<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<!-- This file contains strings that used to be hardcoded in the source.
     It is only for those strings which don't belong in a floater.
     For example, the strings used in avatar chat bubbles, and strings
     that are returned from one component and may appear in many places-->
<strings>

	<string name="hippo_label_free">free</string>
	<string name="hippo_label_week">week</string>
	<string name="TeleportOfferMaturity">
	  [NAME] is offering a TP to [DESTINATION]
	</string>
	<string name="TeleportLureMaturity">
	  [NAME]'s teleport lure is to [DESTINATION]
	</string>
	<string name="GridInfoError">Cannot retrieve grid info from server:</string>
	<!-- The following entry starts and ends with a ", this is to allow the newline at the beginning. It also requires to use \" for quotes within. -->
	<string name="GridInfoErrorInstruction">"
Make sure you entered the correct Login URI. An example of a Login URI is: \"http://cool.grid.com:8002/\", this url can usually be found on the website of the grid."
	</string>
	<string name="GridInfoErrorNoLoginURI">A login URI is required to retrieve the Grid Info.</string>
	<string name="GridInfoErrorNotFound">404 Page not found</string>
	<string name="GridInfoErrorNotAllowed">This grid does not support retrieving 'Grid Info'</string>
	<string name="GridInfoParseError">XML Parse Error: [XML_ERROR]</string>

	<!-- Default Args - these arguments will be replaced in all strings -->
	<string name="SECOND_LIFE">Second Life</string>
	<string name="APP_NAME">Singularity Viewer</string>
	<string name="CAPITALIZED_APP_NAME">SINGULARITY VIEWER</string>
	<string name="SHORT_APP_NAME">Singularity</string>
	<string name="APP_SITE">http://www.singularityviewer.org</string>
	<string name="SECOND_LIFE_GRID">Second Life Grid</string>
	<string name="SUPPORT_SITE">Second Life Support Portal</string>

	<string name="CURRENCY">L$</string>
	<string name="GRID_OWNER">Linden Lab</string>

	<!-- starting up -->
	<string name="StartupDetectingHardware">Detecting hardware...</string>
	<string name="StartupLoading">Loading [APP_NAME]...</string>
	<string name="StartupClearingCache">Nuking cache...</string>
	<string name="StartupInitializingTextureCache0">Fluffing texture cache...</string>
    <string name="StartupInitializingTextureCache1">Reticulating pixel dump...</string>
    <string name="StartupInitializingTextureCache2">Preheating texture baker...</string>
    <string name="StartupInitializingTextureCache3">Booping snoot, texturally...</string>
    <string name="StartupInitializingTextureCache4">Waking lumbering giant...</string>
	<string name="StartupInitializingVFS">Initializing VFS...</string>
  <string name="StartupRequireDriverUpdate">Graphics Initialization Failed. Please Update Your Graphics Driver!</string>

	<!--  progress -->
	<string name="ProgressRestoring">Restoring...</string>
	<string name="ProgressChangingResolution">Changing Resolution...</string>

	<!-- Login -->
	<string name="LoginInProgress">Logging in. [APP_NAME] may appear frozen.  Please wait.</string>
	<string name="LoginInProgressNoFrozen">Logging in...</string>
	<string name="LoginAuthenticating">Authenticating</string>
	<string name="LoginMaintenance">Performing account maintenance...</string>
	<string name="LoginAttempt">Previous login attempt failed. Logging in, attempt [NUMBER]</string>
	<string name="LoginPrecaching">Loading world...</string>
	<string name="LoginInitializingBrowser">Initializing embedded web browser...</string>
	<string name="LoginInitializingMultimedia">Initializing multimedia...</string>
  <string name="LoginInitializingFonts">Loading fonts...</string>
	<string name="LoginVerifyingCache">Verifying cache files (can take 60-90 seconds)...</string>
	<string name="LoginProcessingResponse">Processing Response...</string>
	<string name="LoginInitializingWorld">Initializing World...</string>
	<string name="LoginDecodingImages">Decoding images...</string>
	<string name="LoginInitializingQuicktime">Initializing QuickTime...</string>
	<string name="LoginQuicktimeNotFound">QuickTime not found - unable to initialize.</string>
	<string name="LoginQuicktimeOK">QuickTime initialized successfully.</string>
	<string name="LoginRequestSeedCapGrant">Requesting region capabilities...</string>
	<string name="LoginRetrySeedCapGrant">Requesting region capabilities, attempt [NUMBER]...</string>
	<string name="LoginWaitingForRegionHandshake">Waiting for region handshake...</string>
	<string name="LoginConnectingToRegion">Connecting to region...</string>
	<string name="LoginDownloadingClothing">Dry cleaning clothing...</string>

