even close to done.
 
<syntaxhighlight lang="lsl2">// V2 //
float limit = 10.0; // This is the radius that the object is allowed to drift up to.
                    // 20.0 would be a 40 meter circle.
float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
// The object will (when the offset is zero) float with its geometric center at the level of the water surface.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
float float_height;
vector home;
FloatAbout( vector pos ) {
    llSetTimerEvent( limit );
    @a;
    float num_x = llFrand( limit / 2 ) - ( limit / 4 );
    float num_y = llFrand( limit / 2 ) - ( limit / 4 );
    vector target = <( pos.x + num_x ), ( pos.y + num_y ), float_height>;
    if ( llVecDist( target, home ) <= limit ) {
        llMoveToTarget( target, limit * 1.5 );
    } else {
        jump a;
    }
}
}
default {
    on_rez( integer param ) {
        llResetScript();
    }
    state_entry() {
        float_height = llWater( ZERO_VECTOR ) + offset;
        llSetStatus( STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE );
        llSetStatus( STATUS_PHYSICS | STATUS_PHANTOM, TRUE );
        home = llGetPos();
        llSetTimerEvent( 0.1 );
    }
    timer() {
        FloatAbout( llGetPos() );
    }
    touch_end( integer nd ) {
        if ( llDetectedKey( 0 ) == llGetOwner() ) {
            FloatAbout( home = llGetPos() );
        }
    }
}</syntaxhighlight>
=== Visit Web Address Dialog ===
If you have a website use something like this to direct people to it.


default
<syntaxhighlight lang="lsl2">// V3 //
{
     touch_end(integer nd)
string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
    {
        Switch(); // Unconditionally call the switch to operate.
string URL_To_Visit = "https://wiki.secondlife.com/wiki/User:Fred_Gandt"; // URL to visit.
string Floating_Text = "FREE SCRIPTS!!\n \nTouch to visit web site.\n \n(Official SL wiki)\n \n "; // Floating text.
vector Float_Text_Color = <1.0, 1.0, 1.0>; // Color of floating text.
float Float_Text_Alpha = 1.0; // Transparency of floating text (1.0 is solid).
// FROM THIS POINT IT IS SCARY!! ARRGGGHHHH...!!! //
default {
    state_entry() {
        llSetText( Floating_Text, Float_Text_Color, Float_Text_Alpha );
     }
    touch_start( integer nd ) {
        while ( nd ) {
            llLoadURL( llDetectedKey( --nd ), URL_Loader_Message, URL_To_Visit );
        }
     }
     }
}</lsl>
}</syntaxhighlight>


== Script that gives a set amount of L$ to whoever touches the object this script is in ==
=== AO Overriding Sit Script ===


'''TAKE CARE WITH THIS ONE. IT WILL DEDUCT L$ FROM YOUR ACCOUNT ONCE YOU GRANT PERMISSIONS'''
<syntaxhighlight lang="lsl2">// V1 //


'''I WAS ASKED TO MAKE IT THIS WAY. IT WAS DESIGNED TO BE REZZED FOR SHORT PERIODS OF TIME'''
integer sit_target; // Used to store whether or not a sit target is applied.


'''IF TOO MANY AGENTS USE IT THE MEMORY WILL RUN OUT AND IT WILL FAIL'''
key sitter; // Used to store the UUID (key) of the avatar we are animating.


<lsl>key owner; // Global variable to store the owner UUID (key)
integer perm; // Used to store whether or not we have permissions we ask for.


integer perms; // Global to store the condition of the request for permissions.
string anim_name = ""; // Used to store the name of the animation we have in the objects inventory.


integer count; // Global counter.
string sit_text = ""; // Add a word to replace the words "Sit Here" (in the pie menu) to show if right clicking to sit.


list visitors; // This stores the keys of all the agents who take the gift. They will be allowed only one gift.
vector pose_offset = <0.0,0.0,0.01>; // This must be a non zero value.
//  The X,Y,Z values denote by how much in meters or parts thereof the avatars pelvis is offset from the center of the prim.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.


integer ammount = 1; // Change this figure to the required ammount to give away (e.g. 5). Then drop in your object.
vector pose_rotation = <0.0,0.0,0.0>; // This can be a zero value.
// The X,Y,Z values denote the rotation in degrees that the animation is rotated around the avatars pelvis.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.


default
default
Line 58: Line 289:
     on_rez(integer param)
     on_rez(integer param)
     {
     {
         llResetScript(); // Clear all lists and reset all variables. This action will also clear the permissions.
         llResetScript(); // Clean the script when we rez the object.
    }
    state_entry()
    {
        if(sit_text != "") // If we have not set sit_text don't apply it.
        llSetSitText(sit_text);
        if(anim_name == "") // If we have not named an anim (Such as the internal animations)...
        {
            // ...this will get the name of an animation in the prims inventory and store it.
            anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0);
            if(anim_name == "") // If there is no animation in the inventory and we haven't named one...
            {
                llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target.
                llOwnerSay("There is no animation named or in my inventory. Please add an animation so I can work properly.");
                return; // Inform the owner and do nothing else.
            }
        } // If an animation exists either in inventory or by name...
        llSitTarget(pose_offset, llEuler2Rot(pose_rotation*DEG_TO_RAD)); // Set the sit target.
        sit_target = TRUE; // Remember that we are an active seat.
     }
     }
     changed(integer change)
     changed(integer change)
     {
     {
         if(change & CHANGED_OWNER) // If the script or object changes ownership the script will not be able
         if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avatar).
         llResetScript();           // to deduct cash from the previous owners account.
        {
            if(sit_target)
            {
                sitter = llAvatarOnSitTarget(); // If it is an avatar store the UUID (key).
                if(sitter) // Check if the sitter is still sitting.
                llRequestPermissions(sitter, PERMISSION_TRIGGER_ANIMATION); // If sitting get permission to animate.
                else
                { // The sitter must have got up or something else changed.
                    if(perm)
                    {
                        llStopAnimation(anim_name); // Make sure the sit animation we play is stopped when the avatar stands.
                        llResetScript(); // Remove the permissions we had and clean the script.
                    }
                }
            }
        }
        if(change & CHANGED_INVENTORY)
         {
            llResetScript(); // If the animation is changed reset the script to get its name.
        }
    }
    run_time_permissions(integer perms) // Use the permissions.
    {
        if(perms & PERMISSION_TRIGGER_ANIMATION) // If we have the permissions we asked for.
        {
            perm = TRUE; // Remember that we have the permissions.
            if(sitter) // If the avatar is still sitting.
            {
                llStopAnimation("sit"); // Stop the default linden sit animation.
                llSleep(0.2); // Slow it down a bit. This gives time for the avatar animation list to be sit specific.
                integer count = 0;
                list anims = llGetAnimationList(sitter); // Get a list of animations the avatar is playing.
                integer length = llGetListLength(anims); // Get the length of that list.
                do
                {
                    string anim = llList2String(anims, count); // Pick the animation from the list of animations at index count.
                    if(anim != "")
                    llStopAnimation(anim); // Stop the animation.
                }
                while((++count) < length);
                llStartAnimation(anim_name); // Animate the sitting avatar using our inventory or named animation.
            }
        }
    }
}</syntaxhighlight>
 
=== Region Stats as Graphical Floating Text ===
 
<syntaxhighlight lang="lsl2">// V3 //
 
integer on = TRUE;
 
