nyuuzyou/wikis huggingface dataset:
Sample Booking Agreement

PLEASE MAKE APPROPRIATE CHANGES OR ADDITIONS, SIGN AND DATE BELOW AND RETURN THIS NOTECARD
Thanks for booking YOUR NAME HERE to perform for your customers at VENUE NAME. 
This notecard is being sent to confirm our arrangement with you. Our understanding of the scheduled appearance is as follows:
Location: VENUE NAME HERE
INSERT A LANDMARK HERE
Date: XX/XX/20XX
Time: XXXM SLT for X Hour(s)
Lindens Given: $X,XXXL + 100% of tips PERFORMER'S NAME HERE receives.
Host/Hostess To Be Provided. Name: HOST/HOSTESS NAME HERE
Advertising: Someone from your venue will post the event in the "Live Music" search at least 24 hours before the show and handle promoting it inworld. The Performer or his Representative will announce and promote within the performers group the day of the show.
Venue Contact Person: VENUE CONTACT PERSON NAME HERE
(NOTE: Edit this card here to reflect which is true) 
PERFORMER'S NAME has their own stream available and will use it for your performance. 
URL: http://MYMUSICSTREAMURLHERE
-Or-
PERFORMER'S NAME does not have his own stream and will need access to yours for this concert. It is understood that the information provided to PERFORMER'S NAME regarding your stream will be kept confidential and under NO circumstances will they use your stream for any other purpose than performing at your venue for the period of time mentioned above on the date mentioned above.
Please provide your stream information below:
It is requested that someone with access to setting the land music URL be present at all times during the performance in the event something goes wrong with the stream.
Again, thank you for the opportunity to perform at VENUE NAME HERE. We appreciate your dedication to live music in Second Life. We look forward to putting on a great show!
Please acknowledge your understanding of the agreement and terms by returning this card with your signature below to PERFORMER'S NAME. 
Name: 
Date signed:
Samurai Edo

Graciously provided by Esprite Xavier, who responded when Torley was making the Event Moderation Guide and looking for Resident tips.
: Samurai Edo is our C:SI combat sim, which had a few problems, the number 1 being new people who search and see "combat" in the title thinking it's time to whip out the guns. It was a huge problem before so we had to think of a way to keep those "misinformed" along with the greifers from entering the sim.
: So the first thing we did was make the land group only, and you had to be invited into our "Samurai Island Warriors" group to get in. We had several clans devoted to C:SI so we had the clan leaders regulate who was invited into the groups. However this presented many problems. Clans complained people were joining for the sole purpose of wanting to get into the Sim, and often the clan leaders might leave or put someone else in charge, the amount of people and the constant need to change user roles in clans when you are trying to develop content for a game was too much. So we had to think of something else.
: Alright, so what we did as a solution: When we launched our new website and grid wide scoring system we also included a registration system that would tie your avatar to a forum account on the website. What this also did was tie an IP address to an avatar and an email address. To register you had to have bought a C:SI sword and have worn the hud. Our swords are not exactly cheap (I still think they are a good value for the amount of work that are put into them) but they are a minimum $800l. We figured we'd be ok dealing with a greifer if they were going to pay us $800L every time, haha.
: So the combat simulator was opened to all, but included security devices across the sim that would detect if an avatar would first have payment info (if they did they were allowed to stay), and if not, had they registered by checking their name against our membership database. We could also ban avatars from our website via IP and email, which in turn would ban them from access in our sim. However it let people without payment info who had obtained a sword entry into the sim and freed clans and staff the responsibilities of micromanaging group memberships.
From a second part:
: The actual combat sim can be found here: http://slurl.com/secondlife/Samurai%20Edo/129/230/26 and you can find entrance along with our main shop area in Samurai Island here: http://slurl.com/secondlife/Samurai%20Island/128/7/22
: Our website is powered by e107 but we have PHP written to process the avatar registrations into our mySQL database. Oh I guess the website can be found here: http://www.combatsi.com , we have some fun gridwide stat tracking, and recently RobbyRacoon Olmstead got weekly stats incorporated into the site as well. ^^
: Archanox Underthorne as usual is our main coder and got most of our ideas working to make this system possible. Also newer LSL functions like httprequest and being able to detect an avatars payment status helped get around many of previous hurdles!
Supporting imagery:
San Diegans in VR