	<string name="LoginFailed">Login failed.</string>
	<string name="Quit">Quit</string>
	<string name="LoginFailedViewerNotPermitted">
The viewer you are using can no longer access Second Life. Please visit the following page to download a new viewer:
http://secondlife.com/download

For more information, see our FAQ below:
http://secondlife.com/viewer-access-faq</string>
	<string name="LoginIntermediateOptionalUpdateAvailable">Optional viewer update available: [VERSION]</string>
	<string name="LoginFailedRequiredUpdate">Required viewer update: [VERSION]</string>
	<string name="LoginFailedAlreadyLoggedIn">This agent is already logged in.
</string>
	<string name="LoginFailedAuthenticationFailed">Sorry! We couldn't log you in.
Please check to make sure you entered the right
    * Username (like bobsmith12 or steller.sunshine)
    * Password
Also, please make sure your Caps Lock key is off.</string>
	<string name="LoginFailedPasswordChanged">As a security precaution your password has been changed.
Please go to your account page at http://secondlife.com/password
and answer the security question to reset your password.
We are very sorry for the inconvenience.</string>
	<string name="LoginFailedPasswordReset">We made some changes to our system and you will need to reset your password.
Please go to your account page at http://secondlife.com/password
and answer the security question to reset your password.
We are very sorry for the inconvenience.</string>
	<string name="LoginFailedEmployeesOnly">Second Life is temporarily closed for maintenance.
Logins are currently restricted to employees only.
Check www.secondlife.com/status for updates.</string>
	<string name="LoginFailedPremiumOnly">Second Life logins are temporarily restricted in order to make sure that those in-world have the best possible experience.

People with free accounts will not be able to access Second Life during this time, to make room for those who have paid for Second Life.</string>
	<string name="LoginFailedComputerProhibited">Second Life cannot be accessed from this computer.
If you feel this is an error, please contact
support@secondlife.com.</string>
	<string name="LoginFailedAcountSuspended">Your account is not accessible until
[TIME] Pacific Time.</string>
	<string name="LoginFailedAccountDisabled">We are unable to complete your request at this time.
Please contact Second Life support for assistance at http://secondlife.com/support.
If you are unable to change your password, please call (866) 476-9763.</string>
	<string name="LoginFailedTransformError">Data inconsistency found during login.
Please contact support@secondlife.com.</string>
	<string name="LoginFailedAccountMaintenance">Your account is undergoing minor maintenance.
Your account is not accessible until
[TIME] Pacific Time.
If you feel this is an error, please contact support@secondlife.com.</string>
	<string name="LoginFailedPendingLogoutFault">Request for logout responded with a fault from simulator.</string>
	<string name="LoginFailedPendingLogout">The system is logging you out right now.
Your Account will not be available until
[TIME] Pacific Time.</string>
	<string name="LoginFailedUnableToCreateSession">Unable to create valid session.</string>
	<string name="LoginFailedUnableToConnectToSimulator">Unable to connect to a simulator.</string>
	<string name="LoginFailedRestrictedHours">Your account can only access Second Life
between [START] and [END] Pacific Time.
Please come back during those hours.
If you feel this is an error, please contact support@secondlife.com.</string>
	<string name="LoginFailedIncorrectParameters">Incorrect parameters.
If you feel this is an error, please contact support@secondlife.com.</string>
	<string name="LoginFailedFirstNameNotAlphanumeric">First name parameter must be alphanumeric.
If you feel this is an error, please contact support@secondlife.com.</string>
	<string name="LoginFailedLastNameNotAlphanumeric">Last name parameter must be alphanumeric.
If you feel this is an error, please contact support@secondlife.com.</string>
	<string name="LogoutFailedRegionGoingOffline">Region is going offline.
Please try logging in again in a minute.</string>
	<string name="LogoutFailedAgentNotInRegion">Agent not in region.
Please try logging in again in a minute.</string>
	<string name="LogoutFailedPendingLogin">The region was logging in another session.
Please try logging in again in a minute.</string>
	<string name="LogoutFailedLoggingOut">The region was logging out the previous session.
Please try logging in again in a minute.</string>
	<string name="LogoutFailedStillLoggingOut">The region is still logging out the previous session.
Please try logging in again in a minute.</string>
	<string name="LogoutSucceeded">Region has logged out last session.
Please try logging in again in a minute.</string>
	<string name="LogoutFailedLogoutBegun">Region has begun the logout process.
Please try logging in again in a minute.</string>
	<string name="LoginFailedLoggingOutSession">The system has begun logging out your last session.
Please try logging in again in a minute.</string>

