diff --git a/Gaussian Random/Gaussian Random.sol b/Gaussian Random/Gaussian Random.sol
new file mode 100644
index 00000000..f37c620b
--- /dev/null
+++ b/Gaussian Random/Gaussian Random.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/Gaussian Random/Gaussian Random/720px-Normal_Distribution_PDF.svg.png b/Gaussian Random/Gaussian Random/720px-Normal_Distribution_PDF.svg.png
new file mode 100644
index 00000000..d1120c78
Binary files /dev/null and b/Gaussian Random/Gaussian Random/720px-Normal_Distribution_PDF.svg.png differ
diff --git a/Gaussian Random/Gaussian Random/Gaussian Random.prj b/Gaussian Random/Gaussian Random/Gaussian Random.prj
new file mode 100644
index 00000000..69455e43
--- /dev/null
+++ b/Gaussian Random/Gaussian Random/Gaussian Random.prj
@@ -0,0 +1,6 @@
+
+
+
diff --git a/Gaussian Random/Gaussian Random/Object/Test Script.lsl b/Gaussian Random/Gaussian Random/Object/Test Script.lsl
new file mode 100644
index 00000000..c9bc1f21
--- /dev/null
+++ b/Gaussian Random/Gaussian Random/Object/Test Script.lsl
@@ -0,0 +1,66 @@
+// :SHOW:
+// :CATEGORY:Utility Functions
+// :NAME:Gaussian Random
+// :AUTHOR:GMLscripts.com
+// :KEYWORDS:
+// :CREATED:2016-02-26 16:49:01
+// :EDITED:2016-02-26 15:49:01
+// :ID:1100
+// :NUM:1885
+// :REV:1
+// :WORLD:Second Life
+// :DESCRIPTION:
+// DESCRIPTION: []::returns a pseudo-random number with Gaussian or normal distribution
+// :CODE:
+//:License: Copyright (c) 2007-2015, GMLscripts.com
+//DESCRIPTION:
+// This script returns a pseudo-random number with Gaussian or normal distribution, meaning the values returned tend to cluster around a given average or mean value. This could be useful if one needed a random behavior or outcome where deviations from the desired target become more rare as the magnitude of the deviation increases.
+
+/// An example use might be an enemy AI whose skill is represented by the degree of error in its aiming ability. If a target is at 90 degrees, aim = gauss(90,5) would return a firing direction with a small degree of error. This degree of error (or deviation) is controlled by the second argument. In this case, the value returned would be within 5 degrees (one standard deviation) of the desired direction (the mean) about 68% of the time, and within 10 degrees (two standard deviations) about 95% of the time. The lower the given deviation, the greater chance the returned value will be near the given mean, and the more accurate the aim of the AI would be.
+
+// just call gauss(mean,deviation) with e value and the error around it
+//
+// Returns a pseudo-random number with an exact Gaussian distribution.
+//
+// mean mean value of the distribution, real
+// deviation standard deviation of distribution, real
+
+
+// Originally from http://www.gmlscripts.com/script/gauss
+// Copyright (c) 2007-2015, GMLscripts.com
+// This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
+
+// 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+
+float x1;
+float x2;
+float w;
+
+float rand(float mean, float deviation)
+{
+
+ do {
+ x1 = llFrand(2) - 1;
+ x2 = llFrand(2) - 1;
+ w = x1*x1 + x2*x2;
+ } while (0 >= w || w >= 1);
+
+ w = llSqrt(-2 * llLog(w)/w);
+ return mean + deviation * x1 * w;
+}
+
+default
+{
+ // sample test program to prioduce 100 gun rounds aimed at 90 degrees.
+ touch_start(integer total_number)
+ {
+ integer i = 100;
+ while (i-- > 0) {
+ // In the case of the gun shooting at a 90 degree angle, the value returned would be within 5 degrees (one standard deviation) of the desired direction (the mean) about 68% of the time, and within 10 degrees (two standard deviations) about 95% of the time.
+ llSay(0,(string) rand(90,5));
+ }
+ }
+}
diff --git a/Gaussian Random/Run of 300.png b/Gaussian Random/Run of 300.png
new file mode 100644
index 00000000..a885d0b8
Binary files /dev/null and b/Gaussian Random/Run of 300.png differ
diff --git a/Land to Sculpt Maker/Land to Sculpt Maker.sol b/Land to Sculpt Maker/Land to Sculpt Maker.sol
new file mode 100644
index 00000000..66d948e7
--- /dev/null
+++ b/Land to Sculpt Maker/Land to Sculpt Maker.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/Land to Sculpt Maker/Land to Sculpt Maker/Land to Sculpt Maker.prj b/Land to Sculpt Maker/Land to Sculpt Maker/Land to Sculpt Maker.prj
new file mode 100644
index 00000000..e62ec0e0
--- /dev/null
+++ b/Land to Sculpt Maker/Land to Sculpt Maker/Land to Sculpt Maker.prj
@@ -0,0 +1,6 @@
+
+
+
diff --git a/Land to Sculpt Maker/Land to Sculpt Maker/Object/Script.lsl b/Land to Sculpt Maker/Land to Sculpt Maker/Object/Script.lsl
new file mode 100644
index 00000000..a1c45cec
--- /dev/null
+++ b/Land to Sculpt Maker/Land to Sculpt Maker/Object/Script.lsl
@@ -0,0 +1,87 @@
+// :SHOW:
+// :CATEGORY:Terrain
+// :NAME:Land to Sculpt Maker
+// :AUTHOR:Unknown
+// :KEYWORDS:
+// :CREATED:2016-01-23 15:14:38
+// :EDITED:2016-01-23 14:14:38
+// :ID:1098
+// :NUM:1883
+// :REV:1
+// :WORLD:Opensim
+// :DESCRIPTION:
+// Makes a 32 X 32 sculpt fo the the terrain under the prim.
