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 ===


== My contributions ==
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).


'''[[Project:Contribution Agreement| The legal stuff about contributing stuff here and about (worth reading).]]'''
<syntaxhighlight lang="lsl2">// V1 //


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


'''[[User:Fred_Gandt/Tuition| Tuition scripts, notes, videos and screenshots etc.]]'''
float intensity = 1.0; // 0.0 to 1.0 ( 1.0 = full brightness )


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


<lsl>// This script will cause the prim it is in to emit light.
float falloff = 0.01; // 0.01 to 2.0 ( 2.0 = least spread )
// 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'.
/////////////////////////////////////////////////////////////////////////


vector color = <1.0,1.0,1.0>; // R,G,B (red, green, blue) values.
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)
Switch() {
 
    // The switching function.
float radius = 20.0; // 0.1 to 20.0 (20.0 = full sphere)
     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".
float falloff = 0.01; // 0.01 to 2.0 (2.0 = least spread)
     llSetPrimitiveParams( [ PRIM_POINT_LIGHT, on, color, intensity, radius, falloff ] );
 
Switch() // The switching function. I made the switch function to facilitate easier editing.
{
     on = (!on); // Flip the boolean value of the integer 'on'.
     llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);
}
}


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


== Script that gives a set amount of L$ to whoever touches the object this script is in ==
=== Basic Alpha (transparency) SHOW/HIDE ===


'''TAKE CARE WITH THIS ONE. IT WILL DEDUCT L$ FROM YOUR ACCOUNT ONCE YOU GRANT PERMISSIONS'''
<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 ).


'''I WAS ASKED TO MAKE IT THIS WAY. IT WAS DESIGNED TO BE REZZED FOR SHORT PERIODS OF TIME'''
//////////////////////////////////////////////////////////////////////////////////////////////////////


'''IF TOO MANY AGENTS USE IT THE MEMORY WILL RUN OUT AND IT WILL FAIL'''
integer on; // Store the state of transparency.
 
<lsl>key owner; // Global variable to store the owner UUID (key)
Switch() {
 
    llSetLinkAlpha( LINK_SET, ( float )on, ALL_SIDES ); // This setting will turn a whole link_set transparent or visible.
integer perms; // Global to store the condition of the request for permissions.
    on = !on; // Flip the boolean value of the integer "on".
 
}
integer count; // Global counter.
 
default {
list visitors; // This stores the keys of all the agents who take the gift. They will be allowed only one gift.
    state_entry() {
 
        llListen( channel, "", "", command ); // This script is listening to everyone all the time.
integer ammount = 1; // Change this figure to the required ammount to give away (e.g. 5). Then drop in your object.
        // llListen( channel, "", llGetOwner(), command ); // Delete the "//" at the beginning of this line...
 
                                                          // ...and add "//" at the beginning of the line above...
default
                                                          // ...to make This script listen to only the owner.
{
    } // Switching the listen off at times would be better to reduce lag. But when??
     on_rez(integer param)
     touch_end( integer nd ) {
    {
        // if ( llDetectedKey( 0 ) == llGetOwner() ) // Delete the "//" at the beginning of this line to make touches only respond to owner.
         llResetScript(); // Clear all lists and reset all variables. This action will also clear the permissions.
         Switch(); // Call the switching function.
     }
     }
     changed(integer change)
     listen( integer chan, string name, key id, string msg ) {
    {
         Switch(); // Call the switching function.
         if(change & CHANGED_OWNER) // If the script or object changes ownership the script will not be able
        llResetScript();           // to deduct cash from the previous owners account.
     }
     }
    state_entry()
}</syntaxhighlight>
    {
        owner = llGetOwner(); // Store the owners key.
        llRequestPermissions(owner, PERMISSION_DEBIT); // !! THIS MEANS IT WILL TAKE YOUR MONEY !!
    }
    run_time_permissions(integer perm)
    {
        if(perm & PERMISSION_DEBIT) // Have we got the permissions we requested?
        perms = TRUE; // Store the result of success.
        else
        llRequestPermissions(owner, PERMISSION_DEBIT); // If not we ask for them again.
    }
    touch_end(integer nd)
    {
        do // Loop through the detected touchers to cover the rare cases when
        {  // more than one agent touches the object at the same time.
            key toucher = llDetectedKey(count);
            if(llListFindList(visitors, [toucher]) == -1) // Check if the agent has touched us before by searching the list for a match.
            {
                if(perms) // Check if we have permissions.
                {
                    llGiveMoney(toucher, ammount); // Ker-ching!!
                    visitors += [toucher]; // That's all buster! NEXT!!
                }
            }
        }
        while((++count) < nd); // Increment the counter and loop while it is less than the number of touchers detected.
        count = 0; // Reset the counter.
    }
}</lsl>