	<string name="ViewerDownloadURL">https://www.singularityviewer.org/</string>

	<!-- Disconnection -->
	<string name="AgentLostConnection">This region may be experiencing trouble.  Please check your connection to the Internet.</string>
	<string name="SavingSettings">Saving your settings...</string>
	<string name="LoggingOut">Logging out...</string>
	<string name="ShuttingDown">Shutting down...</string>
	<string name="YouHaveBeenDisconnected">You have been disconnected from the region you were in.</string>
	<string name="SentToInvalidRegion">You were sent to an invalid region.</string>
	<string name="TestingDisconnect">Testing viewer disconnect</string>

	<!-- Tooltip, llhoverview.cpp -->
	<string name="TooltipPerson">Person</string><!-- Object under mouse pointer is an avatar -->
	<string name="TooltipNoName">(no name)</string> <!-- No name on an object -->
	<string name="TooltipOwner">Owner:</string> <!-- Owner name follows -->
	<string name="TooltipPublic">Public</string> <!-- Public permissions on an object -->
	<string name="TooltipIsGroup">(Group)</string> <!-- The name before this text is that of a group -->
	<string name="TooltipFlagScript">Script</string>
	<string name="TooltipFlagPhysics">Physics</string>
	<string name="TooltipFlagTouch">Touch</string>
	<string name="TooltipFlagL$">[CURRENCY]</string>
	<string name="TooltipFlagDropInventory">Drop Inventory</string>
	<string name="TooltipFlagPhantom">Phantom</string>
	<string name="TooltipFlagTemporary">Temporary</string>
	<string name="TooltipFlagRightClickMenu">(Right-click for menu)</string>
	<string name="TooltipFreeToCopy">Free to copy</string>
	<string name="TooltipForSaleL$">For Sale: [CURRENCY][AMOUNT]</string> <!-- L$ version -->
	<string name="TooltipForSaleMsg">For Sale: [MESSAGE]</string> <!-- Message (RetrievingData) -->
	<string name="TooltipFlagGroupBuild">Group Build</string>
	<string name="TooltipFlagNoBuild">No Build</string>
	<string name="TooltipFlagNoEdit">Group Build</string>
	<string name="TooltipFlagNotSafe">Not Safe</string><!-- damage area -->
	<string name="TooltipFlagNoFly">No Fly</string>
	<string name="TooltipFlagGroupScripts">Group Scripts</string>
	<string name="TooltipFlagNoScripts">No Scripts</string>
	<string name="TooltipLand">Land:</string>
	<string name="TooltipMustSingleDrop">Only a single item can be dragged here</string>