+// :CODE:
+string int2hex(integer x)
+{
+ string hex="0123456789ABCDEF";
+ return llGetSubString(hex, (x >> 4), (x >> 4)) +
+ llGetSubString(hex, x & 0xF, x & 0xF);
+}
+default
+{
+ on_rez(integer mm)
+ {
+ llResetScript();
+ }
+ state_entry()
+ {
+ llOwnerSay("Script running");
+ }
+ touch_end(integer touched)
+ {
+ if (llDetectedKey(0) == llGetOwner())
+ {
+ llOwnerSay("Starting...");
+ float mapX = 0.0;
+ float mapY = 0.0;
+ float mapZ = 0.0;
+ integer x = 0;
+ integer y = 0;
+ integer z = 0;
+ integer offsetX = 0;
+ integer offsetY = 0;
+ string colorX = "";
+ string colorY = "";
+ string colorZ = "";
+ string draw = osSetPenSize("", 1);
+ vector pos = llGetPos();
+ for (; y < 64; y++)
+ {
+ draw = osMovePen(draw, 0, y);
+ offsetX = 0;
+ if (y == 63) offsetY = 1;
+ for (x = 0; x < 64; x++)
+ {
+ if (x == 63) offsetX = 1;
+ mapX = ((float)x + offsetX) / 2.0 - 16.0;
+ mapY = ((float)y + offsetY) / 2.0 - 16.0;
+ mapZ = llGround();
+ if (mapZ > (pos.z + 16.0)) z = 255;
+ else if (mapZ < (pos.z - 16.0)) z = 0;
+ else { z = llRound((mapZ - (pos.z - 16.0)) * 8.0); }
+ if (x == 63) colorX = "FF";
+ else colorX = int2hex(x * 4);
+ if (y == 63) colorY = "FF";
+ else colorY = int2hex(y * 4);
+ if (z == 256) colorZ = "FF";
+ else colorZ = int2hex(z);
+ draw = osSetPenColor(draw, "FF" + colorX + colorY + colorZ);
+ draw = osDrawLine(draw, x, y, x + 1, y);
+ }
+ }
+ osSetDynamicTextureDataBlendFace("", "vector", draw, "width:64,height:64", FALSE, 2, 0, 255, 1);
+ llSetPrimitiveParams([PRIM_SIZE, <32.0, 32.0, 32.0>, PRIM_TYPE, PRIM_TYPE_SCULPT, llGetTexture(1),PRIM_SCULPT_TYPE_PLANE | PRIM_SCULPT_FLAG_INVERT]);
+ state done;
+ }
+ }
+}
+state done
+{
+ state_entry()
+ {
+ llSetClickAction(CLICK_ACTION_NONE);
+ llOwnerSay("Done.");
+ //llRemoveInventory(llGetScriptName());
+ }
+}
diff --git a/NPC Appearance Sorter/NPC Appearance Sorter.sol b/NPC Appearance Sorter/NPC Appearance Sorter.sol
new file mode 100644
index 00000000..748765c6
--- /dev/null
+++ b/NPC Appearance Sorter/NPC Appearance Sorter.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/NPC Appearance Sorter/NPC Appearance Sorter/NPC Appearance Sorter.prj b/NPC Appearance Sorter/NPC Appearance Sorter/NPC Appearance Sorter.prj
new file mode 100644
index 00000000..5a0cf6df
--- /dev/null
+++ b/NPC Appearance Sorter/NPC Appearance Sorter/NPC Appearance Sorter.prj
@@ -0,0 +1,6 @@
+
+
+
diff --git a/NPC Appearance Sorter/NPC Appearance Sorter/Object/Script.lsl b/NPC Appearance Sorter/NPC Appearance Sorter/Object/Script.lsl
new file mode 100644
index 00000000..bb96079e
--- /dev/null
+++ b/NPC Appearance Sorter/NPC Appearance Sorter/Object/Script.lsl
@@ -0,0 +1,268 @@
+// :SHOW:
+// :CATEGORY:NPC
+// :NAME:NPC Appearance Sorter
+// :AUTHOR:Aine Caoimhe (Mata Hari)
+// :KEYWORDS:
+// :CREATED:2016-02-26 16:49:31
+// :EDITED:2016-02-26 15:49:31
+// :ID:1101
+// :NUM:1886
+// :REV:1
+// :WORLD:Opensim
+// :DESCRIPTION:
+// Preview a series of NPC appearance notecards.
+// :CODE:
+//UTILITY SCRIPT: NPC Appearance Sorter
+//I had a request from someone for a simple script to let you look through NPC appearance notecards to figure out what they were so I wrote this little utility which could be useful for others.
+
+//To use it:
+//Rez a prim in a region where NPCs and the necessary OSSL functions are enabled
+//Add one or more appearance notecards to the prim
+//(Optional) add an animation to the prim -- otherwise the NPC will play the default SL stand.
+//Add a new script and copy the script, below, into it, and save
+//Touch the prim to begin
+//* * * * * * * COPY EVERYTHING BELOW HERE INTO THE SCRIPT * * * * * * *
+
+// PARAMOUR NPC SORTER
+// by Aine Caoimhe (Mata Hari)(c. LACM) February 2016
+// Provided under Creative Commons Attribution-Non-Commercial-ShareAlike 4.0 International license.
+// Please be sure you read and adhere to the terms of this license: https://creativecommons.org/licenses/by-nc-sa/4.0/
+//
+// *** THIS SCRIPT REQUIRES (AND WILL ONLY WORK) IN REGIONS WHERE THE SCRIPT OWNER HAS NPC ENABLED AND OSSL FUNCTION PERMISSIONS ***
+//
+// This is a simple script for previewing a series of NPC appearance notecards.
+// The NPC is rezzed and sits on the object containing the script. Using the dialog you can scroll through appearances and (optionally) delete any you don't want.
+//
+// INSTRUCTIONS
+//
+// - Place this script in a prim (I use a generic prim sphere)
+// - Add appearance notecards to its inventory (names don't matter...just don't add any notecards that aren't appearances)
+// - Optional: add one animation to the prim that you want the NPC to play...if you don't, it will use the generic SL "stand" instead
+// - Touch the prim and follow the dialog instructions
+// - Adding a new appearance notecard or changing the animation inside it requires a script reset to pick up the changes
+//
+// KNOWN BUG:
+// There is a known bug currently in Opensim (I reported it in Sept 2014 http://opensimulator.org/mantis/view.php?id=7325) where NPCs will often not display
+// the animation until some time after told to. They will eventually display it if you wait, or you can also trigger it by changing them to a different appearance.
+// There are other work-arounds but for this script I kept it simple.