== Script to make the Mouselook button show at the bottom of your screen ==
=== Basic Particle Candle Flame ON/OFF ===


<lsl>key owner;
This script will make the prim it is in a small glowing sphere that sits at the center of the flame.


default
<syntaxhighlight lang="lsl2">// V1 //
{
    state_entry()
    {
        owner = llGetOwner();
        llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
    }
    run_time_permissions(integer perm)
    {
        if(perm & PERMISSION_TAKE_CONTROLS) // Do we have the perms we asked for?
        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.
        llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
    }
    control(key id, integer this, integer that)
    {                        // 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.
    }
}</lsl>


== Script that makes the object it is in float on water (like a marker buoy)==
integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.


<lsl>float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
Flame( integer num ) {
// The object will (when the offset is zero) float with its geometric center at the level of the water surface.
    // Do we or don't we make a flame? "num" is either TRUE or FALSE ( 1 or 0 ).
default // The offset is a measure of meters and/or parts thereof.
    if ( num ) {
{
        // Make the flame since the condition above was met.
    state_entry() // Best to set the object in place with your edit tools and then add the script.
        llParticleSystem( [ PSYS_PART_FLAGS, 275,
     {             // As the code runs it will lock the objects position and attempt to remain there.
                            PSYS_SRC_PATTERN, 4,
         float float_height = (llWater(ZERO_VECTOR) + offset);  
                            PSYS_PART_START_ALPHA, 0.6,
        vector pos = llGetPos();
                            PSYS_PART_END_ALPHA, 0.0,
         llSetStatus(STATUS_PHYSICS, TRUE); // Make the object physical.
                            PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>,
        llMoveToTarget(<pos.x, pos.y, float_height>, 0.5); // Have it maintain it's position.
                            PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>,
        // Things get more complex if you wanna make a boat. But this is a place to start.
                            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.
                            );
     }
     }
}</lsl>
    on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
 
== Very Basic Alpha (transparency) ON/OFF script ==
 
<lsl>integer on;
 
key owner; // Store the owners UUID (key)
 
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 a positive if an avatar is chatting on it).
 
Switch(integer i)
{
    llSetLinkAlpha(LINK_SET, ((float)i), ALL_SIDES); // This setting will turn a whole link_set transparent or solid.
}
}


default
default { // Create a state for the code to run in.
{
     state_entry() {
     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.
         owner = llGetOwner();
                                PRIM_SIZE, <0.01, 0.01, 0.03>, // Make the prim the right size to act as the glowing center of the flame.
         llListen(channel, "", owner, command); // This script is listening all the time.
                                PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0 ] // Set the blank texture.
    }  // Switching the listen off at times would be better to reduce lag. But when??
                            );
    touch_end(integer nd)
        // 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 ).
         on = (!on);
        Switch(on); // Blah
     }
     }
     listen(integer chan, string name, key id, string msg)
     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 = (!on);
         // "!on" = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not".
         Switch(on); // Blah
     }
     }
}</lsl>
}</syntaxhighlight>


== Scripts for multi prim drawers (2 scripts) ==
=== Simple Timer Alarm ===


'''Could also be used for doors etc.'''
Good for reminding you about sandbox returns etc. Ideally worn as a single prim HUD attachment.


<lsl>// INSTRUCTIONS FOR USE (there are two scripts that make up the set)
<syntaxhighlight lang="lsl2">// V3 //


// Make your chest of drawers and link the whole set together with the body (any prim that doesn't move) of the chest as the root.
string alarm = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
                                                      // Or the UUID of any sound.


// Name every prim used as a part of a drawer (include handles, drawer fronts, bases etc.) "drawer " plus a number.
float volume = 0.5; // Values between "0.0" and "1.0".


// All the prims of one drawer should now all be named the same. e.g. "drawer 1".
vector passive = <0.0, 0.0, 1.0>; // Color for prim when timer is off.


