nyuuzyou/wikis huggingface dataset:
MMOX/VW Entity and Asset analysis

In order for any interoperability to occur, one must first consider the things that Virtual Worlds have in common.
== Assets ==
Assets are what gives virtual worlds their tangible experiences- the visuals, the sounds, animations, scripts, 3D meshes.
== Entities ==
These could be described as abstract concepts. Some make use of assets to make their presence more tangible e.g. avatars, while others can be entirely abstract- having no assets, but existing nonetheless (events etc.).
Entities have properties that can be split into 4 categories:
# Ubiquitous - These are properties that every entity in the VW has.
# Common - These are properties that most entities in the VW have.
# Shared - These are properties that have similar meaning for separate entities, but aren't common or ubiquitous. 
# Special - These are properties that only exist for individual entities in the VW.
It is fairly common for the avatar of a person using a VW to have a name and a unique identifier. The name is designed to be a user-friendly identifier, whereas the unique identifier serves to allow the VW protocol & database to make distinctions between the thousands or millions of avatars in the system.
In some Virtual Worlds the unique identifier may not be exposed to the public (as opposed to only being exposed at the protocol level, never in the UI etc.).
* Second Life Residents' UUIDs are widely exposed - http://world.secondlife.com/resident/83b3987f-9520-4275-8efe-3ac13dd3f635
* World of Warcraft PCs do not seem to have their unique identifiers publicly exposed- http://eu.wowarmory.com/character-sheet.xml?r=Alonsus&n=Axilo
It is expected that by analyzing sufficient Virtual Worlds and other multi-user environments, we can establish what properties should become a part of the core MMOX protocols, and what properties should be considered "metadata"- properties that an MMOX-supporting VW/client is not expected to act upon or understand in order to experience the VW.
Additionally, once sufficient VWs and other multi-user environments have been analyzed, a comparison table can be drawn up that illustrates how the various entities, assets & properties relate to each other. Such a comparison table will be useful in the development and implementation of MMOX, likely finding the most benefit in any efforts regarding transposing non-essential metadata from environment to environment- for example, Second Life could import WoW character sheets as a "Pick", or merely apply the URL to a Resident's web tab.
== Analyses == 
=== Second Life ===
* MMOX/SL entity properties
* MMOX/SL assets
=== World of Warcraft ===
* MMOX/WoW entity properties
Category:MMOX
MMOX/WoW entity properties

== Entities ==
* Player Characters - the representations of the real people making use of World of Warcraft
* Non-Player Characters - AI or dumb scripted representations that are either entirely automated, or operate based on Player Character input
* Guilds - formal collectives of PCs
* Party - transient formal collective of PCs
* Factions - formal collectives of NPCs
* Alliances - informal or formal collectives of Guilds or Factions, though the WoW platform does not appear to have support for guild alliances, the Alliance Vanguard and Horde Expedition are examples of NPC alliances.
* Shard - multiple instances of the overall world exist in order to distribute the user base evenly so as to provide the best experience possible.
* Zones - large chunks of the overall world. Zones can vary greatly in size. Not taking phasing into account, all PCs share the same experience of a Zone.
* Sub-zones - sub-areas of Zones. Zones can stack vertically.
* Instances - similar to Zones, with the exception that only Parties can share the same experience of a Zone.
* Events - Occurs in a sub-zone. Related events can occur simultaneously in multiple sub-zones across several zones or shards (seasonal events).
* Quests - A task given by an NPC to a PC to provide a reward, an example of the "Role Playing" aspect of World of Warcraft
* Achievements - similar to quests, except these are usually a case of "meta-gaming", falling outside the realm of the "Role Playing" aspect of World of Warcraft, though they are usually attained in the process of Role Playing.
Category:MMOX
MMTD Charter