+//
+// * * * * * * * * *
+// USER SETTINGS
+// * * * * * * * * *
+integer ownerOnly=TRUE; // TRUE = only owner can activate it...FALSE = anyone can...I recommend restricting to owner so nobody else can delete any of your notecards
+vector sitPos=<0.0, 0.0, 2.0>; // sit target offset to use..adjust to whatever suits the object
+float dialogTimeout=120.0; // time (in seconds) to wait before removing the dialog listener if no response has been received
+integer showFloatyText=TRUE; // TRUE = display the current appearance name as floaty text above the prim...FALSE = only show it in the dialog menu
+vector textColour=<0.0,1.0,0.0>; // vector colour to use for the floaty text (if being used)
+//
+// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+// DON'T CHANGE ANYTHING BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
+// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+key user;
+key npc;
+integer myChannel;
+integer handle;
+string anim;
+list appear=[];
+integer ind;
+
+showMenu()
+{
+ handle=llListen(myChannel,"",user,"");
+ llSetTimerEvent(dialogTimeout);
+ string txtDia="Currently showing: "+llList2String(appear,ind)+"\n("+(string)(ind+1)+" of "+(string)llGetListLength(appear)+")";
+ list butDia=["< PREV","DONE","NEXT >"];
+ if (npc==NULL_KEY)
+ {
+ txtDia="\n\nREZ rezzes an NPC";
+ butDia=[]+butDia+["REZ"];
+ }
+ else
+ {
+ txtDia+="\n\nKILL removes the NPC";
+ butDia=[]+butDia+["KILL"];
+ }
+ txtDia+="\n\nDELETE will delete the current appearance notecard and advance to the next one\n\nGIVE hands you a copy of the appearance notecard";
+ butDia=[]+butDia+["DELETE","GIVE"];
+ llDialog(user,txtDia,butDia,myChannel);
+}
+rezNpc()
+{
+ string show=llList2String(appear,ind);
+ if (show=="")
+ {
+ llRegionSayTo(user,0,"ERROR! There are no apperanaces in inventory!");
+ user=NULL_KEY;
+ return;
+ }
+ npc=osNpcCreate("NPC","Model",llGetPos()+<0,0,2>,show,8); //flag 8 = access perms compatible with both Opensim 0,9 parcel perm changes and all previous Opensim versions
+ llSleep(0.25); // ugly but necessary delay before sitting...give NPC time to register properly
+ osNpcSit(npc,llGetKey(),OS_NPC_SIT_NOW);
+}
+setAppearance()
+{
+ if (osIsNpc(npc)) osNpcLoadAppearance(npc,llList2String(appear,ind));
+ llSetText(llList2String(appear,ind)+"\n("+(string)(ind+1)+" of "+(string)llGetListLength(appear)+")",textColour,(float)showFloatyText);
+}
+startAnimation()
+{
+ if (!osIsNpc(npc)) return;
+ llSleep(0.25); // need to sleep for 0.25 just to give the sit animation a chance to register, but this may still not be long enough to work around the long-standing Opensim bug
+ list anToStop=llGetAnimationList(npc);
+ osAvatarPlayAnimation(npc,anim);
+ integer stop=llGetListLength(anToStop);
+ while (--stop>=0) { osAvatarStopAnimation(npc,llList2String(anToStop,stop));}
+}
+buildAppear()
+{
+ appear=[];
+ ind = llGetInventoryNumber(INVENTORY_NOTECARD);
+ while (--ind>=0) { appear = []+[llGetInventoryName(INVENTORY_NOTECARD,ind)]+appear;}
+ if (llGetListLength(appear)) ind=0;
+ else ind=-1;
+}
+default
+{
+ state_entry()
+ {
+ if (llGetInventoryNumber(INVENTORY_ANIMATION)>0) anim=llGetInventoryName(INVENTORY_ANIMATION,0);
+ else anim="stand";
+ llSetClickAction(CLICK_ACTION_TOUCH);
+ myChannel=0x80000000 | (integer)("0x"+(string)llGetKey());
+ user=NULL_KEY;
+ buildAppear();
+ if (ind==-1)
+ {
+ llOwnerSay("WARNING: No appearance notecards found in inventory. Disabling script.");
+ return;
+ }
+ if (sitPos==ZERO_VECTOR) sitPos=<0,0,0.00001>;
+ llSitTarget(sitPos,ZERO_ROTATION);
+ // if NPC found sitting, make this my NPC
+ npc=llAvatarOnSitTarget();
+ if (npc!=NULL_KEY)
+ {
+ if (!osIsNpc(npc))
+ {
+ llRegionSayTo(npc,0,"Sorry, this item is for NPCs to sit on only");
+ llUnSit(npc);
+ npc=NULL_KEY;
+ }
+ else
+ {
+ setAppearance();
+ startAnimation();
+ }
+ }
+ }
+ timer()
+ {
+ llSetTimerEvent(0.0);
+ llRegionSayTo(user,0,"Dialog timed out.");
+ llListenRemove(handle);
+ user=NULL_KEY;
+ }
+ on_rez(integer foo)
+ {
+ llResetScript();
+ }
+ changed(integer change)
+ {
+ if (change & CHANGED_OWNER) llResetScript();
+ else if (change & CHANGED_REGION_START) llResetScript();
+ }
+ touch_start(integer num)
+ {
+ key who=llDetectedKey(0);
+ if (ownerOnly && (who!=llGetOwner())) llRegionSayTo(who,0,"Sorry, only the owner can use this");
+ else if (ind==-1) llRegionSayTo(who,0,"ERROR: no appearance notecards found. Please add some, then reset the script.");
+ else if (user!=NULL_KEY)
+ {
+ if (who==user) showMenu();
+ else llRegionSayTo(who,0,"Sorry, this item is already in use.");
+ }
+ else
+ {
+ user=who;
+ if (npc==NULL_KEY)
+ {
+ rezNpc();
+ startAnimation();
+ }
+ if (user!=NULL_KEY) showMenu(); // can become null key if no appearance were found in inventory
+ }
+ }
+ listen (integer channel,string name, key who, string message)
+ {
+ llListenRemove(handle);
+ llSetTimerEvent(0.0);
+ if (message=="DONE")
+ {
+ user=NULL_KEY;
+ return;
+ }
+ if (message=="REZ")
+ {
+ rezNpc();
+ if (user==NULL_KEY) return; // user becomes null key when no appearances exist
+ }
+ else if (message=="KILL")
+ {
+ if (osIsNpc(npc)) osNpcRemove(npc);
+ npc=NULL_KEY;
+ }
+ else if (message=="GIVE")
+ {
+ string card=llList2String(appear,ind);
+ if ((card=="") || (llGetInventoryType(card)!=INVENTORY_NOTECARD))
+ {
+ llRegionSayTo(user,0,"ERROR: unable to find the expected card...resetting the script to pick up the necessary inventory changes");
+ llResetScript();
+ return;
+ }
+ llRegionSayTo(user,0,"Give you the appearance notecard: "+card+"\nYou will find it in your notecards folder or your suitcase's notecard folder depending on whether you're in your home grid or not");
+ llGiveInventory(user,card);
+ }
+ else if (message=="DELETE")
+ {
+ string card=llList2String(appear,ind);
+ if ((card=="") || (llGetInventoryType(card)!=INVENTORY_NOTECARD))
+ {
+ llRegionSayTo(user,0,"ERROR: unable to find the expected card...resetting the script to pick up the necessary inventory changes");
+ llResetScript();
+ return;
+ }
+ llRemoveInventory(card);
+ llRegionSayTo(user,0,"Appearance notecard deleted: "+card);
+ appear=[]+llDeleteSubList(appear,ind,ind);
+ if (llGetListLength(appear)==0)
+ {
+ llRegionSayTo(user,0,"There are no more appearance notecards in inventory. Removing NPC (if any) and resetting script");
+ if (osIsNpc(npc)) osNpcRemove(npc);
+ npc=NULL_KEY;
+ llResetScript();
+ return;
+ }
+ if (ind>=llGetListLength(appear)) ind=0;
+ setAppearance();
+ }
+ else
+ {
+ if (llGetListLength(appear)==1) llRegionSayTo(user,0,"There is only one appearance in inventory...can't change appearance");
+ else
+ {
+ if (message=="< PREV") ind--;
+ else if (message=="NEXT >") ind++;
+ else
+ {
+ llOwnerSay("ERROR! Unexpected menu response: "+message);
+ return;
+ }
+ if (ind<0) ind=llGetListLength(appear)-1;
+ else if (ind>=llGetListLength(appear)) ind=0;
+ setAppearance();
+ }
+ }
+ showMenu();
+ }
+}
diff --git a/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller.sol b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller.sol
new file mode 100644
index 00000000..4b0496df
--- /dev/null
+++ b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/Object/LICENCE.txt b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/Object/LICENCE.txt
new file mode 100644
index 00000000..e7a826d2
--- /dev/null
+++ b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/Object/LICENCE.txt
@@ -0,0 +1,688 @@
+// :SHOW:
+// :CATEGORY:Destination Guide
+// :NAME:OpenSimWorld NPC Controller
+// :AUTHOR:Opensim World
+// :KEYWORDS:
+// :CREATED:2016-02-26 16:50:44
+// :EDITED:2016-02-26 15:50:44
+// :ID:1102
+// :NUM:1887
+// :REV:1
+// :WORLD:Second Life
+// :DESCRIPTION:
+// Opensim World script to sense avatars and fill in their web site
+// :CODE:
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
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diff --git a/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/Object/README.txt b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/Object/README.txt
new file mode 100644
index 00000000..1aa8919f
--- /dev/null
+++ b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/Object/README.txt
@@ -0,0 +1,228 @@
+// :SHOW:
+// :CATEGORY:NPC
+// :NAME:OpenSimWorld NPC Controller
+// :AUTHOR:OpensimWorld
+// :KEYWORDS:
+// :CREATED:2016-02-26 16:51:34
+// :EDITED:2016-02-26 15:51:34
+// :ID:1102
+// :NUM:1888
+// :REV:1
+// :WORLD:OpenSim
+// :DESCRIPTION:
+// Fuill featured NPC controller for multiple NPC's
+// :CODE:
+# OpenSimWorld NPC Controller
+
+This is a full-featured controller for creating interactive NPCs, scripting them (through notecards) and creating waypoints of your region so that the NPCs can roam around. The controller is lightweight (a single script manages all the NPCs) and the NPCs are interactive (i.e. you can give them commands through the local chat).