=San Diegans in VR=
If you live in real world San Diego and are willing to be interviewed on voice on Skype we are doing a "San Diegans in Virtual Reality" audio interview series going out once a month now.
The format is basically, "How did a real person like YOU get roped into a weird thing like Second Life? Do you even have a JOB in RL? Omg you DO?! What do you do? Wow that's neat! So what is it you like about SL again? Ohhhh NOW I see... It's only half as weird as I thought, coool."
You are provided a list of questions ahead of time. We call you on Skype and the host, Padula Bing, goes through the interview with you in a relaxed, informal manner.
We edit the tape down, make you sound brilliant, add a "San Diegans in VR" audio lead in and audio close out segment, and make a final MP3 edit five to twenty minutes long.
The audio interviews are posted as podcasts on the San Diego in SL web site and syndicated to SL media.
QUESTIONS:
 Sitearm Madonna
sitearm@gmail.com
Sanctuary Microcontinent

Its transitory name is A005, that means it was the 5th structure detected by Second Life Geography team. Its Coordinates are 1054-1058/1317-1319, Grid Sector is J13, Northern Ocean.
This microcontinent has a few infohubs, but data is not available since access is restricted.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Sansara Network

A network of roads extends across the original Mainland continent, including the Snowlands.
Maps and information to be posted here when available.
==Sansara Public Rez Zones==
Sansara Main 
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
Bay City 
*
*
*
*
*
*
*
*
*
*
*
*
*
*
Shermervile
*
Snowlands 
*
*
*
== Alpine Byways ==
Some of the obscure and hard to traverse byways linking the main routes through the Snowlands are being upgraded to allow better access for the casual traveller and give access to some of the more inaccessible and geographically interesting locations. Details and travelogues are reproduced here.
Rezzing points:
Alpine Routes
:Alpine Byway Route 1 - Eagan to Voss
:Alpine Byway Route 2 - Durango to Zermatt
== Mainland Waterways ==
Sea of Fables
*
*
*
*
*
*
*
*
*
*
*
Ice Bay
*
== Technical Data ==
Sansara has a complex road network, where roads are usually not named. The numbers are distances in km. Maximum estimated error is 5% for rural area and 10% for Bay City.
 Volcano sims: 5.44
 East River & vecinity: 11.31
 Sutherland & vecinity: 17.84
 Snowlands: 14.38
 Moons & vecinity: 10.40
Trails & paths:
 Snowlands: 2.41
Off-roads:
 Sutherland & vecinity: 1.24
 Snowlands: 0.65
Bay City road network:
 Road 66 (boulevard): 3.84
 Other city streets: 7.80
 Nova Albilon: 2.00
 Shemerville: 3.10
 Shemerville paths: 2.50
Other unconnected roads:
 West Volcano Islands: 5.49
 North Islanders: 1.02
 A small central road: 0.44
 South Amundsen Road: 0.46
Total:
 Unconnected road pieces: 5 (plus unmeasured roads in Color Sims)
 CONNECTED ROADS:
 Road length: 41.53
 Paths: 2.41
 Off-road: 1.89
 UNCONNECTED:
 Road length: 24.15
 Paths: 2.50
 CONNECTED + UNCONNECTED:
 Roads: 66.08
 Paths: 4.91
 Off-road: 1.89
 GRAND TOTAL: 72.88
NOTE: In addition to these numbers, there are a few roads in Color Sims. They are unconnected at a first look, but in reality they are connected with off-road parcels (slices of protected land) or with waterways. Their total length could not be measured. With an error of 30%, their total length is estimated at 12 km of dryland. The best way to have an idea about them is to take one of the Yava Script Pods (Historical Sansara) and see how it moves. So, if we consider them too, Sansara has 85 km of roads. This places the continent on top. Still, if we consider its size, Heterocera remains in top because it has a greater road density.
==External Links==
Second Life Geography
Sansara - main article about the continent
Sansara Map http://sansara.protected-routes.com/
Snowlands Map http://snowlands.protected-routes.com/ (details the off-road routes around Snowlands on Sansara)
----
Return to main : Second Life Road Network Directory
----
Sansara Route 1