MM Training Division Charter
The Mental Mentor Training Division (MMTD) is the group created to hold all prospective Second Life residents in the application, training and testing process to become MM Mentor Volunteers.
There are four owners of the MMTD. They are:
1. Ambar Writer Creator of the Group
2. Rails Bailey Appointed Owner
3. Doctor Gascoigne Appointed Owner
3. Jezzie McCellan Appointed Lead Owner
Advisory Board:
Advisory Board will consist of a maximum of six member of Mental Mentors. The duty of the board is to advise the Lead Owner/Trainer on matters pertaining to application, admission and training of prospective MM Mentor Volunteers.
Advisers will also act as Moderators of the group chat.
Lead Trainer:
The position of Lead Trainer within the Mental Mentor group is a crucial one if new volunteers are to be recruited and trained.
The Lead Trainer in Mental Mentors shall be made an owner of the MM Training Division Group.
The Lead Trainer shall be responsible for the selection of suitable and qualified trainers from within the Mental Mentor Group.
Trainers:
The Lead Trainer will appoint Trainers. Trainers will conduct Orientation and training sessions with MM Apprentice Mentors. They will also monitor Mentor buddy sessions. 
MM Apprentice Mentors:
Applications made to this group do not guarantee acceptance as a MM Apprentice Mentor nor MM Mentor Volunteers.
Due to the fact that we no longer will be able to do a reference check for prospective apprentice mentors a formal interview will be required of all prospective apprentice mentors.
Each application will be reviewed for its merit and the Lead Trainer or a MM Trainer nominated by the Lead Trainer will be required to interview prospective new Apprentice Mentors.
There will be formal training given to all successful applicants that apply to be MM Apprentice Mentors.
The pass mark set for that training shall be 80%.
Apprentices who do not pass the training at the first attempt will be given two more opportunities to pass the training.
If any apprentice does not pass the training on the third attempt, they shall be advised to re-apply to become a MM Apprentice Mentor in 12 months time.
Application/Training Process:
1. Formal Application. Application should be made via note-card resume. Must include previous experience as a Resident Helper and at least 2 supportive recommendation note-cards from either a current Mental Mentor or a leader in another RHN group.
2. Interview with applicant.
3. Attendance of orientation/training classes conducted by MMTD Trainers.
4. Buddy sessions with a MMTD Trainer.
5. Examination (pass is 80%)
Upon successful completion of the application/training process, the MMTD Apprentice Mentor will be transferred to the Mental Mentor group.
* Mental Mentors Training Division
MM Board

"MM Board" refers to a prize giving system designed to draw participating players, thus creating traffic.
The first original implementation was created by Lucky Designs, who created "Midnight Mania" - giving the popular name "MM" to the device.
The game involves a board which displays a prize. Participating avatars touch (or "slap") the board, adding to the number of participants displayed. If the "target" number of avatars is reached by midnight Second Life time, the prize is awarded. Optionally, the board may either reset at midnight, or may roll over to the next day. Normally, once the target number of avatars is reached, the board will be "locked down" and further players may not participate. The owner of the board may also choose to end the contest early.
 
Other implementations have since been released by third parties, including (but not limited to):
* "Slap & Dash" by Baron Nitely
* "Midnight Passion" by The Gold Club
* "Midnight Madness" by CasperTech, released as an expansion pack for CasperVend².
Macintosh headset

Most Macintosh systems have a line level microphone input that requires a powered microphone. Most headsets using 1/8" plugs do not have line level microphones. USB headsets are the simplest solution for Macintosh users. USB to 1/8" adapters are also available. Typically drivers are not necessary for the Macintosh to use USB audio devices.
To select your USB audio input and output devices look in System Preferences and select the Sound option. Both input and output may need to be selected.
The input section also allows adjustment of the "Input Volume" for your USB device. Output volume will be adjustable using standard adjustment options found in the Macintosh interface or with keyboard volume controls.
MailTaskSimReply

==Message Layout==
{
	MailTaskSimReply Low Trusted Unencoded
	{
		TargetBlock			Single
		{	TargetIP		Variable 1	}	
		{	TargetPort		IPPORT	}
	}
	{
		DataBlock Single
		{	TaskID		LLUUID }
	}
}
==Usage and Notes==
Category:Messages
Main Page/br