// Name every drawer a different number. e.g. "drawer 1", "drawer 2" etc.
vector active = <0.0, 1.0, 0.0>; // Color for prim when timer is running.


// With all the parts named correctly, edit the object so that all the drawers are closed.
vector alarmed = <1.0, 0.0, 0.0>; // Color for prim when alarm is sounding.


// At this point you might want to take a copy.
integer on; // Used to store if the timer is running.


// Be sure that no prims are named "drawer (something)" unless they are supposed to be (according to the above).
default {
 
     on_rez( integer param ) {
// Drop both the scripts (at the same time) into the root of the object.
         llResetScript();
 
// You will get further instructions in local chat. Follow them.</lsl><lsl>// This script needs to be named "Linkypooz".
 
vector open;
 
vector closed;
 
integer OPEN;
 
key owner;
 
integer my_response_num;
 
integer my_link_num;
 
Drawer()
{
    vector pos;
    if(OPEN)
    pos = closed;
    else
    pos = open;
    llSetPos(pos);
    OPEN = (!OPEN);
}
 
default
{
     state_entry()
    {
         owner = llGetOwner();
        closed = llGetLocalPos();
     }
     }
     touch_start(integer nd)
     state_entry() {
    {
         llStopSound();
         if(llDetectedKey(0) == owner)
         llSetColor( passive, ALL_SIDES );
         {
        llSetObjectName( "Alarm" );
            open = llGetLocalPos();
            llSetPos(closed);
            state normal;
        }
     }
     }
}
    touch_end( integer nd ) {
state normal
        if ( on ) {
{
            llResetScript();
    state_entry()
         } else {
    {
            float time = ( float )llGetObjectDesc() * 60; // Time established from the prim description.
        my_link_num = llGetLinkNumber();
            if ( time < 1.0 ) {
         my_response_num = ((integer)llGetSubString(llGetLinkName(my_link_num), 7, -1));
                llOwnerSay( "The time is not set.\nPlease write the time into the object description and try again" );
        llOwnerSay(" is active!");
                return;
    }
            }
    touch_start(integer nd)
            llSetColor( active, ALL_SIDES );
    {
            llOwnerSay( "/me is set to sound in " + ( string )llRound( time / 60 ) + " minutes." );
        if(my_link_num == 1)
            llSetTimerEvent( time );
        {
            on = TRUE;
             llRemoveInventory(llGetScriptName());
             llPreloadSound( alarm );
         }
         }
        llMessageLinked(LINK_SET, my_response_num, "", "");
     }
     }
     link_message(integer sender, integer num, string str, key id)
     timer() {
    {
         llSetTimerEvent( 0.0 );
         if(num == my_response_num)
         llLoopSound( alarm, volume );
         {
         llSetColor( alarmed, ALL_SIDES );
            Drawer();
         }
     }
     }
}</lsl><lsl>// This script can be called "cats ass" for all I care! lolz.
}</syntaxhighlight>


default
=== Floating on Water (very beta) ===
{
    state_entry()
    {
        integer count;
        integer links = llGetNumberOfPrims();
        do
        {
            string name = llGetLinkName(count);
            if(llGetSubString(name, 0, 5) == "drawer")
            {
                key link_key = llGetLinkKey(count);
                llGiveInventory(link_key, "Linkypooz");
            }
        }
        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>


== Group Joiner that sets it's self to whatever group you are wearing as it is rezzed or created ==
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.