+
+You can get the latest OSWNPC package from the OpenSimWorld region in OSGrid, where you can also see them in action:
+
+ hg.osgrid.org:80:OpenSimWorld
+
+(move down near the bunker to find the package)
+
+
+# Installation
+
+The controller requires OSSL functions to work. Apart from the osNpc*() functions you should also enable osListeRegex(), osGetNotecard(), osMessageAttachments(). The controller uses channel 68 for all its functions.
+
+In order to set the names of your NPCs , edit the __npc_names notecard, and add the *first* names of your NPCs , one at a line. The last name of your NPCs will always be (NPC).
+
+*After making configuration changes in notecards, reset the NPC controller scripts, or click on it and select "ReConfig"*.
+
+To create an NPC, first wear the "Listener" object in your RIGHT PEC. The listener is an object that all your NPCs must wear. It listens to the local chat for commands and sends them to the NPC controller for processing. After wearing the listener, move within 20 meters near the controller, click on the controller, select SaveNPC and then the name of the NPC you wish to create. You should see a message "Appearance saved to APP_xxxx" . This means your appearance has been saved in a notecard inside the controller. Your NPCs can have multiple appearances (more on this later).
+
+You can now load your NPC. Click the controller, click LoadNPC, then click the name of the NPC to load. If all has gone well, your NPC should now respond to commands. Try "[name] come" or "[name] follow me" to test it. There are many commands you can use to have your NPCs do things (see section below).
+
+
+
+
+# NPC supported commands
+
+The NPCs support a number of commands. You give these commands through the public chat when the NPC is near you. The syntax is:
+
+ [npc-firstname] [command]
+
+For example, assuming our NPC is called Bob:
+```
+ Bob come
+ Bob leave
+ Bob follow me
+ ...
+ etc.
+```
+You can have the NPCs execute these commands whenever they reach a waypoint by creating a "scenario" notecard. A scenario is just a list of commands, one per line, that is executed by the all NPCs whenever they reach that waypoint (Read the next section for waypoints).
+
+For more complex behavior, the following control commands are supported in notecards: if, if-not, jump
+
+Example of a notecard:
+```
+ if name-is Bob Alice
+ say hi
+ say I am either Bob or Alice
+ jump @outofhere
+ end-if
+ say i am not bob or alice
+ @outofhere
+ if-not name-is Bob
+ say I am definitely not Bob
+ end-if
+ say ... and i 'm now leaving
+ leave
+```
+
+This example shows how to use if blocks, the jump command and how to create labels like @outofhere
+
+As you see, in notecards, the name of the NPC is omitted. It is replaced with the name of the NPC automatically, for example when Bob runs this notecards "say hi" becomes "Bob say hi".
+
+In order to add a scenario to a waypoint, create a notecard with the name format: "_[waypoint-number].scr" and drop it in the controller object.
+
+For example the _10.scr notecard will be executed at waypoint #10, _11.scr at waypoint #11 and so on. Waypoints start at #0. You can find the waypoint number on top of the pegs when editing waypoints (Read below).
+
+
+# List of NPC commands
+
+These commands must be preceded by the name of the NPC. Here we assume our NPC is called "Bob"
+```
+ Bob come = "Come here ". Bob will come move close to you
+
+ Bob moveto 23 : walk towards waypoint #23
+
+ Bob movetov <23,24,25> : walk towards point with coordinates <23,24,25>
+
+ Bob flytov <23,24,25> : fly towards point <23,24,25> in region
+
+ Bob movetovr <23,24,25> <33,34,25> : walk to a random point between the points <23,24,25> <33,34,25>
+
+ runtovr <23,24,25> <33,34,25> : same as above, but run
+
+ ** Note: never leave spaces in coordinate vectors, i.e. <23,24,25> NOT <23, 24, 25> **
+```
+## Sit commands
+
+The NPC can sit on objects. The way it works is as follows:
+```
+Bob use chair : Bob will attempt to find an object named "chair" (Object Name) near him and try to sit on it if its transparency (alpha) is less than 100%. Since by convention poseballs turn transparent when users sit on them, this ensures that Bob will not sit on an already-occupied poseball.
+
+Bob stand : Bob will stand up if he is sitting
+```
+## Variables
+Variables can be used with IF commands for more complex scenarios
+```
+setvar foo 13 : set variable foo to be 13 . Only string variables are supported. Variables can be used in if blocks
+
+setvar foo : set variable foo to the empty string. The empty string is the default value if a variable does not exist
+```
+
+## Flow control with IF commands
+There is support for multiple levels of IF blocks. blocks end with "end-if". There is no "else" command, but you can usually achieve the same effect with "jump" commands
+
+```
+if name-is bob alice : if the npc's name is Bob or alice
+ use dance : Sit on the poseball object named "dance"
+end-if : always end IF blocks with end-if. You can nest if blocks
+
+if-not name-is Bob : Example of negative if
+
+if-prob 0.3 : if with random probabilty 0.3 (the if block will be executed 30% of the time)
+
+if var-is party 1 : Will execute the if variable party is "1"
+```
+
+Jump command. You can use the syntax @label to create labels in your notecards. The syntax is:
+```
+jump myLabel : like "jump" in LSL or "goto" in other languages. the label should be on a line by itself prefixed with '@' like this:
+@myLabel
+```
+
+## Useful script commands
+```
+wait 200 : wait 200 seconds
+
+waitvar foo 13 : wait until the variable foo gets the value 13
+
+waitvar foo : wait until the variable foo is empty.