Switch()
{
    if(on)
    {
        llSetTimerEvent(0.0);
        llSetText("Click Me to Enable Region Stats Display\n \n ", <1.0, 1.0, 0.0>, 1.0);
    }
    else
    {
        llSetText("Gathering Region Stats...\n \n ", <1.0, 1.0, 0.0>, 1.0);
        llSetTimerEvent(2.5);
     }
     }
    on = (!on);
}
DisplayStats()
{
    integer count;
    string d = "";
    string f = "";
    integer fps = (llRound((llGetRegionFPS() * 2.0) + 10.0) / 10);
    integer dilation = llRound((llGetRegionTimeDilation() * 10.0));
    integer combo = (dilation + fps);
    while((++count) < dilation)
    d += "||";
    count = 0;
    while((++count) < fps)
    f += "||";
    llSetText("The Region is  -  " + GetCondition((combo * 2)) +
              "\n \nNumber of Agents on Region  -  " + ((string)llGetRegionAgentCount()) +
              "\n \nRegion F.P.S.  -  " + f +
              "\nRegion Dilation  -  " + d, <1.0, ((((float)combo) / 2.0) / 10.0), 0.0>, 1.0);
}
string GetCondition(integer c) // Obviously you can change this wording if you like.
{                              // I just thought of "health" and went with it.
    if(c == 40)
    return "TRANSCENDENT";
    else if(c > 35)
    return "ATHLETIC";
    else if(c > 30)
    return "HEALTHY";
    else if(c > 25)
    return "AVERAGE";
    else if(c > 20)
    return "ILL";
    else if(c > 15)
    return "DYING";
    else if(c > 10)
    return "CRITICAL";
    else
    return "DEAD?";
}
default
{
     state_entry()
     state_entry()
     {
     {
         owner = llGetOwner(); // Store the owners key.
         Switch();
         llRequestPermissions(owner, PERMISSION_DEBIT); // !! THIS MEANS IT WILL TAKE YOUR MONEY !!
    }
    touch_start(integer nd)
    {
         Switch();
     }
     }
     run_time_permissions(integer perm)
     timer()
     {
     {
         if(perm & PERMISSION_DEBIT) // Have we got the permissions we requested?
         DisplayStats();
        perms = TRUE; // Store the result of success.
    }
         else
}</syntaxhighlight>
         llRequestPermissions(owner, PERMISSION_DEBIT); // If not we ask for them again.
 
=== Configurable Unpacker ===
 
<syntaxhighlight lang="lsl2">// V1 //
 
key owner;
string me;
integer open = FALSE;
list folder_contents;
string folder_name; // The folder name will establish from the description of the object this script is in.
// CHANGE ONLY THE SETTINGS BELOW //
integer give_this_script = TRUE; // Give this FREE script away with the other contents? Think about it....
integer allow_only_owner = FALSE; // Owner only or open to all?
integer self_delete = FALSE; // Self delete?
integer timed_deletion = FALSE; // Delete immediately after giving contents or hang around a bit?
float deletion_delay = 10.0; // Length of time to hang around in seconds (if timed_deletion is set TRUE)
string display_rez_text = ""; // Floating text on rez?
string localchat_rez_text = ""; // Chatted message on rez?
string ownerchat_rez_text = ""; // Chatted message only to owner on rez?
string display_deletion_text = ""; // Floating text before deletion?
string localchat_deletion_text = ""; // Chatted message before deletion?
string ownerchat_deletion_text = ""; // Chatted message only to owner before deletion?
vector rez_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show on rez.
vector deletion_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show before deletion.
float rez_text_alpha = 1.0; // Transparency of floating text if set to show on rez.
float deletion_text_alpha = 1.0; // Transparency of floating text if set to show before deletion.
// CHANGE ONLY THE SETTINGS ABOVE //
 
OnRezTextOptionsFunctionThingy(integer o)
{
    if(display_rez_text != "")
    llSetText(display_rez_text, rez_text_color, rez_text_alpha);
    if(localchat_rez_text != "")
    llSay(0, localchat_rez_text);
    if(ownerchat_rez_text != "")
    llOwnerSay(ownerchat_rez_text);
    if(!o)
    {
        integer count = 0;
        integer NOI = llGetInventoryNumber(INVENTORY_ALL);
        if(NOI)
         {
            folder_contents = [];
            do
            {
                string name = llGetInventoryName(INVENTORY_ALL, count);
                if(name == me)
                {
                    if(give_this_script)
                    folder_contents += [name];
                }
                else
                folder_contents += [name];
            }
            while((++count) < NOI);
        }
         folder_name = llGetObjectDesc();
    }
}
default
{
    on_rez(integer param)
    {
        owner = llGetOwner();
        me = llGetScriptName();
        OnRezTextOptionsFunctionThingy(FALSE);
     }
     }
     touch_end(integer nd)
     touch_start(integer nd)
     {
     {
         do // Loop through the detected touchers to cover the rare cases when
         if(!open)
         { // more than one agent touches the object at the same time.
         {
             key toucher = llDetectedKey(count);
            integer give = FALSE;
             if(llListFindList(visitors, [toucher]) == -1) // Check if the agent has touched us before by searching the list for a match.
             key toucher = llDetectedKey(0);
             if(allow_only_owner)
            {
                if(toucher == owner)
                give = TRUE;
            }
            else
            {
                give = TRUE;
            }
            if(give)
            {
                open = TRUE;
                llGiveInventoryList(toucher, folder_name, folder_contents);
            }
            if(open)
             {
             {
                 if(perms) // Check if we have permissions.
                 if(display_deletion_text != "")
                llSetText(display_deletion_text, deletion_text_color, deletion_text_alpha);
                if(localchat_deletion_text != "")
                llSay(0, localchat_deletion_text);
                if(ownerchat_deletion_text != "")
                llOwnerSay(ownerchat_deletion_text);
                if(self_delete)
                {
                    if(timed_deletion)
                    llSetTimerEvent(deletion_delay);
                    else
                    llDie();
                }
                else
                 {
                 {
                     llGiveMoney(toucher, ammount); // Ker-ching!!
                     open = FALSE;
                     visitors += [toucher]; // That's all buster! NEXT!!
                     OnRezTextOptionsFunctionThingy(TRUE);
                 }
                 }
             }
             }
         }
         }
        while((++count) < nd); // Increment the counter and loop while it is less than the number of touchers detected.
        count = 0; // Reset the counter.
     }
     }
}</lsl>
    timer()
    {
        llDie();
    }
}</syntaxhighlight>


== Script to make the Mouselook button show at the bottom of your screen ==
=== Random Item Giver ===


<lsl>key owner;
'''IN ITS PRESENT STATE THIS SCRIPT SHOULD NOT BE USED TO GIVE ITEMS WITH NO COPY PERMISSIONS'''


<syntaxhighlight lang="lsl2">// V2 //
integer NOI;
default
default
{
{
     state_entry()
     state_entry()
     {
     {
         owner = llGetOwner();
         NOI = (llGetInventoryNumber(INVENTORY_ALL) - 1);
        llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
     }
     }
     run_time_permissions(integer perm)
     touch_start(integer nd)
     {
     {
         if(perm & PERMISSION_TAKE_CONTROLS) // Do we have the perms we asked for?
         while(nd && NOI)
         llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); // This creates a button at the bottom of the screen
         {
        else                    // that if pressed automatically zooms the camera of the owner into mouselook.
            string inv;
        llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
            while((inv = llGetInventoryName(INVENTORY_ALL, llRound(llFrand((float)NOI)))) == llGetScriptName());
            llGiveInventory(llDetectedKey(--nd), inv);
        }
     }
     }
     control(key id, integer this, integer that)
     changed(integer change)
     {                       // Adding various conditions here can change the script behavior in many ways.
     {
         llOwnerSay("Click"); // Do stuff when clicking the left mouse button while in mouselook. Like for guns etc.
        if(change & (CHANGED_INVENTORY | CHANGED_OWNER))
         llResetScript();
     }
     }
}</lsl>
}</syntaxhighlight>


== Script that makes the object it is in float on water ==
=== Programmable Song Player ===