__NOTOC__
{|style="width:280px;border:solid 0px;background:none"
Bem-vindo ao Wiki do Second Life®
 Onde qualquer residente pode editar
 artigos criados.
Portal LSL
Linden Scripting Language, conhecida como LSL, é a linguagem usada para criar scripts para o Second Life.Veja aqui as todas funcionalidades desta linguagem.
LSL:Linden Scripting Language (LSL).
Guidelines | To-Do List	
__NOEDITSECTION__
Main Page/nl/Pumbaa Station

Het station Pumbaa is een spoorweghalte in de sim Pumbaa langs Spoorlijn A & Spoorlijn A in de wijk Station.
==Treindienst passeren==
===Dagelijks===
Treintype	Verbinding 	Dienstregeling
IC A 	Koi Simulan - Simulan South	4x/u
P 	Koi Simulan - Simulan South	Tijdens de piekuren
===Weekend===
Treintype	Verbiniding 	Dienstregeling
IC A 	Koi Simulan - Simulan South	2x/u
Main Page/nl/pumbaa station

Het station Pumbaa is een spoorweghalte in de sim Pumbaa langs Spoorlijn A en Spoorlijn B in de wijk Station.
==Treindienst passeren==
===Dagelijks===
Treintype	Verbinding 	Dienstregeling
IC A 	Koi Simulan - Simulan South	4x/u
P 	Koi Simulan - Simulan South	Tijdens de piekuren
===Weekend===
Treintype	Verbiniding 	Dienstregeling
IC A 	Koi Simulan - Simulan South	2x/u
Main Page/pt

__NOTOC__
__NOEDITSECTION__
{|style="width:280px;border:solid 0px;background:none"
Bem-vindo a Wiki do Second Life®
 Onde qualquer Residente pode editar
Existem artigos.
	
Portal LSL
Linden Scripting Language, conhecida como LSL, é a linguagem usada para criar scripts para o Second Life.Veja aqui as todas funcionalidades desta linguagem.
LSL:Linden Scripting Language (LSL).
Orientações | Lista de Tarefas
Main Page/ru

__NOTOC__
Приглашаем тебя принять участие в работе над статьями и переводами на русский язык.
Надеемся, что ты получишь большое удовольствие от участия в нашем проекте.
	
Ссылки с красной звездочкой * перенаправляют тебя на англоязычные страницы.
Portals
__NOEDITSECTION__
Mainland Mentor Coaches Class Schedule

The following classes are offered by Second Life Mentor Coaches. These classes are not endorsed or run by Linden Lab.For a list of classes hosted from mentors for mentors, please have a look at the Volunteer-sponsored Classes.
== March ==
== ((month name)) ==
The following is an example. Please copy and paste it to the right spot in this article and alter the information so they suit your class. Please don't alter the example itself =)
Makepacketdict

brain-dead import. While it should work as-is for testing, the parsing requires you eliminate all extraneous spaces in the white space in "message_template.msg" before the "{" and replace it with tabs
import re
def makepacketdict():
 dict = {}
 for line in open("message_template.msg"):
 results = re.match("^\t([^\t{}]+.+)",line)
 if results:
 aline = results.group(1)
 aline = aline.split()
 if aline[1] == "Fixed": 
 dict[(aline[1],aline[2])] = (aline[0],aline[3], aline[4])
 
 #print (aline[1],aline[2]) 
 #print (aline[1],"0x"+aline[2]), dict[(aline[1],"0x"+aline[2])] 
 #dict[(aline[1],int(aline[2][8:],16))] = (aline[0],aline[3], aline[4])
 else:
 dict[(aline[1],int(aline[2]))] = (aline[0],aline[3], aline[4])
 return dict
Category: AW Groupies
Malla/Referencia de la IU para subir modelos