+```
+
+
+## Pathfinding commands
+
+The NPCs can find the paths between waypoints and walk from point A to point B. Because this is computationally intensive, only paths with less than 10 waypoints between are supported. The following pathfinding commands are supported:
+
+```
+Bob go to Bar : this uses pathfinding to go to the waypoint with the name "Bar"
+Bob go to : without an argument, bob will print the names of waypoints where it can go
+Bob goto 13 : go to waypoint #13
+```
+
+## Other commands
+```
+Bob say hi : Says "hi" on public channel
+Bob saych 90 blablah : say "blablah" on channel 90
+```
+```
+Bob msgatt attachment_command 12 13 14 15
+```
+Uses osMessageAttachements to send the message "attachment_command" to attachments at attach points 12 13 14 15.
+This can be useful for scripting NPC attachments. Read the OSSL docs of osMessageAttachments() for more.
+
+```
+Bob lookat me : attempts to look at you
+Bob lookat : look towards point x,y,z
+Bob lookat Bar : look towards the waypoint named "Bar"
+
+Bob anim dance : play animation "dance" . the animation must be in the inventory of the controller object
+
+Bob light : turn on/off a light the NPCs have on them
+
+Bob follow me : self-explanatory
+
+Bob follow Alice : follow alice around. Only the first name of the other avatar is needed
+
+Bob fly with me : self-explanatory
+Bob fly with alice : fly with another user
+
+Bob stop : Stops his animation and his movement. and stops following you
+
+Bob leave : start wandering between waypoints
+
+Bob run-notecard my_script.scr : execute the contents of the notecard my_script.scr (the notecard must be in the controller inventory
+
+Bob stop-script : stop executing the notecard script
+
+Bob dress swimming : You can have multiple appearance notecards per NPC. This will attempt to load the appearance notecard named APP_bob_swimming from the controller's inventory.
+
+Bob batch say hi ; wait 10; say bye : executes multiple commands , separated by ";"
+```
+
+
+
+# Creating waypoints
+
+You can use the controller to create paths within your region, and the NPCs can wander along those paths. In addition, you can have them do interesting actions whenever they reach specific points by creating "scenario" notecards.
+
+To create a map, wear the WaypointEditor HUD. The HUD works by rezzing a number of "traffic cone" pegs around your region, which represent the waypoints that your NPCs follow. You can use the HUD to edit those points and create links between them.
+
+You begin by clicking RezPegs on the HUD. If you have an existing map, this will rez pegs in each waypoint, otherwise you will not see any pegs.
+
+To add a waypoint, move your avatar to the desired position, and select "AddPeg" from the HUD. To create a second waypoint, move to another position, and AddPeg again.
+
+To link two waypoints, click on the first one, then click on the second one and select "LinkPegs" from the popup.
+
+To unlink two waypoints, click on the first one, then click on the second one and select "UninkPegs" from the popup.
+
+
+To set a name for a waypoint, click the peg , select "SetName", and ender the name (E.g. "Bar")
+
+You can use the standard edit tools to move around the waypoints. Be careful, after you move a peg, you MUST select "ScanPegs" from the HUD or your changes will be lost.
+
+To save the changes in the controller notecards, select "SaveCards" from the HUD. To test if all went well, clear the pegs and rez them again.
+
+After creating the map, it is possible to have the NPCs walk to specific waypoints. For example, if you have a waypoint named "Bar" , you can ask an NPC to go there (but only if it is up to 10 hops away), like this: "Bob go to Bar"
+
+
+## Extensions
+
+You can create extensions with your own commands. Extensions are scripts that are placed in child objects linked to the controller. The default NPC controller object already contains an extension (the little green box). The script in it shows how extensions parse the data sent from the controller (through link_message) and how they can respond.
+
diff --git a/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller.prj b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller.prj
new file mode 100644
index 00000000..1684f71c
--- /dev/null
+++ b/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller/OpenSimWorld NPC Controller.prj
@@ -0,0 +1,8 @@
+
+
+
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy.sol b/Paramour Builder's Buddy/Paramour Builder's Buddy.sol
deleted file mode 100644
index 2ab1f531..00000000
--- a/Paramour Builder's Buddy/Paramour Builder's Buddy.sol
+++ /dev/null
@@ -1,3 +0,0 @@
-
-
-
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Paramour Builders Buddy.lsl b/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Paramour Builders Buddy.lsl
deleted file mode 100644
index dc9a8e46..00000000
--- a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Paramour Builders Buddy.lsl
+++ /dev/null
@@ -1,188 +0,0 @@
-// :SHOW:
-// :CATEGORY:Building
-// :NAME:Paramour Builder's Buddy
-// :AUTHOR:Aine Caoimhe
-// :KEYWORDS:
-// :CREATED:2015-11-24 20:37:09
-// :EDITED:2015-11-24 19:37:09
-// :ID:1092
-// :NUM:1867
-// :REV:1
-// :WORLD:OpenSim
-// :DESCRIPTION:
-// Paramour Builder's Buddy v1.0
-// :CODE:
-//
-// by Aine Caoimhe (LACM) Nov. 2015
-// Provided under Creative Commons Attribution-Non-Commercial-ShareAlike 4.0 International license.
-// Please be sure you read and adhere to the terms of this license: https://creativecommons.org/licenses/by-nc-sa/4.0/
-//
-// USER SETTINGS
-// normally you shouldn't need to change these
-key blankTexture="buddy_no_tex"; // builder's buddy face texture for no face...should be in the prim's inventory
-string builderTexture="buddy"; // builder's buddy buttons texture name...should be in the prim's inventory
-float timeOut=60.0; // how many seconds to wait for a target key to be supplied before closing the listener
-//
-// DON'T CHANGE ANYTHING BELOW HERE UNLESS YOU KNOW WHAT YOU'RE DOING!