== Alpine Byway Route 1 - Eagan to Voss ==
This route loops away from the main highway and travels over an impressive mountain peak by means of steep trails through narrow passes, before arriving at the ice lake in Zermatt, close to Chalet Linden.
click images for larger versions
=== Alpine Byway 1 - Eagan Rez Zone ===
Alpine Byway number 1 begins here at a picnic spot in a stand of pine trees, branching off from the main highway close to the railway tracks and river ferry. The old cobbled road heads north through Meribel towards the mountains in the distance.
=== Alpine Byway 1 - Orelle (South) Rez Zone ===
The road runs higher into the footslopes of a mountain range and becomes a rockier trail as it ascends an extremely steep grade, which may require a change in your form of transport here, if you do not command the necessary horsepower !
=== Alpine Byway 1 - Verbier (Peak) Rez Zone ===
The road crosses the mountain spine through a narrow pass, descending slightly to a T junction. The leftward road is blocked after a short way, though intrepid explorers may want to strike out to the south east across the high peak and through wooded footslopes to locate another road access within Cloudmont. This road however turns right, northwards across a shelf in the shadow of looming pine trees.
=== Alpine Byway 1 - Verbier (Junction) Rez Zone ===
At the next rez zone, the road comes to another junction, the way ahead being impassable to conventional ground vehicles, though a direct route to the highest peaks is available here. The stone roadway however, swings to the right through another narrow pass and on back down the mountainside on a sharp incline, heading east.
=== Alpine Byway 1 - Orelle (North) Rez Zone ===
At the foot of the northern slope in Orelle, a rez zone exists, aiding those wishing to change their mode of transport again to suit the terrain. The road now curves away on a flat shelf into the region of Ayas
=== Alpine Byway 1 - Ayas (Peaks) Rez Zone ===
A stone pathway snakes up into the highest mountain peaks from here, with a few oddly familiar shapes lurking in the mist, worth exploring for those with a head for heights. The main road meanwhile, heads straight on northwards.
=== Alpine Byway 1 - Voss Lakeside Rez Zone ===
The cobbled road terminates at a large viewing platform among a stand of old pines. Panoramic views are offered here across the frozen lake and island of Zermatt, this being the site of many conventions and shows in the history of Second Life. On the platform, you may obtain hot food and sit and watch the skies for the rare aurorae agnalis after darkness falls.
If you continue past the viewing platform, you may go for a trip on the ski lift into the mountain heights, or, with care, you may cross the icebound lake, and continue on to Chalet Linden on the opposite shore at Wengen, to explore its many delights, and from where you may regain the main highway.
SaveAssetIntoInventory

==Message Layout==
{
	SaveAssetIntoInventory Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
	}
	{
		InventoryData		Single
		{	ItemID			LLUUID	}
		{	NewAssetID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
Saving textures/es

== Tutorial en vídeo ==
¿Dispone de poco tiempo? ¡Vea esto!
<videoflash>6OvldDSmRaU</videoflash>
¡Vea más tutoriales en vídeo!
== Cómo guardar texturas en el disco duro == 
Puede exportar cualquier textura sobre la que tenga todos los permisos desde Second Life, y guardarla en su disco duro (u otro medio de almacenamiento). 
Lo de "todos los permisos" significa que usted tiene TODOS los derechos sobre esa tectura: Modificar ("Modify"), Copiar ("Copy"), y Vender/Dar ("Resell/Give away" -transfer-). Puede verificar haciendo clic con el botón derecho del ratón en una textura de su inventario y seleccionando Propiedades. 
Ejemplo de una textura con todos los permisos: 
 