<lsl>key group_key;
<syntaxhighlight lang="lsl2">// V2 //
   
   
Function()
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.
     group_key = llList2Key(llGetObjectDetails(llGetKey(), [OBJECT_GROUP]), 0);
     if(group_key != NULL_KEY)
float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
     llHTTPRequest("http://world.secondlife.com/group/" + ((string)group_key), [], "");
// The object will (when the offset is zero) float with its geometric center at the level of the water surface.
     else
    {
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
         llSay(0, "Since you are not wearing a group tag I am not set to any group.
        \nWear a group tag and try again.
float float_height;
        \nThis script will self delete.");
         llRemoveInventory(llGetScriptName());
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
default {
{
    on_rez( integer param ) {
     state_entry()
        llResetScript();
    {
    }
         Function();
     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 );
     }
     }
     on_rez(integer param)
     timer() {
    {
         FloatAbout( llGetPos() );
         Function();
     }
     }
     http_response(key q, integer status, list metadata, string body)
     touch_end( integer nd ) {
    {
         if ( llDetectedKey( 0 ) == llGetOwner() ) {
         if(status == 200)
             FloatAbout( home = llGetPos() );
        {
            integer name_start = (llSubStringIndex(body, "<title>") + 7);
            integer name_end = (llSubStringIndex(body, "</title>") - 1);
            integer tex_key_start = (llSubStringIndex(body, "imageid") + 18);
             integer tex_key_end = (tex_key_start + 35);
            string group_name = llGetSubString(body, name_start, name_end);
            llSetObjectName("Join " + group_name);
            key group_tex = llGetSubString(body, tex_key_start, tex_key_end);
            if(group_tex != NULL_KEY)
            llSetTexture(group_tex, ALL_SIDES);
            else
            llSetTexture(TEXTURE_BLANK, ALL_SIDES);
        }
        else
        {
            llHTTPRequest("http://world.secondlife.com/group/" + ((string)group_key), [], "");
         }
         }
     }
     }
    touch_start(integer nd)
}</syntaxhighlight>
    {
        llSay(0, "/me by clicking this link\nsecondlife:///app/group/" + ((string)group_key) + "/about");
    }
}</lsl>


== Tip Jar with ability to pay a percentage to the founder of the group the object is set to ==
=== Visit Web Address Dialog ===


'''Might be a bit buggy because I wrote it while 1/2 asleep. I'll check later.'''
If you have a website use something like this to direct people to it.


'''UNDER CERTAIN CONDITIONS (That you set and agree to) THIS SCRIPT WILL TAKE MONEY FROM YOUR ACCOUNT'''
<syntaxhighlight lang="lsl2">// V3 //
 
<lsl>key owner;
string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
 
integer debit_perms = FALSE;
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 );
        }
    }
}</syntaxhighlight>


integer pay_price = 0;
=== AO Overriding Sit Script ===


list pay_buttons = [20, 50, 100, 250];
<syntaxhighlight lang="lsl2">// V1 //


integer percentage = 50; // Percentage to pay to the founder of the group the object is set to.
integer sit_target; // Used to store whether or not a sit target is applied.


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


string default_message = "/me is very grateful for the generous contribution from ";
integer perm; // Used to store whether or not we have permissions we ask for.


string beneficiary_message = "% of which has been paid to the founder of ";
string anim_name = ""; // Used to store the name of the animation we have in the objects inventory.


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


string group_name;
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.


Function()
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.
    owner = llGetOwner();
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.
    string owner_name = llKey2Name(owner);
    string object_name = (owner_name + "'s Money Box");
    llSetObjectName(object_name);
    llSetPayPrice(pay_price, pay_buttons);
    if(percentage)
    llRequestPermissions(owner, PERMISSION_DEBIT);
}