-integer tPrim=1;
-integer bPrim=2;
-key target;
-list faces;
-integer FACE_SET_TARGET=0;
-integer FACE_RESET_FACES=1;
-integer FACE_GET_TEXTURES=2;
-integer FACE_SET_TEXTURES=3;
-integer FACE_NONE=5;
-integer myChannel;
-integer handle;
-
-getTextures()
-{
- if (!confirmTarget()) return;
- integer f;
- while (f<8)
- {
- if (llListFindList(faces,[f])>-1)
- {
- list data=osGetPrimitiveParams(target,[
- PRIM_TEXTURE,f,
- PRIM_COLOR,f,
- PRIM_BUMP_SHINY,f,
- PRIM_FULLBRIGHT,f,
- PRIM_GLOW,f
- ]);
- data=[]+[PRIM_TEXTURE,f]+llList2List(data,0,3)+[PRIM_COLOR,f]+llList2List(data,4,5)+[PRIM_BUMP_SHINY,f]+llList2List(data,6,7)+[PRIM_FULLBRIGHT,f,llList2Integer(data,8),PRIM_GLOW,f,llList2Float(data,9)];
- llSetLinkPrimitiveParamsFast(tPrim,data);
- }
- f++;
- }
- llOwnerSay("Textures retrieved");
-}
-setTextures()
-{
- if (!confirmTarget()) return;
- integer l=llGetListLength(faces);
- while (--l>-1)
- {
- integer f=llList2Integer(faces,l);
- list data=llGetLinkPrimitiveParams(tPrim,[
- PRIM_TEXTURE,f,
- PRIM_COLOR,f,
- PRIM_BUMP_SHINY,f,
- PRIM_FULLBRIGHT,f,
- PRIM_GLOW,f
- ]);
- data=[]+[PRIM_TEXTURE,f]+llList2List(data,0,3)+[PRIM_COLOR,f]+llList2List(data,4,5)+[PRIM_BUMP_SHINY,f]+llList2List(data,6,7)+[PRIM_FULLBRIGHT,f,llList2Integer(data,8),PRIM_GLOW,f,llList2Float(data,9)];
- osSetPrimitiveParams(target,data);
- }
- llOwnerSay("Textures set");
-}
-integer confirmTarget()
-{
- if (llKey2Name(target)=="")
- {
- llOwnerSay("Cannot locate the target object with key "+(string)target+" in this region. Please set a new target");
- target=NULL_KEY;
- return FALSE;
- }
- else return TRUE;
-}
-countFaces()
-{
- faces=[];
- integer f;
- while (f<8)
- {
- key tex=llList2Key(osGetPrimitiveParams(target,[PRIM_TEXTURE,f]),0);
- if (tex!="") faces=[]+faces+[f];
- else llSetLinkPrimitiveParamsFast(tPrim,[
- PRIM_TEXTURE,f,blankTexture,<1,1,0>,ZERO_VECTOR,0.0,
- PRIM_COLOR,ALL_SIDES,<1,1,1>,1,
- PRIM_BUMP_SHINY,ALL_SIDES,PRIM_SHINY_NONE,PRIM_BUMP_NONE,
- PRIM_FULLBRIGHT,ALL_SIDES,FALSE,
- PRIM_GLOW,ALL_SIDES,0.0
- ]);
- f++;
- }
- string targetName=llList2String(llGetObjectDetails(target,[OBJECT_NAME]),0);
- llOwnerSay("Set target to the prim \""+targetName+"\" which has "+(string)llGetListLength(faces)+" faces");
-}
-resetFaces()
-{
- llSetLinkPrimitiveParamsFast(tPrim,[
- PRIM_TEXTURE,ALL_SIDES,blankTexture,<1,1,0>,ZERO_VECTOR,0.0,
- PRIM_COLOR,ALL_SIDES,<1,1,1>,1,
- PRIM_BUMP_SHINY,ALL_SIDES,PRIM_SHINY_NONE,PRIM_BUMP_NONE,
- PRIM_FULLBRIGHT,ALL_SIDES,FALSE,
- PRIM_GLOW,ALL_SIDES,0.0
- ]);
- llSetLinkPrimitiveParamsFast(bPrim,[PRIM_TEXTURE,ALL_SIDES,builderTexture,<1,1,0>,<0,0,0>,0]);
- target=NULL_KEY;
-}
-getTarget()
-{
- myChannel=0x80000000 | (integer)("0x"+(string)llGetKey());
- handle=llListen(myChannel,"",llGetOwner(),"");
- llTextBox(llGetOwner(),"Paste the key of your desired target object into this text box",myChannel);
- llSetTimerEvent(timeOut);
-}
-default
-{
- state_entry()
- {
- target=NULL_KEY;
- }
- timer()
- {
- llOwnerSay("I did not hear a response yet. Closing the listener");
- llListenRemove(handle);
- llSetTimerEvent(0.0);
- }
- touch_start(integer num)
- {
- key toucher=llDetectedKey(0);
- if (toucher!=llGetOwner()) return;
- integer prim=llDetectedLinkNumber(0);
- integer face=llDetectedTouchFace(0);
- if (prim==tPrim) return;
- else if (face==FACE_NONE) return;
- else if (face==FACE_RESET_FACES) resetFaces();
- else if (target==NULL_KEY)
- {
- if ((prim==bPrim)&&(face==FACE_SET_TARGET)) getTarget();
- else llRegionSayTo(toucher,0,"No target set");
- return;
- }
- else if (face==FACE_GET_TEXTURES) getTextures();
- else if (face==FACE_SET_TEXTURES) setTextures();
- }
- changed(integer change)
- {
- if (change & CHANGED_OWNER) llResetScript();
- else if (change & CHANGED_REGION_START) llResetScript();
- }
- on_rez(integer foo)
- {
- llResetScript();
- }
- listen(integer channel, string name, key who, string message)
- {
- llListenRemove(handle);
- llSetTimerEvent(0.0);
- message=""+llStringTrim(message,STRING_TRIM);
- if (message!="")
- {
- if (osIsUUID(message))
- {
- if (llGetAgentSize((key)message)==ZERO_VECTOR)
- {
- target=(key)message;
- if (confirmTarget()) countFaces();
- }
- else llOwnerSay("You can't use this on an avatar");
- }
- else llOwnerSay("The key \""+message+"\" is not a valid UUID");
- }
- else llOwnerSay("Can't set an empty string as the target");
- }
-}
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy.prj b/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy.prj
deleted file mode 100644
index 41928fba..00000000
--- a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy.prj
+++ /dev/null
@@ -1,12 +0,0 @@
-
-
-
diff --git a/Paramour Builders Buddy/Paramour Builders Buddy.sol b/Paramour Builders Buddy/Paramour Builders Buddy.sol
new file mode 100644
index 00000000..0f221ab1
--- /dev/null
+++ b/Paramour Builders Buddy/Paramour Builders Buddy.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Paramour Builder's Buddy Instructions.txt b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Paramour Builders Buddy Instructions.txt
similarity index 100%
rename from Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Paramour Builder's Buddy Instructions.txt
rename to Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Paramour Builders Buddy Instructions.txt
diff --git a/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Paramour Builders Buddy.lsl b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Paramour Builders Buddy.lsl
new file mode 100644
index 00000000..9b293916
--- /dev/null
+++ b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Paramour Builders Buddy.lsl
@@ -0,0 +1,188 @@
+// :SHOW:1
+// :CATEGORY:Building
+// :NAME:Paramour Builders Buddy
+// :AUTHOR:Aine Caoimhe
+// :KEYWORDS:
+// :CREATED:2015-11-24 20:37:09
+// :EDITED:2016-03-30 20:22:59
+// :ID:1092
+// :NUM:1867
+// :REV:1
+// :WORLD:OpenSim
+// :DESCRIPTION:
+// Paramour Builder's Buddy v1.0
+// :CODE:
+//
+// by Aine Caoimhe (LACM) Nov. 2015
+// Provided under Creative Commons Attribution-Non-Commercial-ShareAlike 4.0 International license.
+// Please be sure you read and adhere to the terms of this license: https://creativecommons.org/licenses/by-nc-sa/4.0/
+//
+// USER SETTINGS
+// normally you shouldn't need to change these
+key blankTexture="buddy_no_tex"; // builder's buddy face texture for no face...should be in the prim's inventory
+string builderTexture="buddy"; // builder's buddy buttons texture name...should be in the prim's inventory
+float timeOut=60.0; // how many seconds to wait for a target key to be supplied before closing the listener
+//
+// DON'T CHANGE ANYTHING BELOW HERE UNLESS YOU KNOW WHAT YOU'RE DOING!