<lsl>float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
Due the the 10 second limit on sounds we need to play whole songs as a sequence of clips. This does that.
// The object will (when the offset is zero) float with its geometric center at the level of the water surface.
* You can add up to 11 (inclusive) complete songs (however many sound files there are per song) and select which to play.
default // The offset is a measure of meters and/or parts thereof.
* If a song is playing you can select the next to play and a playlist is formed. The playlist can be added to at anytime during playback.
{
* The volume is adjustable at anytime, including during playback.
    state_entry() // Best to set the object in place with your edit tools and then add the script.
* Reads the song snippets from the sound files placed in the object inventory. They will be played in alphabetical/numerical order.
    {            // As the code runs it will lock the objects position and attempt to remain there.
* Follow the instructions at the top of the script. Very little editing is needed.
        float float_height = (llWater(ZERO_VECTOR) + offset);
** There is a chance that the memory will break if the playlist is made too long. V3 will include a measure against that but I have to sleep occasionally.
        vector pos = llGetPos();
 
        llSetStatus(STATUS_PHYSICS, TRUE); // Make the object physical.
<syntaxhighlight lang="lsl2">// V2 //
        llMoveToTarget(<pos.x, pos.y, float_height>, 0.5); // Have it maintain it's position.
    }
// This list is all you need to edit. List the names of the songs (each collection of sound files that makes one song)
}</lsl>
// followed by the length of those sound clips (each song should contain clips of equal length)
 
// The list should be structured like so -
 
// list songs = ["First Song", 9.0, "Second Song", 9.65, "Third Song", 9.45];
 
// The names of the songs must be identical to some part of the sound files used for that song like so -


== Very Basic Alpha (transparency) ON/OFF script ==
//// In the prim inventory (along with this script) -


<lsl>integer on;
////// Box_Of_Rain_wav_1
////// Box_Of_Rain_wav_2
////// Box_Of_Rain_wav_3
////// Servant 1
////// Servant 2
////// Servant 3


key owner; // Store the owners UUID (key)
//// In the script -


string command = "switch"; // Place the command to chat here. The same command will switch on and off.
////// list songs = ["Box_Of_Rain", 9.2, "Servant", 9.8];


integer channel = 1; // Place channel to use here (must be a positive if an avatar is chatting on it).
// The script will play the clips in alpha/numerical order so name them wisely.


Switch(integer i)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////ONLY EDIT BELOW HERE///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
list songs = ["Box_Of_Rain", 9.2, "Servant", 9.8]; // YUP! EDIT THIS BIT ;-)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////ONLY EDIT ABOVE HERE///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
integer volume = 10;
integer lis_count;
integer playing;
integer busy;
integer part;
integer lis;
integer sl;
float delay;
list cancel = ["CANCEL"];
list playlist;
list waiting;
list song;
string vol_str = "Volume";
string song_str = "Songs";
string song_name;
list StrideOfList(list src, integer stride, integer start, integer end)
{
    list l = [];
    integer ll = llGetListLength(src);
    if(start < 0)start += ll;
    if(end < 0)end += ll;
    if(end < start) return llList2List(src, start, start);
    while(start <= end)
    {
        l += llList2List(src, start, start);
        start += stride;
    }
    return l;
}
list Volumes(integer vol)
{
    integer v = 0;
    list l = [];
    do
    {
        if(v != vol)
        l += [((string)v)];
    }
    while((++v) <= 10);
    return l;
}
PageOne(key k, integer c)
{
{
     llSetLinkAlpha(LINK_SET, ((float)i), ALL_SIDES); // This setting will turn a whole link_set transparent or solid.
     llDialog(k, "\nAdjust the volume or select a song to play?", [vol_str, song_str] + cancel, c);
}
}
 
PlaySong(string n)
{
    song = [];
    integer c = -1;
    string name = "";
    do
    {
        if(llSubStringIndex((name = llGetInventoryName(INVENTORY_SOUND, (++c))), n) != -1)
        song += [name];
    }
    while(name);
    delay = llList2Float(songs, (llListFindList(songs, [n]) + 1));
    if((sl = llGetListLength(song)))
    {
        llPreloadSound(llList2String(song, (part = 0)));
        if(sl > 1)
        llPreloadSound(llList2String(song, 1));
        playing = FALSE;
        llSetTimerEvent(0.01);
    }
}
integer Chan()
{
    return llRound((llFrand(-5000000.0) + -500000.0));
}
float ScaleVol(integer v)
{
    return (v * 0.1);
}
Listen(integer c, key a)
{
    lis = llListen(c, "", a, "");
}
RemoveListen(integer b)
{
    llListenRemove(lis);
    lis_count = 0;
    if(b)
    busy = FALSE;
    lis = 0;
}
SetListenTimer(integer p)
{
    if(p)
    while(((++lis_count) * llRound(delay)) < 30);
    else
    {
        lis_count = 1;
        llSetTimerEvent(30.0);
    }
}
integer CheckWaitingRoom(integer c)
{
    if(waiting)
    {
        key a = llList2Key(waiting, 0);
        if(!c)
        {
            RemoveListen(0);
            Listen((c = Chan()), a);
            SetListenTimer(playing);
        }
        PageOne(a, c);
        waiting = llDeleteSubList(waiting, 0, 0);
        return 1;
    }
    return 0;
}
default
default
{
{
     state_entry()
     on_rez(integer param)
    {
        llStopSound();
        llResetScript();
    }
    changed(integer change)
     {
     {
         owner = llGetOwner();
         if(change & CHANGED_INVENTORY)
         llListen(channel, "", owner, command); // This script is listening all the time.
         llResetScript();
     }   // Switching the listen off at times would be better to reduce lag. But when??
     }
     touch_end(integer nd)
     touch_start(integer nd)
     {
     {
         on = (!on);
         while(nd)
        Switch(on); // Blah
        {
            key agent = llDetectedKey(--nd);
            if(!busy)
            {
                busy = TRUE;
                integer channel = Chan();
                SetListenTimer(playing);
                Listen(channel, agent);
                PageOne(agent, channel);
            }
            else
            {
                list a = [agent];
                if(llListFindList(waiting, a) == -1)
                waiting += a;
            }
        }
     }
     }
     listen(integer chan, string name, key id, string msg)
     listen(integer chan, string name, key id, string msg)
     {
     {
         on = (!on);
         if(msg != llList2String(cancel, 0))
         Switch(on); // Blah
        {
            SetListenTimer(playing);
            if(msg == vol_str)
            {
                llDialog(id, "\nChange the volume?\nThe current volume is set at \"" + ((string)volume) + "\"", cancel + Volumes(volume), chan);
                return;
            }
            if(msg == song_str)
            {
                string current = "";
                if(playlist)
                {
                    current = "\n\nThe songs currently queued are\n\"" + llList2String(playlist, 0) + "\" (currently playing)";
                    if(llGetListLength(playlist) > 1)
                    current += "\n\"" + llDumpList2String(llList2List(playlist, 1, -1), "\"\n\"") + "\"";
                }
                llDialog(id, llGetSubString(("\nSelect a song to play?" + current), 0, 500), cancel + StrideOfList(songs, 2, 0, -1), chan);
                return;
            }
            if(llListFindList(Volumes(volume), [msg]) != -1)
            {
                llAdjustSoundVolume(ScaleVol((volume = ((integer)msg))));
                PageOne(id, chan);
                return;
            }
            if(llGetListLength((playlist += [msg])) == 1)
            PlaySong((song_name = msg));
        }
        if(CheckWaitingRoom(chan))
        return;
         RemoveListen(1);
     }
     }
}</lsl>
    timer()
    {
        if(playlist)
        {
            if(!playing)
            {
                llSetTimerEvent(delay);
                playing = TRUE;
            }
            llPlaySound(llList2String(song, part), ScaleVol(volume));
            if((++part) == sl)
            {
                if(llGetListLength(playlist) > 1)
                {
                    song_name = llList2String((playlist = llDeleteSubList(playlist, 0, 0)), 0);
                    llSleep(delay);
                    PlaySong(song_name);
                }
                else
                {
                    llSetTimerEvent(0.0);
                    song_name = "";
                    playing = FALSE;
                    playlist = [];
                }
            }
            else if(part == (sl - 1))
            llPreloadSound(llList2String(song, 0));
            else
            llPreloadSound(llList2String(song, (part + 1)));
        }
        if(lis && (!(--lis_count)))
        {
            if(!(CheckWaitingRoom(0)))
            RemoveListen(1);
        }
    }
}</syntaxhighlight>


== Scripts for multi prim drawers (2 scripts) ==
=== Single Prim Double Doors ===


'''Could also be used for doors etc.'''
Just drop the script into a fresh prim and it will become the doors.


