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Vital Signs API

An API is an interface that allows you access to certain functions provided by a system, in this case the Really Needy HUD or products from the The Really Useful Scripts Corner.

​​

There are currently 3 APIs available:

  • The API for Vital Signs and the API for Mega Weather Maker are open APIs - available for anyone to use. 

  • The Really Wet API is a licensed API which requires purchase of a script for personal use (copy only) or purchase of a script for inclusion in products for sale.
     

In addition, the Auto-Copulation script is available as open-source on this page.

VITAL SIGNS API

INTRODUCTION
The Really Needy HUD tracks 5 vital signs internally:
• Heart rate (HR)
• Body temperature (BT)
• Respiratory rate (RR)
• Blood pressure (BP)
• Oxygen saturation (SpOâ‚‚)


If you are a maker of medical equipment or content creator, and would like
to create medical-themed products which are compatible with the Really
Needy HUD, this section may be useful to you. It contains information on:
- how to request vital signs information from the Really Needy HUD, and
- what format the response comes back in.

REQUIREMENTS

​

  1. You need to know some basic LSL scripting. I will not be able to teach you scripting but there are other resources
    eg. https://wiki.secondlife.com/wiki/LSL_Tutorial and the "NCI Scripters" group in SL.

     

  2. You should own a Really Needy HUD so you can test your product with it.


â–¸  CHANNEL
  Send your request on channel -444 (using llSay, llWhisper or llRegionSayTo) to the Really Needy HUD of the user.

â–¸  FORMAT OF REQUEST
  The message your script is sending should comply with this format:
  READ,[Vital],[Reply channel]
   
  â–¸ [Vital] can be any of the following values:
           HR
           BT
           RR
           BPS
           BPD
           SATS
           ALL
       
  â–¸ [Reply channel] should be a channel your script is listening on.
   
â–¸  FORMAT OF RESPONSE
  If your request is valid, the Really Needy HUD will respond with a reply on the channel which you have specified.
  The reply format will be one of the following lines, corresponding to the [Vital] value you used in the request:
       HR,[value]        
       BT,[value]
       RR,[value]
       BPS,[value]
       BPD,[value]
       SATS,[value]
       ALL,HR,[value1],BT,[value2],RR,[value3],BPS,[value4],BPD,[value5],SATS,[value6]

â–¸  SAMPLE SCRIPT
  You may refer to the following script as an example of how to format the request and decode the reply message.
  Please create a new script in your inventory and paste the following contents inside your script and save.


  //----------------
   
  default
  {
       state_entry()
       {
           llListen(5,"","","");   // set the listening channel to any channel you want
       }
   
       touch_start(integer total_number)
       {
           /* Format of request to Really Needy HUD to read vital signs information is READ,[Vital],[Reply channel] */
           llSay(-444, "READ,HR,5");   // the end number should correspond with the channel you are listening on
       }
       
       listen(integer channel, string name, key id, string msg)
       {
           llOwnerSay("Patient = "+llKey2Name(llGetOwnerKey(id)));
           //llOwnerSay("Response received = "+msg);   // uncomment start of this line to see response from Really Needy HUD
           
           list param = llParseString2List(msg,[","],[""]);
           string vital = llList2String(param,0);
           string value = llList2String(param,1);
           
           if (vital == "HR") llOwnerSay("Heart Rate = "+value);
       }
  }
   
  //----------------

Vital signs API.jpg

REALLY WET API

Really Wet API

With the Really Wet API (script), you can now access and make use of this function in a couple of ways:

 

  1. You can use your own script to trigger the Waterdrops effect of the Really Needy HUD. For instance,

    • You can add the API to your shower and have your script call the API when the avatar sits on the shower, to trigger the effect.

    • When your avatar steps out of the shower, the water droplets will be showing on the skin and dripping off the body.

    • For this to work, the avatar must be wearing the Really Needy HUD, have RLV enabled, and have the Waterdrops Skin Effects installed.
       

  2. You can use the API in an attachment worn by the avatar to detect the 3 trigger events (in blue text above) where the avatar 'gets wet'. When the API detects these events, it will send a linkmessage in the object. You can program your script to then take certain actions when it hears the linkmessage sent by the API.

    • For example, say you would like the colour of your mesh nails or mesh bikini to change when it gets wet. With the API in your nails or bikini object, it will detect when the avatar enters the sea / pool / rain, which you can use trigger your script to perform the colour change.

    • For this to work, the avatar does not need to be wearing the Really Needy HUD.


REQUIREMENTS

​

  1. You need to know some basic LSL scripting. I will not be able to teach you scripting but there are other resources
    eg. https://wiki.secondlife.com/wiki/LSL_Tutorial and the "NCI Scripters" group in SL.