Por defecto, usted tendrá todos los permisos en aquellas texturas que haya cargado usted mismo, ya sea a través del menú Archivo > Enviar imagen o el botón de Foto instantánea > "Subir una foto instantánea". 
He aquí cómo hacerlo: 
 
* En su inventario, haga doble clic en la textura para verla. 
* Vaya al menú Archivo > Guardar textura como... 
* Dele un nombre (no se copia automáticamente el nombre de la textura), y guárdela en un directorio. 
Si usted va a ese directorio en su ordenador, deberá ver un archivo "texture.tga". TGA indica un archivo en formato Targa, que también puede utilizarse para cargar texturas en Second Life. La mayoría de los editores gráficos son capaces de mostrar archivos TGA, incluyendo algunos gratuitos, como FastStone o XnView, que además pueden convertir a otros formatos. 
En cualquier caso, una vez que la textura está en su disco local, puede editarla libremente y, a continuación, volver a subirla a Second Life si lo desea. También puede subirla a una web para compartir fotos como Flickr, que tiene un grupo "Linden Village" para Residentes y Lindens. 
== ¿Por qué hay dos iconos de texturas? == 
Si usted usa el menú Archivo > Enviar la imagen, la textura aparece con este icono y termina en la carpeta Textures: 
 
Y si toma una instantánea inworld (Foto instantánea > "Subir una foto instantánea".), la textura resultante tiene este icono y acaba en la carpeta Photo Album: 
 
Otra diferencia es que si alguien le envía una instantánea con el último icono, lo más fácil es que acabe en la carpeta Textures. 
Sabemos que esto de tener iconos diferentes para lo que, en esencia, es el mismo tipo de ítem es confuso para algunos, y quizá en el futuro pueda mejorarse. 
== ¿Cómo puedo guardar en mi disco duro muchas texturas a la vez? == 
Un ejemplo frecuente de esta necesidad se da cuando alguien tiene acumulados recuerdos de muchos meses (o incluso años) de Second Life, y quiere salvar todas sus fotos en su disco duro. 
Lamentablemente, actualmente no hay manera de hacer esto; las texturas deben guardarse y renombrarse una a una. ¡De todos modos, puede ser útil!
Say Region Frames Per Second

default
{
 touch_start(integer num_detected)
 {
 float fps = llGetRegionFPS();
 string region = llGetRegionName();
 llSay(0, "Region '" + region + "' is running at " + (string)fps + " fps.");
 string moreInfo = "CAUTION: '" + region + "' is in danger of crashing.";
 if (fps > 15)
 moreInfo = "'" + region + "' is running slowly.");
 if (fps > 27)
 moreInfo = "'" + region + "' is running smoothly.");
 llSay(0, moreInfo);
 }
}
Say name

This will make a prim say who is touching the prim and give his/her key.
<lsl>
default
{
 touch_start(integer num)
 {
 integer i = 0;
 do
 llSay(0, llDetectedName(i) + " touched me. His/Her key is " + (string) llDetectedKey(i));
 while(num > ++i);
 }
}</lsl>
SbDialog

This is a simple replacement function for llDialog. It re-orders the button list so that the button values, as passed to it, display left-to-right, top-to-bottom. It also opens a listen on the specified channel, and returns the handle.
integer sbDialog(key keyAgent, string strMessage, list lstButtons, integer intChannel) {
 integer intHandle;
 lstButtons =
 llList2List(lstButtons, -3, -1) +
 llList2List(lstButtons, -6, -4) +
 llList2List(lstButtons, -9, -7) +
 llList2List(lstButtons, -12, -10);
 intHandle = llListen(intChannel, "", keyAgent, "");
 llDialog(keyAgent, strMessage, lstButtons, intChannel);
 return intHandle;
}
Schwartzland Sim Group