	<string name="TooltipOutboxDragToWorld">You can not rez items from the Marketplace Listings folder</string>
	<string name="TooltipOutboxWorn">You can't put items you are wearing in the Marketplace Listings folder</string>
	<string name="TooltipOutboxFolderLevels">Depth of nested folders exceeds [AMOUNT]. Decrease the depth of folders-within-folders; box items if necessary.</string>
	<string name="TooltipOutboxTooManyFolders">Subfolder count exceeds [AMOUNT]. Decrease the number of folders in your listing; box items if necessary.</string>
	<string name="TooltipOutboxTooManyObjects">Item count exceeds [AMOUNT]. In order to sell more than [AMOUNT] items in one listing, you must box some of them.</string>
	<string name="TooltipOutboxTooManyStockItems">Stock items count exceeds [AMOUNT].</string>
	<string name="TooltipOutboxCannotDropOnRoot">You can only drop items or folders in the ALL or UNASSOCIATED tabs. Please select that tab and move your item(s) or folder(s) again.</string>
	<string name="TooltipOutboxNoTransfer">One or more of these objects cannot be sold or transferred</string>
	<string name="TooltipOutboxNotInInventory">You can only put items from your inventory on the marketplace</string>
	<string name="TooltipOutboxLinked">You can't put linked items or folders on the marketplace</string>
	<string name="TooltipOutboxCallingCard">You can't put calling cards on the marketplace</string>
	<string name="TooltipOutboxDragActive">You can't move a listed listing</string>
	<string name="TooltipOutboxCannotMoveRoot">You can't move the marketplace listings root folder</string>
	<string name="TooltipOutboxMixedStock">All items in a stock folder must have the same type and permission</string>
	
	<string name="TooltipDragOntoOwnChild">You can't move a folder into its child</string>
	<string name="TooltipDragOntoSelf">You can't move a folder into itself</string>
	
	<!-- tooltips for Urls -->
	<string name="TooltipHttpUrl">Click to view this web page</string>
	<string name="TooltipSLURL">Click to view this location's information</string>
	<string name="TooltipAgentUrl">Click to view this Resident's profile</string>
	<string name="TooltipAgentInspect">Learn more about this Resident</string>
	<string name="TooltipAgentMute">Click to mute this Resident</string>
	<string name="TooltipAgentUnmute">Click to unmute this Resident</string>
	<string name="TooltipAgentIM">Click to IM this Resident</string>
	<string name="TooltipAgentPay">Click to Pay this Resident</string>
	<string name="TooltipAgentOfferTeleport">Click to offer a teleport request to this Resident</string>
	<string name="TooltipAgentRequestFriend">Click to send a friend request to this Resident</string>
	<string name="TooltipGroupUrl">Click to view this group's description</string>
	<string name="TooltipEventUrl">Click to view this event's description</string>
	<string name="TooltipClassifiedUrl">Click to view this classified</string>
	<string name="TooltipParcelUrl">Click to view this parcel's description</string>
	<string name="TooltipTeleportUrl">Click to teleport to this location</string>
	<string name="TooltipObjectIMUrl">Click to view this object's description</string>
	<string name="TooltipMapUrl">Click to view this location on a map</string>
	<string name="TooltipSLAPP">Click to run the secondlife:// command</string>
	<string name="CurrentURL" value=" CurrentURL: [CurrentURL]" />
	<string name="TooltipEmail">Click to compose an email</string>

	<!-- text for SLURL labels -->
	<string name="SLurlLabelTeleport">Teleport to</string>
	<string name="SLurlLabelShowOnMap">Show Map for</string>

	<!-- label strings for secondlife:///app/agent SLapps -->
	<string name="SLappAgentMute">Mute</string>
	<string name="SLappAgentUnmute">Unmute</string>
	<string name="SLappAgentIM">IM</string>
	<string name="SLappAgentPay">Pay</string>
	<string name="SLappAgentOfferTeleport">Offer Teleport to </string>
	<string name="SLappAgentRequestFriend">Friend Request </string>
  <string name="SLappAgentRemoveFriend">Friend Removal</string>