Puedes enviar archivos COLLADA (.dae) a Second Life Desde la ventana Subir modelo. Esta ventana incluye tres pestañas y una sección de vista previa, que siempre está visible.
== Vista previa ==
La sección Vista previa muestra una presentación preliminar del modelo seleccionado, con varios niveles de detalle. Usa los para ver una vista panorámica del modelo y aplicarle el zoom.
=== Pesos y precios ===
Muestra el coste calculado de descarga, física y servidor del modelo, su coste equivalente en prim y el precio resultante de subirlo.
== Nivel de detalle ==
== Física ==
== Modificadores ==
Mandelbrot Explorer

// Mandelbrot Explorer by Babbage Linden
//
// Interactive Fractal Explorer Demo
//
// Add this script to a screen made from 245 linked prisms each manipulated to show 5 faces in one direction
//(The script here will create the correct shape object http://wiki.secondlife.com/wiki/XyText_1.5)
// to form a 35x35 pixel display. When rezzed or reset the object will calculate and display a mandelbrot set. 
// Clicking on the display will centre the view on the clicked prim and zoom in, allowing the fractal to be
// explored. To return to the initial image either reset the script, or take and rez the object.
//
// Available under the Creative Commons Attribution-ShareAlike 2.5 license
// http://creativecommons.org/licenses/by-sa/2.5/
list faces = [3,7,4,6,1];
integer xsize=35;
integer ysize=35;
integer numfaces=5;
integer fwidth=7;
integer linkNumToX(integer linkNum)
{
 integer result = ((linkNum - 1) % fwidth) * numfaces + (numfaces / 2);
 return result;
}
integer linkNumToY(integer linkNum)
{
 integer result = ((linkNum - 1) / fwidth);
 return result;
}
setpixel(integer x, integer y, vector colour)
{
 integer face = (y*xsize) + x;
 integer linknum = face/numfaces;
 integer primface = face - (linknum*5); 
 llSetLinkColor(linknum + 1, colour, llList2Integer(faces,primface));
}
mandlebrot(float startx, float starty, float zoom, integer width)
{
 integer height = width;
 integer i;
 integer m = 60; // Max iterations.
 integer isOverLimit = FALSE;
 float Zr = 0.0;
 float Zi = 0.0;
 float Cr = 0.0;
 float Ci = 0.0;
 float Tr;
 float Ti;
 float limit2 = 4.0;
 
 integer y;
 for(y = 0; y < height; y++) 
 {
 integer x;
 for(x = 0; x < width; x++)
 {
 Zr = 0.0; Zi = 0.0;
 Cr = (2.0 * (x + (startx / zoom)) / width - 1.5) * zoom;
 Ci = (2.0 * (y + (starty / zoom)) / height - 1.0) * zoom;
 
 // Evaluate sequence until either max iterations has been
 // reached or threshold is breached.
 i = 0;
 do {
 Tr = Zr*Zr - Zi*Zi + Cr;
 Ti = 2.0*Zr*Zi + Ci;
 Zr = Tr; Zi = Ti;
 isOverLimit = Zr*Zr + Zi*Zi > limit2;
 } while (!isOverLimit && (++i < m));
 
 // Generate colour for each possible iteration.
 // First fill r, then overflow in to g, then b.
 vector colour = <0,0,0>;
 if(i < m)
 {
 float step = m / 3.0;
 if(i > 0)
 {
 colour.x = i / step;
 i -= (integer)step;
 }
 if(i > 0)
 {
 colour.y = i / step;
 i -= (integer)step;
 }
 if(i > 0)
 {
 colour.z = i / step;
 i -= (integer)step;
 }
 }
 setpixel(x, y, colour); 
 }
 }
}
float gZoom;
float gMinX;
float gMinY;
init()
{
 // Draw initial fractal image.
 gZoom = 1.0;
 gMinX = 0;
 gMinY = 0;
 mandlebrot(gMinX, gMinY, gZoom, 35);
}
default
{
 on_rez(integer param)
 {
 init();
 }
 
 state_entry()
 { 
 init();
 }
 
 touch_start(integer num)
 {
 // Convert link number in to screen space.
 float dx = linkNumToX(llDetectedLinkNumber(0));
 float dy = linkNumToY(llDetectedLinkNumber(0));
 