<lsl>// INSTRUCTIONS FOR USE (there are two scripts that make up the set)
Can be made to allow only owner use by writing the word "owner" in the prim description.


// Make your chest of drawers and link the whole set together with the body of the chest as the root.
<syntaxhighlight lang="lsl2">// V3 //


// Name every prim used as a part of a drawer (include handles, drawer fronts, bases etc.) "drawer " plus a number.
float auto_close = 10.0; // The time the door remains open before auto closing. Set to zero for no auto closure.
 
integer open;
OperateDoors()
{
    if(!open)
    {
        float f = 0.0;
        while((f += 0.01) <= 1.0)
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <f,1.0,0.0>, ZERO_VECTOR]);
    }
    else
    {
        float f = 1.0;
        while((f -= 0.01) >= -1.0)
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <f,1.0,0.0>, ZERO_VECTOR]);
    }
    llSetTimerEvent(auto_close);
    open = (!open);
}
default
{
    state_entry()
    {
        vector pos = llGetPos();
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <0.0,1.0,0.0>, ZERO_VECTOR,
                                                17, -1, TEXTURE_BLANK, <1.0,1.0,0.0>, ZERO_VECTOR, 0.0,
                                                6, <pos.x,pos.y,(pos.z - 0.25)>,
                                                18, -1, ZERO_VECTOR, 0.4,
                                                8, <PI,0.0,0.0,PI>,
                                                7, <3.0,5.0,0.01>]);
    }
    touch_start(integer nd)
    {
        if(llToLower(llGetObjectDesc()) == "owner")
        {
            while(nd)
            {
                if(llDetectedKey(--nd) == llGetOwner())
                OperateDoors();
            }
        }
        else
        OperateDoors();
    }
    timer()
    {
        llSetTimerEvent(0.0);
        if(open)
        OperateDoors();
    }
}</syntaxhighlight>


// All the prims of one drawer should now all be named the same. e.g. "drawer 1".
=== Give Only to Agents of an Age ===


// Name every drawer a different number. e.g. "drawer 1", "drawer 2" etc.
Simple freebie giver that discriminates against old people. Use to allow only newer residents to grab your freebies.
*The measure of age isn't perfect but, the worst it will be off by is a day or so.
Load the prim up with stuff (of any type (set free scripts to "Not Running")) and the script will automatically read the contents and be ready to hand them out.


// With all the parts named correctly, edit the object so that all the drawers are closed.
<syntaxhighlight lang="lsl2">// V1 //


// At this point you might want to take a copy.
integer noobage = 30; // Age in days upto which an agent is considered eligible.


// Be sure that no prims are named "drawer (something)" unless they are supposed to be (according to the above).
string folder_name = "Folder"; // name of folder as it appears in the agents inventory.


// Drop both the scripts (at the same time) into the root of the object.
///////////////////////////////////////////////////////////////////////////////////////


// You will get further instructions in local chat. Follow them.</lsl><lsl>// This script needs to be named "Linkypooz".
list inv = [];


vector open;
integer Inv = 0;


vector closed;
integer busy = 0;


integer OPEN;
list waiting = [];


key owner;
key iq = NULL_KEY;


integer my_response_num;
key Agent = NULL_KEY;


integer my_link_num;
integer ThankYouForTheDays(string d)
{
    return llRound((((float)llGetSubString(d, 0, 3)) * 365.25) +
                  (((float)llGetSubString(d, 5, 6)) * 30.4375) +
                  ((float)llGetSubString(d, 8, 9)));
}


Drawer()
integer Noob(string dob, string date)
{
{
    vector pos;
     if((ThankYouForTheDays(date) - ThankYouForTheDays(dob)) <= noobage)
     if(OPEN)
     return 1;
    pos = closed;
     return 0;
     else
    pos = open;
     llSetPos(pos);
    OPEN = (!OPEN);
}
}


default
default
{
{
     state_entry()
     on_rez(integer param)
     {
     {
         owner = llGetOwner();
         llResetScript();
        closed = llGetLocalPos();
     }
     }
     touch_start(integer nd)
     changed(integer change)
     {
     {
         if(llDetectedKey(0) == owner)
         if(change & (CHANGED_OWNER | CHANGED_INVENTORY))
         {
         llResetScript();
            open = llGetLocalPos();
            llSetPos(closed);
            state normal;
        }
     }
     }
}
state normal
{
     state_entry()
     state_entry()
     {
     {
         my_link_num = llGetLinkNumber();
         integer noi = llGetInventoryNumber(INVENTORY_ALL);
        my_response_num = ((integer)llGetSubString(llGetLinkName(my_link_num), 7, -1));
         string name;
         llOwnerSay(" is active!");
         while(noi)
    }
    touch_start(integer nd)
    {
         if(my_link_num == 1)
         {
         {
             llRemoveInventory(llGetScriptName());
             if((name = llGetInventoryName(INVENTORY_ALL, (--noi))) != llGetScriptName())
            inv += [name];
         }
         }
         llMessageLinked(LINK_SET, my_response_num, "", "");
         Inv = llGetListLength(inv);
     }
     }
     link_message(integer sender, integer num, string str, key id)
     touch_start(integer nd)
     {
     {
         if(num == my_response_num)
         while(nd && Inv)
         {
         {
             Drawer();
             key agent = llDetectedKey(--nd);
            if(!busy)
            {
                busy = TRUE;
                iq = llRequestAgentData((Agent = agent), DATA_BORN);
            }
            else
            {
                if(llListFindList(waiting, [agent]) == -1)
                waiting += [agent];
            }
         }
         }
     }
     }
}</lsl><lsl>// This script can be called "cats ass" for all I care! lolz.
     dataserver(key q, string data)
 
default
{
     state_entry()
     {
     {
         integer count;
         if(q == iq)
        integer links = llGetNumberOfPrims();
        do
         {
         {
             string name = llGetLinkName(count);
             if(Noob(data, llGetDate()))
             if(llGetSubString(name, 0, 5) == "drawer")
            llGiveInventoryList(Agent, folder_name, inv);
             if(llGetListLength(waiting))
             {
             {
                 key link_key = llGetLinkKey(count);
                 iq = llRequestAgentData((Agent = llList2Key(waiting, 0)), DATA_BORN);
                 llGiveInventory(link_key, "Linkypooz");
                 waiting = llDeleteSubList(waiting, 0, 0);
             }
             }
            else
            busy = FALSE;
         }
         }
        while((++count) < (links + 1));
        llOwnerSay("\n\nNow take the object to inventory and re-rez.
        \n\nSet all the prims so that all the drawers are closed.
        \n\nOpen an edit on the object.
        \n\nGo to the tools menu and at the bottom of the menu click \"Set Scripts Running in Selection\".
        \n\nEdit all the prims of the drawers from the closed position to the open position.
        \n\nWhen all the prims of the drawers are set open, touch each prim(you can do one prim at a time or all together, which ever you prefer).
        \n\nWhen the prim is touched it will automatically close.
        \n\nWhen all the prims of all the drawers are in the closed position the scripts are fully set up.
        \n\nThey will chat that they are active when ready.
        \n\nNow touch the root (or any other non drawer prim) and the script in it will self delete.
        \n\nThat's all!!");
        llRemoveInventory(llGetScriptName());
     }
     }
}</lsl>
}</syntaxhighlight>}}

Latest revision as of 03:58, 21 March 2017

I get in-world very rarely these days. The knock-on effect of this, is that I am not in the best position to keep these scripts updated. Please message me in-world (forwarded to email) if you discover any bugs (that can't be simply fixed), and I'll do my best to find a solution.