	<!-- ButtonToolTips, llfloater.cpp -->
	<string name="BUTTON_CLOSE_DARWIN">Close (&#8984;W)</string>
	<string name="BUTTON_CLOSE_WIN">Close (Ctrl+W)</string>
	<string name="BUTTON_CLOSE_CHROME">Close</string>
	<string name="BUTTON_RESTORE">Restore</string>
	<string name="BUTTON_MINIMIZE">Minimize</string>
	<string name="BUTTON_TEAR_OFF">Tear Off</string>
	<string name="BUTTON_DOCK">Dock</string>
	<string name="BUTTON_HELP">Show Help</string>
	<string name="BUTTON_EDIT">Edit</string>

	<!-- searching - generic -->
	<string name="Searching">Searching...</string>
	<string name="NoneFound">None found.</string>

	<!-- Indicates that an avatar name or other similar datum is being retrieved. General usage. -->
	<string name="RetrievingData">Retrieving...</string>

	<string name="ReleaseNotes">Release Notes</string>

	<!-- Indicates something is being loaded. Maybe should be merged with RetrievingData -->
	<string name="LoadingData">Loading...</string>
	<string name="InvalidLocation">Invalid Location</string>


	<!-- namecache -->
	<!-- Avatar name: text shown for LLUUID::null -->
	<string name="AvatarNameNobody">(nobody)</string>

	<!-- Avatar name: text shown while fetching name -->
	<string name="AvatarNameWaiting">(waiting)</string>

	<!-- Avatar name: text shown as an alternative to AvatarNameFetching, easter egg. -->
	<string name="AvatarNameHippos">(hippos)</string>

	<!-- Group name: text shown for LLUUID::null -->
	<string name="GroupNameNone">(none)</string>

	<!-- Asset errors. Used in llassetstorage.cpp, translation from error code to error message. -->
	<string name="AssetErrorNone">No error</string>
	<string name="AssetErrorRequestFailed">Asset request: failed</string>
	<string name="AssetErrorNonexistentFile">Asset request: non-existent file</string>
	<string name="AssetErrorNotInDatabase">Asset request: asset not found in database</string>
	<string name="AssetErrorEOF">End of file</string>
	<string name="AssetErrorCannotOpenFile">Cannot open file</string>
	<string name="AssetErrorFileNotFound">File not found</string>
	<string name="AssetErrorTCPTimeout">File transfer timeout</string>
	<string name="AssetErrorCircuitGone">Circuit gone</string>
	<string name="AssetErrorPriceMismatch">Viewer and server do not agree on price</string>
	<string name="AssetErrorUnknownStatus">Unknown status</string>

	<!-- Asset upload errors. -->
	<string name="AssetUploadServerUnreacheble">Service unreachable.</string>
	<string name="AssetUploadServerDifficulties">The server is experiencing unexpected difficulties.</string>
	<string name="AssetUploadServerUnavaliable">Service not available or upload timeout was reached.</string>
	<string name="AssetUploadRequestInvalid">
Error in upload request.  Please visit 
http://secondlife.com/support for help fixing this problem.
</string>