default
default
Line 392: Line 289:
     on_rez(integer param)
     on_rez(integer param)
     {
     {
         Function();
         llResetScript(); // Clean the script when we rez the object.
     }
     }
     state_entry()
     state_entry()
     {
     {
         Function();
         if(sit_text != "") // If we have not set sit_text don't apply it.
    }
        llSetSitText(sit_text);
    run_time_permissions(integer perms)
         if(anim_name == "") // If we have not named an anim (Such as the internal animations)...
    {
         if(perms & PERMISSION_DEBIT)
         {
         {
             debit_perms = TRUE;
             // ...this will get the name of an animation in the prims inventory and store it.
             group_key = llList2Key(llGetObjectDetails(llGetKey(), [OBJECT_GROUP]), 0);
             anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0);
             if(group_key != NULL_KEY)
             if(anim_name == "") // If there is no animation in the inventory and we haven't named one...
             llHTTPRequest("http://world.secondlife.com/group/" + ((string)group_key), [], "");
             {
        }
                llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target.
         else
                llOwnerSay("There is no animation named or in my inventory. Please add an animation so I can work properly.");
         llRequestPermissions(owner, PERMISSION_DEBIT);
                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.
     }
     }
     http_response(key q, integer status, list metadata, string body)
     changed(integer change)
     {
     {
         if(status == 200)
         if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avatar).
         {
         {
             integer name_start = (llSubStringIndex(body, "<title>") + 7);
             if(sit_target)
             integer name_end = (llSubStringIndex(body, "</title>") - 1);
             {
            integer founder_key_start = (llSubStringIndex(body, "founderid") + 20);
                sitter = llAvatarOnSitTarget(); // If it is an avatar store the UUID (key).
            integer founder_key_end = (founder_key_start + 35);
                if(sitter) // Check if the sitter is still sitting.
            beneficiary = llGetSubString(body, founder_key_start, founder_key_end);
                llRequestPermissions(sitter, PERMISSION_TRIGGER_ANIMATION); // If sitting get permission to animate.
            group_name = llGetSubString(body, name_start, name_end);
                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.
                    }
                }
            }
         }
         }
         else
         if(change & CHANGED_INVENTORY)
         {
         {
             llHTTPRequest("http://world.secondlife.com/group/" + ((string)group_key), [], "");
             llResetScript(); // If the animation is changed reset the script to get its name.
         }
         }
     }
     }
     money(key id, integer amount)
     run_time_permissions(integer perms) // Use the permissions.
     {
     {
        string message = "";
         if(perms & PERMISSION_TRIGGER_ANIMATION) // If we have the permissions we asked for.
        integer dividend;
        string payer = llKey2Name(id);
         if(!percentage)
        {
            message = (default_message + payer);
        }
        else
         {
         {
             dividend = llFloor((((float)amount)/100.0) * ((float)percentage)); // I'm very tired and my eyes are sticky!
             perm = TRUE; // Remember that we have the permissions.
             if(dividend)
             if(sitter) // If the avatar is still sitting.
             {
             {
                 if(debit_perms)
                 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.
                    message = (default_message + payer + ".\n" + ((string)percentage) + beneficiary_message + group_name);
                integer count = 0;
                    llGiveMoney(beneficiary, dividend);
                list anims = llGetAnimationList(sitter); // Get a list of animations the avatar is playing.
                 }
                 integer length = llGetListLength(anims); // Get the length of that list.
                 else
                 do
                 {
                 {
                     message = (default_message + payer);
                     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.
             }
             }
         }
         }
        llSay(PUBLIC_CHANNEL, message);
     }
     }
}</lsl>
}</syntaxhighlight>


== Region Stats as floating text ==
=== Region Stats as Graphical Floating Text ===


<lsl>string bar = "||";
<syntaxhighlight lang="lsl2">// V3 //


string RFPS = "Region Frames per Second = ";
integer on = TRUE;


string RTD = "Region Time Dilation = ";
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);
}


string GetCondition(integer d, integer f)
DisplayStats()
{
{
     string s = "";
    integer count;
     if(d >= 15 && f >= 15)
    string d = "";
     s = "GOOD";
     string f = "";
     else if(d >= 10 && f >= 10)
     integer fps = (llRound((llGetRegionFPS() * 2.0) + 10.0) / 10);
     s = "POOR";
    integer dilation = llRound((llGetRegionTimeDilation() * 10.0));
     else if(d >= 5 && f >= 5)
    integer combo = (dilation + fps);
     s = "DIABOLICAL";
    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
     else
     s = "CRASHED?";
     return "DEAD?";
    return s;
}
}
 
default
default
{
{
     on_rez(integer param)
     state_entry()
     {
     {
         llResetScript();
         Switch();
     }
     }
     state_entry()
     touch_start(integer nd)
     {
     {
         llSetTimerEvent(5.0);
         Switch();
     }
     }
     timer()
     timer()
     {
     {
         integer count = 0;
         DisplayStats();
        vector color;
        string d = "";
        string f = "";
        string text = "";
        float dilation = (llGetRegionTimeDilation() * 10);
        float FPS = llGetRegionFPS();
        integer mathed_fps = (llRound(FPS*2)/10);
        integer mathed_dilation = llRound(dilation);
        do
        d += bar;
        while((++count) < mathed_dilation);
        count = 0;
        do
        f += bar;
        while((++count) < mathed_fps);
        color = <1.0, (dilation/10), 0.0>;
        text = ("All is - " + GetCondition((mathed_dilation * 2), (mathed_fps * 2)) + "\n");
        text += (RFPS + f + "\n" + RTD + d);
        llSetText(text, color, 1.0);
     }
     }
}</lsl>
}</syntaxhighlight>


== Configurable Unpacker ==
=== Configurable Unpacker ===


<lsl>key owner;
<syntaxhighlight lang="lsl2">// V1 //


key owner;
string me;
string me;
   
   
integer open = FALSE;
integer open = FALSE;
 
integer give = FALSE;
list folder_contents;
 
list folder_contents = [];
 
string folder_name; // The folder name will establish from the description of the object this script is in.
string folder_name; // The folder name will establish from the description of the object this script is in.
   