My Contributions

If unsure about how to use these scripts

I have implemented a version number system to make it more obvious if a script is updated. The V# is a comment at the top of each script.

If you have any comments about the content of this page please post them HERE

All my scripts are written for compilation as MONO

More Scripts

Legal Stuff

The legal stuff about contributing to this wiki. (worth reading)

PJIRA Issue Tracker

The issues I have filed on the PJIRA

Tuition

Tuition scripts, notes, videos and screenshots etc. (hardly any content yet)

Free Scripts

Basic Light Switch

Placed in the root of a linked object this script will make the whole object active to touch. The light will always be emitted by the prim the script is in. So, if you have a 5 prim lamp, put this in the "bulb" prim and make that prim the root. If placed in a child prim of an object, only that prim will be clickable (unless there are other touch scripts in other prims of the object).

// V1 //

vector color = <1.0, 1.0, 1.0>; // R,G,B ( red, green, blue ) values.

float intensity = 1.0; // 0.0 to 1.0 ( 1.0 = full brightness )

float radius = 20.0; // 0.1 to 20.0 ( 20.0 = full sphere )

float falloff = 0.01; // 0.01 to 2.0 ( 2.0 = least spread )

/////////////////////////////////////////////////////////////////////////

integer on; // Global variable used to measure the condition "on" or "off".

Switch() {
    // The switching function.
    on = !on; // Flip the boolean value of the integer "on".
    // Set the prim's light emitter on or off, dependant on the value of "on".
    llSetPrimitiveParams( [ PRIM_POINT_LIGHT, on, color, intensity, radius, falloff ] );
}

default {
    touch_end( integer nd ) { // If clicked,
        Switch(); // unconditionally call the switch to operate.
    }
}

Basic Alpha (transparency) SHOW/HIDE

// V1 //
 
string command = "switch"; // Place the command to chat here. The same command will switch on and off.
 
integer channel = 1; // Place channel to use here ( must be positive if an avatar is chatting on it ).

//////////////////////////////////////////////////////////////////////////////////////////////////////

integer on; // Store the state of transparency.
 
Switch() {
    llSetLinkAlpha( LINK_SET, ( float )on, ALL_SIDES ); // This setting will turn a whole link_set transparent or visible.
    on = !on; // Flip the boolean value of the integer "on".
}
 
default {
    state_entry() {
        llListen( channel, "", "", command ); // This script is listening to everyone all the time.
        // llListen( channel, "", llGetOwner(), command ); // Delete the "//" at the beginning of this line...
                                                           // ...and add "//" at the beginning of the line above...
                                                           // ...to make This script listen to only the owner.
    } // Switching the listen off at times would be better to reduce lag. But when??
    touch_end( integer nd ) {
        // if ( llDetectedKey( 0 ) == llGetOwner() ) // Delete the "//" at the beginning of this line to make touches only respond to owner.
        Switch(); // Call the switching function.
    }
    listen( integer chan, string name, key id, string msg ) {
        Switch(); // Call the switching function.
    }
}

Basic Particle Candle Flame ON/OFF

This script will make the prim it is in a small glowing sphere that sits at the center of the flame.

// V1 //

integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.

Flame( integer num ) {
    // Do we or don't we make a flame? "num" is either TRUE or FALSE ( 1 or 0 ).
    if ( num ) {
        // Make the flame since the condition above was met.
        llParticleSystem( [ PSYS_PART_FLAGS, 275,
                            PSYS_SRC_PATTERN, 4,
                            PSYS_PART_START_ALPHA, 0.6,
                            PSYS_PART_END_ALPHA, 0.0,
                            PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>,
                            PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>,
                            PSYS_PART_START_SCALE, <0.04, 0.07, 0.0>,
                            PSYS_PART_END_SCALE, <0.04, 0.04, 0.0>,
                            PSYS_PART_MAX_AGE, 0.3,
                            PSYS_SRC_MAX_AGE, 0.0,
                            PSYS_SRC_ACCEL, <0.0, 0.0, 0.02>, // These are the parameters of the particle effect.
                            PSYS_SRC_ANGLE_BEGIN, 0.0,
                            PSYS_SRC_ANGLE_END, 0.0,
                            PSYS_SRC_BURST_PART_COUNT, 50,
                            PSYS_SRC_BURST_RATE, 0.07,
                            PSYS_SRC_BURST_RADIUS, 0.0,
                            PSYS_SRC_BURST_SPEED_MIN, 0.001,
                            PSYS_SRC_BURST_SPEED_MAX, 0.4,
                            PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>,
                            PSYS_SRC_TARGET_KEY, ( key )"",
                            PSYS_SRC_TEXTURE, "" ]
                        );
        llSetPrimitiveParams( [ PRIM_POINT_LIGHT, TRUE, <1.0, 0.8, 0.3>, 0.5, 2.0, 1.9, // For extra effect we switch the light on too.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.1, // And set the transparency to slightly visible,
                                PRIM_GLOW, ALL_SIDES, 0.1 ] // and the glow to slight.
                            );
    } else {
        // "num" was not 1 ( TRUE ) so we need to stop the effect or not start it.
        llParticleSystem( [] ); // Make no particles ( no flame ).
        llSetPrimitiveParams( [ PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0.0, // Switch the light off.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // And set the transparency to invisible,
                                PRIM_GLOW, ALL_SIDES, 0.0 ] // and the glow to zero.
                            );
    }
    on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
}

default { // Create a state for the code to run in.
    state_entry() {
        // These instructions will change the size, shape and texturing of the prim the script is in.
        llSetPrimitiveParams( [ PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.0, 1.0, 0.0>, 0.0, ZERO_VECTOR, <0.0, 1.0, 0.0>, // Make the prim a sphere.
                                PRIM_SIZE, <0.01, 0.01, 0.03>, // Make the prim the right size to act as the glowing center of the flame.
                                PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0 ] // Set the blank texture.
                            );
        // Make the candle flame ignite.
        Flame( TRUE ); // Flame( TRUE ); Is an order to run the code "Flame" with the integer value "TRUE" ( numerical value = 1 ).
    }
    touch_end( integer detected ) { // Detect if we have touched the candle.
        Flame( !on ); // We now order that the Flame() code is run with the integer value that is the opposite of what it already is.
        // "!on" = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not".
    }
}

Simple Timer Alarm

Good for reminding you about sandbox returns etc. Ideally worn as a single prim HUD attachment.

// V3 //

string alarm = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
                                                       // Or the UUID of any sound.

float volume = 0.5; // Values between "0.0" and "1.0".

vector passive = <0.0, 0.0, 1.0>; // Color for prim when timer is off.

vector active = <0.0, 1.0, 0.0>; // Color for prim when timer is running.

vector alarmed = <1.0, 0.0, 0.0>; // Color for prim when alarm is sounding.

integer on; // Used to store if the timer is running.

default {
    on_rez( integer param ) {
        llResetScript();
    }
    state_entry() {
        llStopSound();
        llSetColor( passive, ALL_SIDES );
        llSetObjectName( "Alarm" );
    }
    touch_end( integer nd ) {
        if ( on ) {
            llResetScript();
        } else {
            float time = ( float )llGetObjectDesc() * 60; // Time established from the prim description.
            if ( time < 1.0 ) {
                llOwnerSay( "The time is not set.\nPlease write the time into the object description and try again" );
                return;
            }
            llSetColor( active, ALL_SIDES );
            llOwnerSay( "/me is set to sound in " + ( string )llRound( time / 60 ) + " minutes." );
            llSetTimerEvent( time );
            on = TRUE;
            llPreloadSound( alarm );
        }
    }
    timer() {
        llSetTimerEvent( 0.0 );
        llLoopSound( alarm, volume );
        llSetColor( alarmed, ALL_SIDES );
    }
}

Floating on Water (very beta)

This creates a movement sort of like a floating lantern. But it needs a lot of work before I will consider it even close to done.