+integer tPrim=1;
+integer bPrim=2;
+key target;
+list faces;
+integer FACE_SET_TARGET=0;
+integer FACE_RESET_FACES=1;
+integer FACE_GET_TEXTURES=2;
+integer FACE_SET_TEXTURES=3;
+integer FACE_NONE=5;
+integer myChannel;
+integer handle;
+
+getTextures()
+{
+ if (!confirmTarget()) return;
+ integer f;
+ while (f<8)
+ {
+ if (llListFindList(faces,[f])>-1)
+ {
+ list data=osGetPrimitiveParams(target,[
+ PRIM_TEXTURE,f,
+ PRIM_COLOR,f,
+ PRIM_BUMP_SHINY,f,
+ PRIM_FULLBRIGHT,f,
+ PRIM_GLOW,f
+ ]);
+ data=[]+[PRIM_TEXTURE,f]+llList2List(data,0,3)+[PRIM_COLOR,f]+llList2List(data,4,5)+[PRIM_BUMP_SHINY,f]+llList2List(data,6,7)+[PRIM_FULLBRIGHT,f,llList2Integer(data,8),PRIM_GLOW,f,llList2Float(data,9)];
+ llSetLinkPrimitiveParamsFast(tPrim,data);
+ }
+ f++;
+ }
+ llOwnerSay("Textures retrieved");
+}
+setTextures()
+{
+ if (!confirmTarget()) return;
+ integer l=llGetListLength(faces);
+ while (--l>-1)
+ {
+ integer f=llList2Integer(faces,l);
+ list data=llGetLinkPrimitiveParams(tPrim,[
+ PRIM_TEXTURE,f,
+ PRIM_COLOR,f,
+ PRIM_BUMP_SHINY,f,
+ PRIM_FULLBRIGHT,f,
+ PRIM_GLOW,f
+ ]);
+ data=[]+[PRIM_TEXTURE,f]+llList2List(data,0,3)+[PRIM_COLOR,f]+llList2List(data,4,5)+[PRIM_BUMP_SHINY,f]+llList2List(data,6,7)+[PRIM_FULLBRIGHT,f,llList2Integer(data,8),PRIM_GLOW,f,llList2Float(data,9)];
+ osSetPrimitiveParams(target,data);
+ }
+ llOwnerSay("Textures set");
+}
+integer confirmTarget()
+{
+ if (llKey2Name(target)=="")
+ {
+ llOwnerSay("Cannot locate the target object with key "+(string)target+" in this region. Please set a new target");
+ target=NULL_KEY;
+ return FALSE;
+ }
+ else return TRUE;
+}
+countFaces()
+{
+ faces=[];
+ integer f;
+ while (f<8)
+ {
+ key tex=llList2Key(osGetPrimitiveParams(target,[PRIM_TEXTURE,f]),0);
+ if (tex!="") faces=[]+faces+[f];
+ else llSetLinkPrimitiveParamsFast(tPrim,[
+ PRIM_TEXTURE,f,blankTexture,<1,1,0>,ZERO_VECTOR,0.0,
+ PRIM_COLOR,ALL_SIDES,<1,1,1>,1,
+ PRIM_BUMP_SHINY,ALL_SIDES,PRIM_SHINY_NONE,PRIM_BUMP_NONE,
+ PRIM_FULLBRIGHT,ALL_SIDES,FALSE,
+ PRIM_GLOW,ALL_SIDES,0.0
+ ]);
+ f++;
+ }
+ string targetName=llList2String(llGetObjectDetails(target,[OBJECT_NAME]),0);
+ llOwnerSay("Set target to the prim \""+targetName+"\" which has "+(string)llGetListLength(faces)+" faces");
+}
+resetFaces()
+{
+ llSetLinkPrimitiveParamsFast(tPrim,[
+ PRIM_TEXTURE,ALL_SIDES,blankTexture,<1,1,0>,ZERO_VECTOR,0.0,
+ PRIM_COLOR,ALL_SIDES,<1,1,1>,1,
+ PRIM_BUMP_SHINY,ALL_SIDES,PRIM_SHINY_NONE,PRIM_BUMP_NONE,
+ PRIM_FULLBRIGHT,ALL_SIDES,FALSE,
+ PRIM_GLOW,ALL_SIDES,0.0
+ ]);
+ llSetLinkPrimitiveParamsFast(bPrim,[PRIM_TEXTURE,ALL_SIDES,builderTexture,<1,1,0>,<0,0,0>,0]);
+ target=NULL_KEY;
+}
+getTarget()
+{
+ myChannel=0x80000000 | (integer)("0x"+(string)llGetKey());
+ handle=llListen(myChannel,"",llGetOwner(),"");
+ llTextBox(llGetOwner(),"Paste the key of your desired target object into this text box",myChannel);
+ llSetTimerEvent(timeOut);
+}
+default
+{
+ state_entry()
+ {
+ target=NULL_KEY;
+ }
+ timer()
+ {
+ llOwnerSay("I did not hear a response yet. Closing the listener");
+ llListenRemove(handle);
+ llSetTimerEvent(0.0);
+ }
+ touch_start(integer num)
+ {
+ key toucher=llDetectedKey(0);
+ if (toucher!=llGetOwner()) return;
+ integer prim=llDetectedLinkNumber(0);
+ integer face=llDetectedTouchFace(0);
+ if (prim==tPrim) return;
+ else if (face==FACE_NONE) return;
+ else if (face==FACE_RESET_FACES) resetFaces();
+ else if (target==NULL_KEY)
+ {
+ if ((prim==bPrim)&&(face==FACE_SET_TARGET)) getTarget();
+ else llRegionSayTo(toucher,0,"No target set");
+ return;
+ }
+ else if (face==FACE_GET_TEXTURES) getTextures();
+ else if (face==FACE_SET_TEXTURES) setTextures();
+ }
+ changed(integer change)
+ {
+ if (change & CHANGED_OWNER) llResetScript();
+ else if (change & CHANGED_REGION_START) llResetScript();
+ }
+ on_rez(integer foo)
+ {
+ llResetScript();
+ }
+ listen(integer channel, string name, key who, string message)
+ {
+ llListenRemove(handle);
+ llSetTimerEvent(0.0);
+ message=""+llStringTrim(message,STRING_TRIM);
+ if (message!="")
+ {
+ if (osIsUUID(message))
+ {
+ if (llGetAgentSize((key)message)==ZERO_VECTOR)
+ {
+ target=(key)message;
+ if (confirmTarget()) countFaces();
+ }
+ else llOwnerSay("You can't use this on an avatar");
+ }
+ else llOwnerSay("The key \""+message+"\" is not a valid UUID");
+ }
+ else llOwnerSay("Can't set an empty string as the target");
+ }
+}
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Two prim HUD.jpg b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Two prim HUD.jpg
similarity index 100%
rename from Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/Two prim HUD.jpg
rename to Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/Two prim HUD.jpg
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/buddy.png b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/buddy.png
similarity index 100%
rename from Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/buddy.png
rename to Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/buddy.png
diff --git a/Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/buddy_no_tex.png b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/buddy_no_tex.png
similarity index 100%
rename from Paramour Builder's Buddy/Paramour Builder's Buddy/Paramour Builder's Buddy HUD/buddy_no_tex.png
rename to Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy HUD/buddy_no_tex.png
diff --git a/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy.prj b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy.prj
new file mode 100644
index 00000000..95f288c9
--- /dev/null
+++ b/Paramour Builders Buddy/Paramour Builders Buddy/Paramour Builders Buddy.prj
@@ -0,0 +1,14 @@
+
+
+
diff --git a/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando.sol b/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando.sol
new file mode 100644
index 00000000..2e7c3ce8
--- /dev/null
+++ b/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando/Object/Particle_Garden__Grows_slowly_rando_1.lsl b/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando/Object/Particle_Garden__Grows_slowly_rando_1.lsl
new file mode 100644
index 00000000..d7e820d4
--- /dev/null
+++ b/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando/Object/Particle_Garden__Grows_slowly_rando_1.lsl
@@ -0,0 +1,118 @@
+// :CATEGORY:Particles
+// :NAME:Particle_Garden__Grows_slowly
+// :AUTHOR:Zara Vale
+// :CREATED:2010-01-10 05:20:56.000
+// :EDITED:2013-09-18 15:38:59
+// :ID:610
+// :NUM:834
+// :REV:1.0
+// :WORLD:Second Life
+// :DESCRIPTION:
+// Particle Garden - Grows slowly, random textures by Zara Vale.lsl
+// :CODE:
+
+//********************************************************
+//This Script was pulled out for you by YadNi Monde from the SL FORUMS at http://forums.secondlife.com/forumdisplay.php?f=15, it is intended to stay FREE by it s author(s) and all the comments here in ORANGE must NOT be deleted. They include notes on how to use it and no help will be provided either by YadNi Monde or it s Author(s). IF YOU DO NOT AGREE WITH THIS JUST DONT USE!!!