   
// CHANGE ONLY THE SETTINGS BELOW
// CHANGE ONLY THE SETTINGS BELOW //
 
integer give_this_script = TRUE; // Give this FREE script away with the other contents? Think about it....
integer give_this_script = TRUE; // Give this FREE script away with the other contents? Think about it....
   
   
Line 539: Line 461:
   
   
string display_rez_text = ""; // Floating text on rez?
string display_rez_text = ""; // Floating text on rez?
 
string localchat_rez_text = ""; // Chatted message on rez?
string localchat_rez_text = ""; // Chatted message on rez?
 
string ownerchat_rez_text = ""; // Chatted message only to owner on rez?
string ownerchat_rez_text = ""; // Chatted message only to owner on rez?
   
   
string display_deletion_text = ""; // Floating text before deletion?
string display_deletion_text = ""; // Floating text before deletion?
 
string localchat_deletion_text = ""; // Chatted message before deletion?
string localchat_deletion_text = ""; // Chatted message before deletion?
 
string ownerchat_deletion_text = ""; // Chatted message only to owner before deletion?
string ownerchat_deletion_text = ""; // Chatted message only to owner before deletion?
   
   
Line 559: Line 481:
   
   
// CHANGE ONLY THE SETTINGS ABOVE //
// CHANGE ONLY THE SETTINGS ABOVE //
 
default
OnRezTextOptionsFunctionThingy(integer o)
{
{
     on_rez(integer param)
     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)
     {
     {
        owner = llGetOwner();
        me = llGetScriptName();
        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);
         integer count = 0;
         integer count = 0;
         integer NOI = llGetInventoryNumber(INVENTORY_ALL);
         integer NOI = llGetInventoryNumber(INVENTORY_ALL);
         if(NOI)
         if(NOI)
         {
         {
            folder_contents = [];
             do
             do
             {
             {
Line 590: Line 511:
         }
         }
         folder_name = llGetObjectDesc();
         folder_name = llGetObjectDesc();
    }
}
default
{
    on_rez(integer param)
    {
        owner = llGetOwner();
        me = llGetScriptName();
        OnRezTextOptionsFunctionThingy(FALSE);
     }
     }
     touch_start(integer nd)
     touch_start(integer nd)
Line 595: Line 526:
         if(!open)
         if(!open)
         {
         {
             open = TRUE;
             integer give = FALSE;
             key toucher = llDetectedKey(0);
             key toucher = llDetectedKey(0);
             if(allow_only_owner)
             if(allow_only_owner)
Line 608: Line 539:
             if(give)
             if(give)
             {
             {
                open = TRUE;
                 llGiveInventoryList(toucher, folder_name, folder_contents);
                 llGiveInventoryList(toucher, folder_name, folder_contents);
             }
             }
             if(display_deletion_text != "")
             if(open)
            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)
                 if(display_deletion_text != "")
                llSetTimerEvent(deletion_delay);
                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
                 else
                 llDie();
                 {
                    open = FALSE;
                    OnRezTextOptionsFunctionThingy(TRUE);
                }
             }
             }
         }
         }
Line 629: Line 569:
         llDie();
         llDie();
     }
     }
}</lsl>
}</syntaxhighlight>
 
=== Random Item Giver ===
 
'''IN ITS PRESENT STATE THIS SCRIPT SHOULD NOT BE USED TO GIVE ITEMS WITH NO COPY PERMISSIONS'''
 
<syntaxhighlight lang="lsl2">// 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();
    }
}</syntaxhighlight>
 
=== 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.
 
<syntaxhighlight lang="lsl2">// 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);
        }
    }
}</syntaxhighlight>
 
=== 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.
 
<syntaxhighlight lang="lsl2">// 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();
    }
}</syntaxhighlight>
 
=== 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.
 
<syntaxhighlight lang="lsl2">// 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;
        }
    }
}</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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