// V2 //
 
float limit = 10.0; // This is the radius that the object is allowed to drift up to.
                    // 20.0 would be a 40 meter circle.
 
float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
// The object will (when the offset is zero) float with its geometric center at the level of the water surface.
 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
float float_height;
 
vector home;
 
FloatAbout( vector pos ) {
    llSetTimerEvent( limit );
    @a;
    float num_x = llFrand( limit / 2 ) - ( limit / 4 );
    float num_y = llFrand( limit / 2 ) - ( limit / 4 );
    vector target = <( pos.x + num_x ), ( pos.y + num_y ), float_height>;
    if ( llVecDist( target, home ) <= limit ) {
        llMoveToTarget( target, limit * 1.5 );
    } else {
        jump a;
    }
}
 
default {
    on_rez( integer param ) {
        llResetScript();
    }
    state_entry() {
        float_height = llWater( ZERO_VECTOR ) + offset;
        llSetStatus( STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE );
        llSetStatus( STATUS_PHYSICS | STATUS_PHANTOM, TRUE );
        home = llGetPos();
        llSetTimerEvent( 0.1 );
    }
    timer() {
        FloatAbout( llGetPos() );
    }
    touch_end( integer nd ) {
        if ( llDetectedKey( 0 ) == llGetOwner() ) {
            FloatAbout( home = llGetPos() );
        }
    }
}

Visit Web Address Dialog

If you have a website use something like this to direct people to it.

// V3 //
 
string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
 
string URL_To_Visit = "https://wiki.secondlife.com/wiki/User:Fred_Gandt"; // URL to visit.
 
string Floating_Text = "FREE SCRIPTS!!\n \nTouch to visit web site.\n \n(Official SL wiki)\n \n "; // Floating text.
 
vector Float_Text_Color = <1.0, 1.0, 1.0>; // Color of floating text.
 
float Float_Text_Alpha = 1.0; // Transparency of floating text (1.0 is solid).
 
// FROM THIS POINT IT IS SCARY!! ARRGGGHHHH...!!! //
 
default {
    state_entry() {
        llSetText( Floating_Text, Float_Text_Color, Float_Text_Alpha );
    }
    touch_start( integer nd ) {
        while ( nd ) {
            llLoadURL( llDetectedKey( --nd ), URL_Loader_Message, URL_To_Visit );
        }
    }
}

AO Overriding Sit Script

// V1 //

integer sit_target; // Used to store whether or not a sit target is applied.

key sitter; // Used to store the UUID (key) of the avatar we are animating.

integer perm; // Used to store whether or not we have permissions we ask for.

string anim_name = ""; // Used to store the name of the animation we have in the objects inventory.

string sit_text = ""; // Add a word to replace the words "Sit Here" (in the pie menu) to show if right clicking to sit.

vector pose_offset = <0.0,0.0,0.01>; // This must be a non zero value.
//  The X,Y,Z values denote by how much in meters or parts thereof the avatars pelvis is offset from the center of the prim.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.

vector pose_rotation = <0.0,0.0,0.0>; // This can be a zero value.
// The X,Y,Z values denote the rotation in degrees that the animation is rotated around the avatars pelvis.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.

default
{
    on_rez(integer param)
    {
        llResetScript(); // Clean the script when we rez the object.
    }
    state_entry()
    {
        if(sit_text != "") // If we have not set sit_text don't apply it.
        llSetSitText(sit_text);
        if(anim_name == "") // If we have not named an anim (Such as the internal animations)...
        {
            // ...this will get the name of an animation in the prims inventory and store it.
            anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0);
            if(anim_name == "") // If there is no animation in the inventory and we haven't named one...
            {
                llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target.
                llOwnerSay("There is no animation named or in my inventory. Please add an animation so I can work properly.");
                return; // Inform the owner and do nothing else.
            }
        } // If an animation exists either in inventory or by name...
        llSitTarget(pose_offset, llEuler2Rot(pose_rotation*DEG_TO_RAD)); // Set the sit target.
        sit_target = TRUE; // Remember that we are an active seat.
    }
    changed(integer change)
    {
        if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avatar).
        {
            if(sit_target)
            {
                sitter = llAvatarOnSitTarget(); // If it is an avatar store the UUID (key).
                if(sitter) // Check if the sitter is still sitting.
                llRequestPermissions(sitter, PERMISSION_TRIGGER_ANIMATION); // If sitting get permission to animate.
                else
                { // The sitter must have got up or something else changed.
                    if(perm)
                    {
                        llStopAnimation(anim_name); // Make sure the sit animation we play is stopped when the avatar stands.
                        llResetScript(); // Remove the permissions we had and clean the script.
                    }
                }
            }
        }
        if(change & CHANGED_INVENTORY)
        {
            llResetScript(); // If the animation is changed reset the script to get its name.
        }
    }
    run_time_permissions(integer perms) // Use the permissions.
    {
        if(perms & PERMISSION_TRIGGER_ANIMATION) // If we have the permissions we asked for.
        {
            perm = TRUE; // Remember that we have the permissions.
            if(sitter) // If the avatar is still sitting.
            {
                llStopAnimation("sit"); // Stop the default linden sit animation.
                llSleep(0.2); // Slow it down a bit. This gives time for the avatar animation list to be sit specific.
                integer count = 0;
                list anims = llGetAnimationList(sitter); // Get a list of animations the avatar is playing.
                integer length = llGetListLength(anims); // Get the length of that list.
                do
                {
                    string anim = llList2String(anims, count); // Pick the animation from the list of animations at index count.
                    if(anim != "")
                    llStopAnimation(anim); // Stop the animation.
                }
                while((++count) < length);
                llStartAnimation(anim_name); // Animate the sitting avatar using our inventory or named animation.
            }
        }
    }
}

Region Stats as Graphical Floating Text

// V3 //

integer on = TRUE;

Switch()
{
    if(on)
    {
        llSetTimerEvent(0.0);
        llSetText("Click Me to Enable Region Stats Display\n \n ", <1.0, 1.0, 0.0>, 1.0);
    }
    else
    {
        llSetText("Gathering Region Stats...\n \n ", <1.0, 1.0, 0.0>, 1.0);
        llSetTimerEvent(2.5);
    }
    on = (!on);
}

DisplayStats()
{
    integer count;
    string d = "";
    string f = "";
    integer fps = (llRound((llGetRegionFPS() * 2.0) + 10.0) / 10);
    integer dilation = llRound((llGetRegionTimeDilation() * 10.0));
    integer combo = (dilation + fps);
    while((++count) < dilation)
    d += "||";
    count = 0;
    while((++count) < fps)
    f += "||";
    llSetText("The Region is  -  " + GetCondition((combo * 2)) +
              "\n \nNumber of Agents on Region  -  " + ((string)llGetRegionAgentCount()) +
              "\n \nRegion F.P.S.  -  " + f +
              "\nRegion Dilation  -  " + d, <1.0, ((((float)combo) / 2.0) / 10.0), 0.0>, 1.0);
}
 
string GetCondition(integer c) // Obviously you can change this wording if you like.
{                              // I just thought of "health" and went with it.
    if(c == 40)
    return "TRANSCENDENT";
    else if(c > 35)
    return "ATHLETIC";
    else if(c > 30)
    return "HEALTHY";
    else if(c > 25)
    return "AVERAGE";
    else if(c > 20)
    return "ILL";
    else if(c > 15)
    return "DYING";
    else if(c > 10)
    return "CRITICAL";
    else
    return "DEAD?";
}
 
default
{
    state_entry()
    {
        Switch();
    }
    touch_start(integer nd)
    {
        Switch();
    }
    timer()
    {
        DisplayStats();
    }
}

Configurable Unpacker

// V1 //

key owner;
 
string me;
 
integer open = FALSE;
 
list folder_contents;
 
string folder_name; // The folder name will establish from the description of the object this script is in.
 