 // Make dx and dy relative to centre.
 dx -= (xsize / 2);
 dy -= (ysize / 2);
 
 // Adjust gMinX and gMinY by x and y.
 gMinX += dx * gZoom;
 gMinY += dy * gZoom;
 
 // Calculate Mandelbrot and increase zoom.
 mandlebrot(gMinX, gMinY, gZoom, 35);
 gZoom *= 0.9;
 }
}
MapBlockReply

==Message Layout==
{
	MapBlockReply Low	409	Trusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	Flags		U32		}
	}
	{	
		Data			Variable
		{	X			U16				}	
		{	Y			U16				}	
		{	Name		Variable	1	}	
		{	Access		U8				}	
		{	RegionFlags	U32				}
		{	WaterHeight	U8				}	
		{	Agents		U8				}
		{	MapImageID	LLUUID			}
	}
}
==Usage and Notes==
Category:Messages
Reply to either MapBlockRequest or MapNameRequest. 
* Coordinates are provided in regions (not meters)
* WaterHeight and Agents don't seem to be in use here, always 0 at present
* MapNameRequest reply will contain...
** Multiple blocks based on a partial name match
** A final data block where X = 0, Y = 0, and Name is the original request string.
* MapBlockRequest reply will contain...
** Blocks equal to the number of existing regions within the given coordinates.
** No final block related to the original request.
** No reply if no regions exist within the given coordinates.
MapBlockRequest

==Message Layout==
{
	MapBlockRequest Low	407	NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
		{	Flags		U32		}
		{	EstateID	U32		}	
		{	Godlike		BOOL	}	
	}
	{
		PositionData	Single
		{	MinX		U16		}	
		{	MaxX		U16		}	
		{	MinY		U16		}	
		{	MaxY		U16		}	
	}
}
==Usage and Notes==
Used by the viewer to request region map data. The simulator responds with MapBlockReply.
For simple requests, Flags, EstateID, and Godlike can be set to 0.
MinX, MaxX, MinY, MaxY are grid coordinate ranges. If you wanted to request a block of 4 regions near Da Boom, you might use:
MinX = 1000
MaxX = 1001
MinY = 1000
MaxY = 1001
The resulting regions would be Da Boom, Freelon, Ritch, Minna.
Category:Messages
MapItemReply

==Message Layout==
{
	MapItemReply Low	Trusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	Flags		U32		}
	}
	{
		RequestData		Single
		{	ItemType	U32		}
	}
	{	
		Data			Variable
		{	X			U32				}	
		{	Y			U32				}	
		{	ID			LLUUID			}	
		{	Extra		S32				}	
		{	Extra2		S32				}	
		{	Name		Variable	1	}	
	}
}
==Usage and Notes==
Item Type:
Value	Name
1 	Telehub
2 	PG Event
3 	Mature Event
4 	Popular Places
6 	Agent locations
7 	Land for Sale
8 	Classifieds
9 	Adult Event
10 	Adult Land for Sale
Category:Messages
MapItemRequest

==Message Layout==
{
	MapItemRequest Low	NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
		{	Flags		U32		}
		{	EstateID	U32		}	
		{	Godlike		BOOL	}	
	}
	{
		RequestData		Single
		{	ItemType		U32		}
		{	RegionHandle	U64		} 
	}
}
==Usage and Notes==
Category:Messages
MapLayerReply

==Message Layout==
{
	MapLayerReply Low	Trusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	Flags		U32		}
	}
	{
		LayerData		Variable
		{	Left		U32		}
		{	Right		U32		}
		{	Top			U32		}
		{	Bottom		U32		}
		{	ImageID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
MapLayerRequest

==Message Layout==
{
	MapLayerRequest	Low		NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
		{	Flags		U32		}
		{	EstateID	U32		}	
		{	Godlike		BOOL	}	
	}
}
==Usage and Notes==
Category:Messages
MapNameRequest