     

  2. You should own a Really Needy HUD so you can test your product with it.
     

  3. You need to purchase the Really Wet API script for your personal use (no mod, yes copy, no transfer).
    Alternatively, if you are intending to make products for sale which include the Really Wet API script (and therefore require copy and transfer permissions), please contact me.



â–¸  FORMAT OF CALL TO API SCRIPT TO ACTIVATE WET SKIN EFFECT

​​

      [Entering water] To wear the contents of the 'Underwater' folder (with the bubble maker),

      have your script to send a linkmessage to the API script with the number 800, and the key of the target avatar.
      For example:
       
llMessageLinked(LINK_THIS,800,"",id); // id is the key of the target avatar

​​

      Bonus feature: if the target avatar is wearing Blueberry Noelia line of clothing, the clothes will also get wet.

​​

      [Exiting water] To wear the contents of the 'Waterdrops' folder (with the BOM layer for wet skin and the dripping water attachment),

      have your script to send a linkmessage to the API script with the number 900, and the key of the target avatar.
      For example:
       
llMessageLinked(LINK_THIS,900,"",id); // id is the key of the target avatar

​   

  
â–¸  FORMAT FOR YOUR SCRIPT TO LISTEN FOR TRIGGER EVENTS DETECTED BY API SCRIPT IN SAME OBJECT

​​

      Have your script to listen for linkmessages from the API script with the numbers 600, 601, 700 and 701.

 

       link_message(integer sender, integer num, string str, key id)

​   {

       // replace the llOwnerSay below with your own code to perform desired action

       if (num==600) llOwnerSay("Entered SL sea");

       else if (num==700) llOwnerSay("Exited SL sea");

       else if (num==601) llOwnerSay("Entered scripted pool water or Lumo rain");

       else if (num==701) llOwnerSay("Exited scripted pool water or Lumo rain");

   }​​

​

Really Wet API ad.jpg

INTRODUCTION


The Really Needy HUD has a Waterdrops (also known as 'Wet Skin') effect which is activated when the user enters and exits any of the following:

  1. Second Life seas

  2. Scripted pool water (such as the pool from the Really Olympic Swimming Pool and Really International Swimming Pool)

  3. Rain from the Mega Weather Maker v7 (Lumo mesh emitter)
     

This effect will automatically apply a ‘waterdrops’ BOM layer on your avatar's mesh body. Drops of water will also be rezzed automatically so that your avatar will emerge from the sea or swimming pool dripping wet (lasts for a minute).  

​

Mega Weather Maker API

API FOR MEGA WEATHER MAKER (Version 7)

INTRODUCTION


This guide allows you to build your own control panel or interface or script to control the Rezpoint Marker to the Mega Weather Maker v7.


There are 7 category of commands, with the first 2 being the key categories you would be more likely to use.

​

REQUIREMENTS

​

1. You need to know some basic LSL scripting. I will not be able to teach you

    scripting but there are other resources eg. https://wiki.secondlife.com/wiki/

    LSL_Tutorial and the "NCI Scripters" group in SL.
 

Mega Weather Maker API.jpg

2. You should own a Really Useful Mega Weather Maker v7 so you can test your product with it. 

    Specifically, you need the Rezpoint Marker to be rezzed. (The control panels are not required if you are using the commands below).


â–¸  CHANNEL


     Send your command on channel 777 (usually using llRegionSayTo).  You can declare a constant at the start of the script, for instance:

         integer WEATHER_CONTROLLER_CHANNEL = 777;

â–¸  FORMAT


     The format to use is as follows, where <command> is a string. Note the commands are case-sensitive.
         
llRegionSay(WEATHER_CONTROLLER_CHANNEL,"<command>");  

​

     Substitute <command> with a command below e.g.

    llRegionSay(WEATHER_CONTROLLER_CHANNEL,"REZZ_EMITTERS,4,50"); 
   
â–¸  COMMANDS

     1. Initialisation and setup commands
                                
   
   ROGIER                          : Instructs Rezpoint Marker to reset its own script
                
     REZZ_EMITTERS,[area],[unit]     :
Rezzes emitters, where [area] is an integer from 1 to 7
                                                                                          1: 50x50m
                                                                                          2: 50x100m
                                                                                          3: 100x50m
                                                                                          4: 100x100m
                                                                                          5: 150x150m
                                                                                          6: 200x200m

                                                                                          7: 250x250m
                                                                                          [unit] is 50 for Fujin,
Aeolus, Chaac and Freyr, 16 for Lumo and Ullr, 11 for Khione, and 64 for Ilmatar
                                                                                          (Note: After using REZZ_EMITTERS, it is good to wait at least 0.2 seconds before the next command in

                                                                                          case there is a lag in the sim before the emitters are rezzed).         