// CHANGE ONLY THE SETTINGS BELOW //
 
integer give_this_script = TRUE; // Give this FREE script away with the other contents? Think about it....
 
integer allow_only_owner = FALSE; // Owner only or open to all?
 
integer self_delete = FALSE; // Self delete?
 
integer timed_deletion = FALSE; // Delete immediately after giving contents or hang around a bit?
 
float deletion_delay = 10.0; // Length of time to hang around in seconds (if timed_deletion is set TRUE)
 
string display_rez_text = ""; // Floating text on rez?
 
string localchat_rez_text = ""; // Chatted message on rez?
 
string ownerchat_rez_text = ""; // Chatted message only to owner on rez?
 
string display_deletion_text = ""; // Floating text before deletion?
 
string localchat_deletion_text = ""; // Chatted message before deletion?
 
string ownerchat_deletion_text = ""; // Chatted message only to owner before deletion?
 
vector rez_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show on rez.
 
vector deletion_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show before deletion.
 
float rez_text_alpha = 1.0; // Transparency of floating text if set to show on rez.
 
float deletion_text_alpha = 1.0; // Transparency of floating text if set to show before deletion.
 
// CHANGE ONLY THE SETTINGS ABOVE //

OnRezTextOptionsFunctionThingy(integer o)
{
    if(display_rez_text != "")
    llSetText(display_rez_text, rez_text_color, rez_text_alpha);
    if(localchat_rez_text != "")
    llSay(0, localchat_rez_text);
    if(ownerchat_rez_text != "")
    llOwnerSay(ownerchat_rez_text);
    if(!o)
    {
        integer count = 0;
        integer NOI = llGetInventoryNumber(INVENTORY_ALL);
        if(NOI)
        {
            folder_contents = [];
            do
            {
                string name = llGetInventoryName(INVENTORY_ALL, count);
                if(name == me)
                {
                    if(give_this_script)
                    folder_contents += [name];
                }
                else
                folder_contents += [name];
            }
            while((++count) < NOI);
        }
        folder_name = llGetObjectDesc();
    }
}
 
default
{
    on_rez(integer param)
    {
        owner = llGetOwner();
        me = llGetScriptName();
        OnRezTextOptionsFunctionThingy(FALSE);
    }
    touch_start(integer nd)
    {
        if(!open)
        {
            integer give = FALSE;
            key toucher = llDetectedKey(0);
            if(allow_only_owner)
            {
                if(toucher == owner)
                give = TRUE;
            }
            else
            {
                give = TRUE;
            }
            if(give)
            {
                open = TRUE;
                llGiveInventoryList(toucher, folder_name, folder_contents);
            }
            if(open)
            {
                if(display_deletion_text != "")
                llSetText(display_deletion_text, deletion_text_color, deletion_text_alpha);
                if(localchat_deletion_text != "")
                llSay(0, localchat_deletion_text);
                if(ownerchat_deletion_text != "")
                llOwnerSay(ownerchat_deletion_text);
                if(self_delete)
                {
                    if(timed_deletion)
                    llSetTimerEvent(deletion_delay);
                    else
                    llDie();
                }
                else
                {
                    open = FALSE;
                    OnRezTextOptionsFunctionThingy(TRUE);
                }
            }
        }
    }
    timer()
    {
        llDie();
    }
}

Random Item Giver

IN ITS PRESENT STATE THIS SCRIPT SHOULD NOT BE USED TO GIVE ITEMS WITH NO COPY PERMISSIONS

// V2 //
 
integer NOI;
 
default
{
    state_entry()
    {
        NOI = (llGetInventoryNumber(INVENTORY_ALL) - 1);
    }
    touch_start(integer nd)
    {
        while(nd && NOI)
        {
            string inv;
            while((inv = llGetInventoryName(INVENTORY_ALL, llRound(llFrand((float)NOI)))) == llGetScriptName());
            llGiveInventory(llDetectedKey(--nd), inv);
        }
    }
    changed(integer change)
    {
        if(change & (CHANGED_INVENTORY | CHANGED_OWNER))
        llResetScript();
    }
}

Programmable Song Player

Due the the 10 second limit on sounds we need to play whole songs as a sequence of clips. This does that.

  • You can add up to 11 (inclusive) complete songs (however many sound files there are per song) and select which to play.
  • If a song is playing you can select the next to play and a playlist is formed. The playlist can be added to at anytime during playback.
  • The volume is adjustable at anytime, including during playback.
  • Reads the song snippets from the sound files placed in the object inventory. They will be played in alphabetical/numerical order.
  • Follow the instructions at the top of the script. Very little editing is needed.
    • There is a chance that the memory will break if the playlist is made too long. V3 will include a measure against that but I have to sleep occasionally.
// V2 //
 
// This list is all you need to edit. List the names of the songs (each collection of sound files that makes one song)
// followed by the length of those sound clips (each song should contain clips of equal length)

// The list should be structured like so -

// list songs = ["First Song", 9.0, "Second Song", 9.65, "Third Song", 9.45];

// The names of the songs must be identical to some part of the sound files used for that song like so -

//// In the prim inventory (along with this script) -

////// Box_Of_Rain_wav_1
////// Box_Of_Rain_wav_2
////// Box_Of_Rain_wav_3
////// Servant 1
////// Servant 2
////// Servant 3

//// In the script -

////// list songs = ["Box_Of_Rain", 9.2, "Servant", 9.8];

// The script will play the clips in alpha/numerical order so name them wisely.

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////ONLY EDIT BELOW HERE///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
list songs = ["Box_Of_Rain", 9.2, "Servant", 9.8]; // YUP! EDIT THIS BIT ;-)
 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////ONLY EDIT ABOVE HERE///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
integer volume = 10;
 
integer lis_count;
 
integer playing;
 
integer busy;
 
integer part;
 
integer lis;
 
integer sl;
 
float delay;
 
list cancel = ["CANCEL"];
 
list playlist;
 
list waiting;
 
list song;
 
string vol_str = "Volume";
 
string song_str = "Songs";
 
string song_name;
 
list StrideOfList(list src, integer stride, integer start, integer end)
{
    list l = [];
    integer ll = llGetListLength(src);
    if(start < 0)start += ll;
    if(end < 0)end += ll;
    if(end < start) return llList2List(src, start, start);
    while(start <= end)
    {
        l += llList2List(src, start, start);
        start += stride;
    }
    return l;
}
 
list Volumes(integer vol)
{
    integer v = 0;
    list l = [];
    do
    {
        if(v != vol)
        l += [((string)v)];
    }
    while((++v) <= 10);
    return l;
}
 
PageOne(key k, integer c)
{
    llDialog(k, "\nAdjust the volume or select a song to play?", [vol_str, song_str] + cancel, c);
}
 
PlaySong(string n)
{
    song = [];
    integer c = -1;
    string name = "";
    do
    {
        if(llSubStringIndex((name = llGetInventoryName(INVENTORY_SOUND, (++c))), n) != -1)
        song += [name];
    }
    while(name);
    delay = llList2Float(songs, (llListFindList(songs, [n]) + 1));
    if((sl = llGetListLength(song)))
    {
        llPreloadSound(llList2String(song, (part = 0)));
        if(sl > 1)
        llPreloadSound(llList2String(song, 1));
        playing = FALSE;
        llSetTimerEvent(0.01);
    }
}
 
integer Chan()
{
    return llRound((llFrand(-5000000.0) + -500000.0));
}
 
float ScaleVol(integer v)
{
    return (v * 0.1);
}
 
Listen(integer c, key a)
{
    lis = llListen(c, "", a, "");
}
 
RemoveListen(integer b)
{
    llListenRemove(lis);
    lis_count = 0;
    if(b)
    busy = FALSE;
    lis = 0;
}
 