A170 is the temporary name of Schwartzland Sim Group. It is placed in Grid Sector I11, that is North to Heterocera and Caledon - Winterfel. It has Coordinates 989-995/1119-1126, that places it inside Little Northern Ocean.
The most interesting aspect is its form. This sim group looks like a crucifix, with a central crouce formed of 5 sims (Schwartzmarkt in center), followed by 4 distant sims. They all belong to a single estate.
This place has something in common with Shopping Continent. Almost all land is full with shops and parcels that are not occupied by shops are for sale or for rent. Infrastructure is well developed, the road system allows you to travel along the central sims. Most populated sim is the central one, that looks like a mall. Land is flat, without mountains or water.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters 
Oceans
Scotland Microcontinent

Scotland or A017 is a Microcontinent located in Grid Sector E10, Far West Ocean, at Coordinates 522-524/1035-1041.
This mocrpcontinent is formed of 12 sims. It is 7 sims long (North-South) and only 3 sims wide (East-West). Unlike real Scotland, this land is more flat, with a lot of water channels (channels exist in real Scotland too) and long hills along them. Buildings are Scottish-themed. There are not only homes, you can also find castles and a big port. Vegetation is also present, with a lot of trees.
Transportation can be done by water or by walking through parcels. There are no roads. A large teleport system is available to all sims.
== See Also ==
Second Life Geography
Oceans
List Of Microcontinents And Sim Clusters
Scratch.lsl

put this in linked message listener of report state 
//
// ReportComplete - notification from Coordinator_TestUnitReports script that reporting is done
// format example -> ReportComplete
 
 put this in linked message listener of default state 
 
// ActivateRegistration - initate the registration process
// format example -> ActivateRegistration
//
 put this in linked message listener of setup state 
// ActivateTest - command to begin testing process
// format example -> ActivateTest
 put this in linked message listener of test state 
//
// ActivateReport - initiate the report process
// format example -> ActivateReport
 different depending on what state 
 
// Registration - response from testUnits to RegisterUnit command
// format example -> Registration::unitKey::00000-0000-0000-00000::unitName::TestUnit1::groupName::Group1
//
// UpdateUnitStatus - response from testUnits to request to send out unit status information
// format example -> UpdateUnitStatus::unitKey::00000-0000-0000-00000::unitStatus::PASS
//
Script

Scripts are items placed in an objects inventory (marked with the icon) to create an effect. This effect has a very large number of things that it can do. How objects look, move, interact with avatars, and communicate are all examples of what can be done with scripts.
Scripts are created through an in-world editor similar to a text file editor. Key words that perform specific actions or run when an action is performed are highlighted. The language used to write scripts is Linden Scripting Language (LSL), and is an event oriented programming language.
LSL Portal is dedicated to LSL and how to use it to obtain the in-world effects. If you are new to scripting try looking at some of the Tutorials.
This category is for functions and events that are connected with the script Virtual Machine (VM), the functions control or query the VM and the events are some aspect of the result of that interaction. For functions and events who's functionalities are specific to scripts and in there nature.
== Sharing Script Access ==
In the course of shared projects, you may often need to let team members access scripts in objects owned by you, or need yourself to access scripts in objects owned by them.
To enable this, see: Editing someone else's scripts and notecards.
Script/ja

スクリプトとはオブジェクトインベントリに ( アイコンつきで) 置かれるアイテムで、何らかの効果を実現する為の物です。ここで言う効果とは非常に多くの種類があります。オブジェクトの見た目、動作、アバターとの相互作用、通信が、スクリプトによって為される例の全てです。
スクリプトは、テキストエディタに似た in-world のエディタで作成します。特定の動作をしたり、動作が為された時に実行されるようなキーワードは、強調表示されます。スクリプトの記述に使われる言語は (LSL) で、これはイベント志向のプログラミング言語です。
LSL ポータルは LSL の為に作られたもので、in-world での効果を実現するためにスクリプトをどのように使うかが分かります。スクリプトにまだ不慣れな方はチュートリアルのいくつかに目を通してください。
このカテゴリではスクリプトの仮想マシン (VM) に接続する関数とイベントを扱います。関数とは VM を制御し、あるいは問い合わせを行なうもので、イベントとはその相互作用の結果の一面です。関数とイベントについて言うと、その機能はスクリプト特有のもので、スクリプトの特質としてあるものです。 
== スクリプトへのアクセスを共有する ==
オブジェクトを他人と共有していると、自分が所有するオブジェクト内のスクリプトを仲間にもアクセスさせたい、逆に仲間のオブジェクト内のスクリプトにアクセスしたい、というケースが出てくるかもしれません。
これを実現するには Editing someone else's scripts and notecards を参照してください。
Script/pt