==Message Layout==
{
	MapNameRequest Low	408	NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
		{	Flags		U32		}
		{	EstateID	U32		}	
		{	Godlike		BOOL	}	
	}
	{
		NameData		Single
		{	Name		Variable	1	}	
	}
}
==Usage and Notes==
Used by the viewer to request region map data. The simulator responds with MapBlockReply.
For simple requests, Flags, EstateID, and Godlike can be set to 0.
The length of Name must include a terminating null byte, e.g. the length of Da Boom is 8.
Category:Messages
Mar Lesbiana

Mar Lesbiana is a new Continent. In November 30th 2013, it had 38 sims. The minimum number of sims required of a continent is 30.
== History ==
Mar Lesbiana was a large Microcontinent. Its temporary name was A004, that means it was the 4th microcontinent discovered by Second Life Geography project. At that time (August 2013), it counted 20 sims and had a different shape.
In December 2nd 2013, a new sim was added to East.
== Geography ==
Mar Lesbiana is, like Blake Sea, a tropical beach paradise. It has many islands and a lot of navigable Water. The vast majority of sims are openspace and maturity rating is adult. It is a continent for women, men will be ejected when found.
In North-East, land is more frequent and there are a few roads. The road network stretches through 10 sims, on the East border of the continent. It is a road made of a bad asphalt, while in South it is continued with a country road.
Nearly all sims share the words Mar Lesbiana in their name.
=== Altitude ===
This continent is a tropical beach paradise, so altitude is not expected to be high. There are many islands and sometimes they are elevated (not much, see the altitude map). Islands are higher then what is found in Blake Sea. The parcels in East, where is also the road system, are more flat then the islands in West.
Maximum Altitude was found to be 65 meters. This is not a mountain, but a small plateau surrounded by water. There is a house on its top.
=== Transportation ===
Since this is a continent composed of many islands, the main way of transportation is by water. However, there is a road along South and East border, with many bridges. The fact that scripts are not allowed here limits driving and sailing to a themed group.
See Private Continents Network and Waterways for more information.
 Road length: 8.20 km
 Continent size: 2.88 square km (May 2014)
 Water access: yes
 Remote road pieces 0
 Restrictions: yes, no scripts
Road efficiency index: 2.456
Waterway Efficiency Index: 5.390
Total efficiency index: 7.846
=== Accesibility ===
Our survey detected no Land With Restricted Access, but a lot of Protected Land.Road and water allow access to the entire continent and also flying is possible without restrictions. One problem is that scripts are not allowed.
Access is restricted for men. There are warning signs for this.
== Coordinates ==
Coordinates are shown in sims, like at Gridsurvey: longitude (min-max)/latitude (min-max).
Mar Lesbiana: 1034-1042/1374-1378. 
Grid Sector is J13.
== Statistics ==
Size in sims: 39 (9/6)
Size in km: 2.56 (2.30/1.54)
Flooded sims (no dryland): 1
Coast sims (water and land): 37
Dryland sims: 1
Sims without direct access: 0
== Sexual Minorities ==
It is interesting that another new continent is IGBC Continent, more likely a Gay place. Close to it there is GAY Microcontinent. Now, that Mar Lesbiana has become a continent, it looks like Second Life offers complete sexual freedom for minorities.
== See Also ==
Second Life Geography
List Of Continents
List Of Microcontinents And Sim Clusters
Mare Secundus

An ancient sea, almost landlocked in the Sansara continent, containing many points of interest. A great place for diving, especially the western half.
== Henshaw Observatory ==
 
An old observatory perched atop a lonely isle
Under the dome a large and impressive refracting telescope peers upward to the night sky
== Elderbridge Rez Zone and picnic spot ==
 
An area to rez boats, vehicles, picnic hampers etc.
Enjoy the small beach and leafy glade of the larger island, or simply dock at the smaller one
Puzzle at the ancient monolith, look, maybe don't touch !
== Thurston ==
Relax as you watch the orrery turn.
Or ride a rocket to a faraway world.
== Oehler ==
Flamingos!
A sheltered bay with old docks (where you can rez your ship) and a lighthouse.
==Rezzing Spots==
Mare Secundus
*
*
*
*
*
*
*
*