SetListenTimer(integer p)
{
    if(p)
    while(((++lis_count) * llRound(delay)) < 30);
    else
    {
        lis_count = 1;
        llSetTimerEvent(30.0);
    }
}
 
integer CheckWaitingRoom(integer c)
{
    if(waiting)
    {
        key a = llList2Key(waiting, 0);
        if(!c)
        {
            RemoveListen(0);
            Listen((c = Chan()), a);
            SetListenTimer(playing);
        }
        PageOne(a, c);
        waiting = llDeleteSubList(waiting, 0, 0);
        return 1;
    }
    return 0;
}
 
default
{
    on_rez(integer param)
    {
        llStopSound();
        llResetScript();
    }
    changed(integer change)
    {
        if(change & CHANGED_INVENTORY)
        llResetScript();
    }
    touch_start(integer nd)
    {
        while(nd)
        {
            key agent = llDetectedKey(--nd);
            if(!busy)
            {
                busy = TRUE;
                integer channel = Chan();
                SetListenTimer(playing);
                Listen(channel, agent);
                PageOne(agent, channel);
            }
            else
            {
                list a = [agent];
                if(llListFindList(waiting, a) == -1)
                waiting += a;
            }
        }
    }
    listen(integer chan, string name, key id, string msg)
    {
        if(msg != llList2String(cancel, 0))
        {
            SetListenTimer(playing);
            if(msg == vol_str)
            {
                llDialog(id, "\nChange the volume?\nThe current volume is set at \"" + ((string)volume) + "\"", cancel + Volumes(volume), chan);
                return;
            }
            if(msg == song_str)
            {
                string current = "";
                if(playlist)
                {
                    current = "\n\nThe songs currently queued are\n\"" + llList2String(playlist, 0) + "\" (currently playing)";
                    if(llGetListLength(playlist) > 1)
                    current += "\n\"" + llDumpList2String(llList2List(playlist, 1, -1), "\"\n\"") + "\"";
                }
                llDialog(id, llGetSubString(("\nSelect a song to play?" + current), 0, 500), cancel + StrideOfList(songs, 2, 0, -1), chan);
                return;
            }
            if(llListFindList(Volumes(volume), [msg]) != -1)
            {
                llAdjustSoundVolume(ScaleVol((volume = ((integer)msg))));
                PageOne(id, chan);
                return;
            }
            if(llGetListLength((playlist += [msg])) == 1)
            PlaySong((song_name = msg));
        }
        if(CheckWaitingRoom(chan))
        return;
        RemoveListen(1);
    }
    timer()
    {
        if(playlist)
        {
            if(!playing)
            {
                llSetTimerEvent(delay);
                playing = TRUE;
            }
            llPlaySound(llList2String(song, part), ScaleVol(volume));
            if((++part) == sl)
            {
                if(llGetListLength(playlist) > 1)
                {
                    song_name = llList2String((playlist = llDeleteSubList(playlist, 0, 0)), 0);
                    llSleep(delay);
                    PlaySong(song_name);
                }
                else
                {
                    llSetTimerEvent(0.0);
                    song_name = "";
                    playing = FALSE;
                    playlist = [];
                }
            }
            else if(part == (sl - 1))
            llPreloadSound(llList2String(song, 0));
            else
            llPreloadSound(llList2String(song, (part + 1)));
        }
        if(lis && (!(--lis_count)))
        {
            if(!(CheckWaitingRoom(0)))
            RemoveListen(1);
        }
    }
}

Single Prim Double Doors

Just drop the script into a fresh prim and it will become the doors.

Can be made to allow only owner use by writing the word "owner" in the prim description.

// V3 //

float auto_close = 10.0; // The time the door remains open before auto closing. Set to zero for no auto closure.

integer open;
 
OperateDoors()
{
    if(!open)
    {
        float f = 0.0;
        while((f += 0.01) <= 1.0)
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <f,1.0,0.0>, ZERO_VECTOR]);
    }
    else
    {
        float f = 1.0;
        while((f -= 0.01) >= -1.0)
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <f,1.0,0.0>, ZERO_VECTOR]);
    }
    llSetTimerEvent(auto_close);
    open = (!open);
}
 
default
{
    state_entry()
    {
        vector pos = llGetPos();
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <0.0,1.0,0.0>, ZERO_VECTOR,
                                                 17, -1, TEXTURE_BLANK, <1.0,1.0,0.0>, ZERO_VECTOR, 0.0,
                                                 6, <pos.x,pos.y,(pos.z - 0.25)>,
                                                 18, -1, ZERO_VECTOR, 0.4,
                                                 8, <PI,0.0,0.0,PI>,
                                                 7, <3.0,5.0,0.01>]);
    }
    touch_start(integer nd)
    {
        if(llToLower(llGetObjectDesc()) == "owner")
        {
            while(nd)
            {
                if(llDetectedKey(--nd) == llGetOwner())
                OperateDoors();
            }
        }
        else
        OperateDoors();
    }
    timer()
    {
        llSetTimerEvent(0.0);
        if(open)
        OperateDoors();
    }
}

Give Only to Agents of an Age

Simple freebie giver that discriminates against old people. Use to allow only newer residents to grab your freebies.

  • The measure of age isn't perfect but, the worst it will be off by is a day or so.

Load the prim up with stuff (of any type (set free scripts to "Not Running")) and the script will automatically read the contents and be ready to hand them out.

// V1 //

integer noobage = 30; // Age in days upto which an agent is considered eligible.

string folder_name = "Folder"; // name of folder as it appears in the agents inventory.

///////////////////////////////////////////////////////////////////////////////////////

list inv = [];

integer Inv = 0;

integer busy = 0;

list waiting = [];

key iq = NULL_KEY;

key Agent = NULL_KEY;

integer ThankYouForTheDays(string d)
{
    return llRound((((float)llGetSubString(d, 0, 3)) * 365.25) +
                   (((float)llGetSubString(d, 5, 6)) * 30.4375) +
                   ((float)llGetSubString(d, 8, 9)));
}

integer Noob(string dob, string date)
{
    if((ThankYouForTheDays(date) - ThankYouForTheDays(dob)) <= noobage)
    return 1;
    return 0;
}

default
{
    on_rez(integer param)
    {
        llResetScript();
    }
    changed(integer change)
    {
        if(change & (CHANGED_OWNER | CHANGED_INVENTORY))
        llResetScript();
    }
    state_entry()
    {
        integer noi = llGetInventoryNumber(INVENTORY_ALL);
        string name;
        while(noi)
        {
            if((name = llGetInventoryName(INVENTORY_ALL, (--noi))) != llGetScriptName())
            inv += [name];
        }
        Inv = llGetListLength(inv);
    }
    touch_start(integer nd)
    {
        while(nd && Inv)
        {
            key agent = llDetectedKey(--nd);
            if(!busy)
            {
                busy = TRUE;
                iq = llRequestAgentData((Agent = agent), DATA_BORN);
            }
            else
            {
                if(llListFindList(waiting, [agent]) == -1)
                waiting += [agent];
            }
        }
    }
    dataserver(key q, string data)
    {
        if(q == iq)
        {
            if(Noob(data, llGetDate()))
            llGiveInventoryList(Agent, folder_name, inv);
            if(llGetListLength(waiting))
            {
                iq = llRequestAgentData((Agent = llList2Key(waiting, 0)), DATA_BORN);
                waiting = llDeleteSubList(waiting, 0, 0);
            }
            else
            busy = FALSE;
        }
    }
}

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