                                      

       setheight default               : Sets altitude of emitters to be 35m above height of rezpoint marker
        
     setheight [absolute height]     :
Sets altitude of emitters to be at [absolute height] in metres
        
     setheight +[relative height]    :
Sets altitude of emitters to be higher by [relative height] in metres
        
     setheight -[relative height]    :
Sets altitude of emitters to be lower by [relative height] in metres

        
        
     2. Quick weather scene commands 
    
 
     Clearweather                    : Kills all emitters, stops rain sound of any rain-resistant roofs, and stops simlightning if SimCloud is on

   
   kill cloud                      : Kills all cloud emitters
        
   
   Fairweather                     : Kills all precipitation emitters (cancels rain/snow and lightning but retains any clouds)
        
   
   cloud all                       : White clouds
        
   
   storm all                       : Dark clouds
        
   
   Cloudy50%                       : Partly cloudy (white clouds)
        
   
   rain all light                  : Light rain
        
   
   rain all                        : Tropical rain
        
   
   lightning on                    : Turns on lightning, and starts simlightning if SimCloud simlightning mode is on
        
   
   Thunderstorm                    : Dark clouds + tropical rain + lightning
        
   
   snow all light                  : Light snow
        
   
   snow all                        : Moderate snow 

                
      
     3. Other emitter control commands


       revolve on                      : Turns revolve mode on. When revolve mode is on, emitters rezzed will revolve on own z-axis.

                                                                                          This is meant for cloud emitters, to make clouds look less blocky.
                                                                                          Note that this is a setting that is remembered by the Rezpoint Marker until cancelled by 'revolve off'.


     revolve off                     : Turns revolve mode off
        

     damage on                       : Lightning strike on avatar can cause Health damage in damage-enabled zone
        

     damage off                      : Lightning strike on avatar will not cause Health damage
        

     HIDE                            : Makes emitters invisible
        

     SHOW                            : Makes emitters visible

     Oscillate on                    : Makes the prims of a cloud emitter shift slightly from their base position in the x-y plane a few times

                                                                                          a minute, to create more random looking clouds.
        

     Oscillate off                   : Cancels oscillation mode
        

     sound on                        : Enables sound of rain and thunder
        

     thunder off                     : Enables sound of rain but disables sound of thunder
        

     sound off                       : Disables both sound of rain and sound of thunder

     RandomHeight                    : Makes cloud emitters (that are already rezzed) to distribute themselves in terms of altitude 
        

     EmitterType                     : Brings up EmitterType menu for user to choose type of emitter. (Does not rez emitters)
        

     Pause                           : Pauses weather scene without derezzing emitters

        
     4. More weather commands (accessible normally through Extreme Weather menu or Advanced menu)


     blizzard                        : Heavy snowfall (for best results, make area small and lower altitude of emitters as much as possible)


     sleet all                       : Rain + Snow


     Hail                            : Falling hailstones


     tornado                         : Rezzes tornado


     Rez Aurora M                    : Rezzes medium aurora borealis


     Rez Aurora L                    : Rezzes large aurora borealis


     Derez Aurora                    : Deletes aurora borealis


     apples!                         : Falling apples


     oranges!                        : Falling oranges


     bananas!                        : Falling bananas


     mixed fruits!                   : Falling apples, oranges and bananas


     catsndogs!                      : Falling cats and dogs


     sakura                          : Falling cherry blossoms (EmitterType has to be set to Fujin first)


     fall leaves                     : Falling autumn leaves
                
     5. SimCloud commands (only if you have the SimCloud / SimCloud II)


 
    simcloud on                     : Turns on SimCloud


     simcloud off                    : Turns off SimCloud


     toggle cloudspeed               : Changes speed of SimCloud texture moving


     simcloud fullbright             : Makes SimCloud full bright


     simlightning enable             : Turns on SimLightning


     simlightning disable            : Turns off SimLightning
        
     6. Fog commands (only if you have Mega Ground Cover Rezzer)


      *fog light                      : Turns on Evaporation Fog
     *fog medium                     : Turns on Valley Fog  
     *fog heavy                      : Turns on Frozen Fog  
     *fog off                        : Turns off fog

    
     7. Other commands


       15 min cycle                    : auto-cycles through weather scenes in 15 min cycle
     60 min cycle                    : auto-cycles through weather scenes in 60 min cycle
     Randomcycle                     : randomly changes weather scenes every few minutes
     MANUAL                          : cancels Auto-Cycle / RandomCycle and reverts back to manual control
     REPORTLOC                       : reports location of the Rezpoint Marker
     Hovertext ON                    : turns on floating text above Rezpoint Marker
     Hovertext OFF                   : turns off floating text above Rezpoint Marker

        
 

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