Este artigo é sobre scripts. Para informações relacionadas a LSL, consulte: :Category:LSL Script. Para obter informações relacionadas sobre o opensource, veja em: Script (OS)).
Os scripts são itens colocados em um objeto do Inventário (indicados pelo ícone: ) para criar um efeito. Este efeito pode ser um número muito grande de atividades que ele pode fazer. Como fazer os objetos olharem, moverem, interagirem com os avatares, são os exemplos do que pode ser feito com scripts.
Os scripts são criados através de um editor no mundo virtual similar a um editor de texto. Palavras-chave que realizam ações específicas ou executado quando uma ação é atingida. A linguagem usada para escrever scripts é Linden Scripting Language (LSL), e é uma linguagem de programação orientada.
O Portal LSL é dedicado a LSL e como usá-la para obter os efeitos no mundo virtual. Se você é novo em script, tente ler alguns dos tutoriais.
Esta categoria é para as funções e os eventos que estão relacionados com o script Virtual Machine (VM), o controle de funções ou a consultas para a VM e os eventos, são alguns aspectos do resultado dessa interação. Os scripts se destinam para funções e para eventos com funcionalidades específicas.
== Compartilhando o acesso ao script ==
Diante de projetos compartilhados, você muitas vezes pode precisam deixar que membros de sua equipe tenham acesso aos scripts em objetos de sua propriedade, ou precisa você mesmo acessar scripts em objetos pertencentes a outros.
Para permitir isso, veja em: Edição do script por outra pessoa e notecard (em inglês).
Category:Ajuda Portal
Script:Day Random Sounds

<lsl>
/*
 This script will play the sounds in the object's inventory randomly during the region's day.
*/
 
float MinimumSeconds = 10.0;
float MaximumSeconds = 30.0;
float volume = 0.5; // How loud? Between 0 and 1.
float DaylightCheckSeconds = 60.0;
 
///////////////////////////////////////////////////////////////////////
integer sounds = 0; // # sounds in inventory
list soundnames; // names of sounds in inventory
///////////////////////////////////////////////////////////////////////
LoadSounds()
{
 soundnames = [];
 sounds = llGetInventoryNumber( INVENTORY_SOUND );
 integer n;
 for ( n=0; n < sounds; ++n )
 {
 soundnames += llGetInventoryName( INVENTORY_SOUND, n );
 }
}
///////////////////////////////////////////////////////////////////////
integer IsSunUp()
{
 vector sunPosition = llGetSunDirection();
 return ( sunPosition.z > 0 );
}
///////////////////////////////////////////////////////////////////////
default
{
 
 state_entry()
 {
 LoadSounds();
 
 if ( sounds > 0 )
 llSetTimerEvent( 0.1 );
 else
 llOwnerSay("No sounds.");
 }
 
 timer()
 {
 if ( IsSunUp() == TRUE )
 {
 integer random = (integer) llFrand ( sounds );
 string sound = llList2String( soundnames, random );
 llTriggerSound( sound, volume );
 llSetTimerEvent( MinimumSeconds + (llFrand( MaximumSeconds - MinimumSeconds)) );
 }
 else
 llSetTimerEvent( DaylightCheckSeconds );
 }
 
 changed (integer change)
 { 
 if (change & CHANGED_INVENTORY)
 {
 llResetScript();
 }
 }
}
</lsl>