+//********************************************************
+
+
+
+
+
+
+
+//Particle Garden - Grows slowly, random textures by Zara Vale
+//Hello everyone,
+//
+//This is my first post in here so I hope I'm doing it right. Took me forever to learn how to put the code thing in. Anyway on behalf of Tina Vale and myself I would like to present the particle garden script that I use in my classes.
+//
+//What does it do?
+//- It shows a particle picture of what ever texture that is in the object randomly.
+//- The flowers grow slowly
+//- It is visible from all angles like all particles
+//
+//How do you use it?
+//- Rez an Object
+//- Change the ROTATION X=90, Y=0, Z=0 (Under the OBJECT tab for the object)
+//- You put this script into an object (Click on New Script in the object's contents and copy the code below to this object and save)
+//- Put any other flowers, gnomes, tree textures you want inside it.
+//- Click to start / stop
+
+
+
+
+float MAX_RADIUS = 2.5;
+float RADIUS_INTERVAL = 0.5;
+
+// Modified values
+integer IS_ON = FALSE;
+float RADIUS = 2;
+string TEXTURE = "f42bcc2b-20c8-9df7-cf1c-69566e377fd8";
+
+garden() {
+ llParticleSystem([
+ PSYS_PART_FLAGS, 0 | PSYS_PART_EMISSIVE_MASK |
+ PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK,
+ PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE_CONE,
+
+ // Texture / Size / Alpha / Color
+ PSYS_SRC_TEXTURE, TEXTURE,
+ PSYS_PART_START_SCALE,<0.2000, 0.2000, 0.0000>,
+ PSYS_PART_END_SCALE,<0.5000, 0.5000, 0.0000>,
+ PSYS_PART_START_ALPHA,0.000000,
+ PSYS_PART_END_ALPHA,1.000000,
+ PSYS_PART_START_COLOR, <1.0,1.0,1.0>,
+ PSYS_PART_END_COLOR, <1.0,1.0,1.0>,
+
+ // Flow
+ PSYS_PART_MAX_AGE,1000.0000,
+ PSYS_SRC_BURST_RATE,1.000000,
+ PSYS_SRC_BURST_PART_COUNT,1,
+ PSYS_SRC_MAX_AGE,0.000000,
+
+ // Rez position
+ PSYS_SRC_BURST_RADIUS,RADIUS,
+ PSYS_SRC_INNERANGLE,1.550000,
+ PSYS_SRC_OUTERANGLE,1.550000,
+ PSYS_SRC_OMEGA,<0.00000, 0.00000, 4>,
+ PSYS_SRC_BURST_SPEED_MIN,0.000000,
+ PSYS_SRC_BURST_SPEED_MAX,0.000000
+ ]);
+}
+
+stop() {
+ llParticleSystem([]);
+}
+
+default {
+ state_entry() {
+ if(IS_ON) {
+ llSetTimerEvent(RADIUS_INTERVAL);
+ garden();
+ } else {
+ stop();
+ }
+ }
+
+ touch_start(integer num_detected) {
+ if(IS_ON) {
+ llSetTimerEvent(0.0);
+ stop();
+ llWhisper(0, "Garden has stopped");
+ } else {
+ llSetTimerEvent(RADIUS_INTERVAL);
+ garden();
+ llWhisper(0, "Garden has started");
+ }
+ IS_ON = !IS_ON;
+ }
+
+ timer() {
+ integer max_inventory = llGetInventoryNumber(INVENTORY_TEXTURE);
+ if(max_inventory > 0) {
+ TEXTURE = llGetInventoryName(INVENTORY_TEXTURE, (integer)llFrand(max_inventory));
+ }
+ RADIUS = llFrand(MAX_RADIUS);
+ garden();
+ }
+} // END //
diff --git a/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando/Particle_Garden__Grows_slowly_rando.prj b/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando/Particle_Garden__Grows_slowly_rando.prj
new file mode 100644
index 00000000..26c8ff84
--- /dev/null
+++ b/Particle to Viictim/Particle_Garden__Grows_slowly/Particle_Garden__Grows_slowly_rando/Particle_Garden__Grows_slowly_rando.prj
@@ -0,0 +1,6 @@
+
+
+
diff --git a/Rene Free Lighting System/Renes Free Lighting System.sol b/Rene Free Lighting System/Renes Free Lighting System.sol
new file mode 100644
index 00000000..c46706a2
--- /dev/null
+++ b/Rene Free Lighting System/Renes Free Lighting System.sol
@@ -0,0 +1,3 @@
+
+
+
diff --git a/Rene's Free Lighting System/Rene's Free Lighting System/Features.pdf b/Rene Free Lighting System/Renes Free Lighting System/Features.pdf
similarity index 100%
rename from Rene's Free Lighting System/Rene's Free Lighting System/Features.pdf
rename to Rene Free Lighting System/Renes Free Lighting System/Features.pdf
diff --git a/Rene's Free Lighting System/Rene's Free Lighting System/Rene's Free Lighting System.prj b/Rene Free Lighting System/Renes Free Lighting System/Renes Free Lighting System.prj
similarity index 97%
rename from Rene's Free Lighting System/Rene's Free Lighting System/Rene's Free Lighting System.prj
rename to Rene Free Lighting System/Renes Free Lighting System/Renes Free Lighting System.prj
index 88990899..7bcd935c 100644
--- a/Rene's Free Lighting System/Rene's Free Lighting System/Rene's Free Lighting System.prj
+++ b/Rene Free Lighting System/Renes Free Lighting System/Renes Free Lighting System.prj
@@ -1,4 +1,4 @@
-
+