	<!-- Asset Type human readable names:  these will replace variable [TYPE] in notification FailedToFindWearable* -->
	<!-- Will also replace [OBJECTTYPE] in notifications: UserGiveItem, ObjectGiveItem -->
	<!-- Also used by AntiSpamBlock notification for [TYPE], since this looks like a good place. -->
	<string name="texture">texture</string>
	<string name="sound">sound</string>
	<string name="calling card">calling card</string>
	<string name="Inventory">inventory</string>
	<string name="Instant Message">instant message</string>
	<string name="Script Dialog">script dialog</string>
	<string name="Sound Preload">sound preload</string>
	<string name="Teleport">teleport</string>
	<string name="Unknown">unknown</string>
	<string name="landmark">landmark</string>
	<string name="legacy script">legacy script</string>
	<string name="clothing">clothing</string>
	<string name="object">object</string>
	<string name="note card">notecard</string>
	<string name="folder">folder</string>
	<string name="root">root</string>
	<string name="lsl2 script">LSL2 script</string>
	<string name="lsl bytecode">LSL bytecode</string>
	<string name="tga texture">tga texture</string>
	<string name="body part">body part</string>
	<string name="snapshot">snapshot</string>
	<string name="lost and found">Lost and Found</string>
	<string name="targa image">targa image</string>
	<string name="trash">Trash</string>
	<string name="jpeg image">jpeg image</string>
	<string name="animation">animation</string>
	<string name="gesture">gesture</string>
	<string name="simstate">simstate</string>
	<string name="favorite">favorite</string>
	<string name="symbolic link">link</string>
	<string name="symbolic folder link">folder link</string>
	<string name="current outfit">current outfit</string>
	<string name="outfit">outfit</string>
	<string name="my outfits">my outfits</string>
  <string name="mesh">mesh</string>

	<!-- llvoavatar. Displayed in the avatar's chat bubble -->
	<string name="AvatarEditingAppearance">(Editing Appearance)</string>
	<string name="AvatarAway">Away</string>
	<string name="AvatarIdle">Idle [MINUTES]min</string>
	<string name="AvatarBusy">Busy</string>
	<string name="AvatarMuted">Muted</string>
	<!-- "AvatarLangolier" is used for an avatar that teleported into a Time Frozen scene (only their moving tag is visible).
		 A Langolier is a creature from Stephen Kings "The Langoliers" that exists outside time and lives by eating the past. -->
	<string name="AvatarLangolier">Langolier</string>

	<!-- animations -->
	<string name="anim_express_afraid">Afraid</string>
	<string name="anim_express_anger">Angry</string>
	<string name="anim_away">Away</string>
	<string name="anim_backflip">Backflip</string>
	<string name="anim_express_laugh">Belly Laugh</string>
	<string name="anim_express_toothsmile">BigSmile</string>
	<string name="anim_blowkiss">Blow Kiss</string>
	<string name="anim_express_bored">Bored</string>
	<string name="anim_bow">Bow</string>
	<string name="anim_clap">Clap</string>
	<string name="anim_courtbow">Court Bow</string>
	<string name="anim_express_cry">Cry</string>
	<string name="anim_dance1">Dance 1</string>
	<string name="anim_dance2">Dance 2</string>
	<string name="anim_dance3">Dance 3</string>
	<string name="anim_dance4">Dance 4</string>
	<string name="anim_dance5">Dance 5</string>
	<string name="anim_dance6">Dance 6</string>
	<string name="anim_dance7">Dance 7</string>
	<string name="anim_dance8">Dance 8</string>
	<string name="anim_express_disdain">Disdain</string>
	<string name="anim_drink">Drink</string>
	<string name="anim_express_embarrased">Embarrassed</string>
	<string name="anim_angry_fingerwag">Finger Wag</string>
	<string name="anim_fist_pump">Fist Pump</string>
	<string name="anim_yoga_float">Floating Yoga</string>
	<string name="anim_express_frown">Frown</string>
	<string name="anim_impatient">Impatient</string>
	<string name="anim_jumpforjoy">Jump For Joy</string>
	<string name="anim_kissmybutt">Kiss My Butt</string>
	<string name="anim_express_kiss">Kiss</string>
	<string name="anim_laugh_short">Laugh</string>
	<string name="anim_musclebeach">Muscle Beach</string>
	<string name="anim_no_unhappy">No (Unhappy)</string>
	<string name="anim_no_head">No</string>
	<string name="anim_nyanya">Nya-nya-nya</string>
	<string name="anim_punch_onetwo">One-Two Punch</string>
	<string name="anim_express_open_mouth">Open Mouth</string>
	<string name="anim_peace">Peace</string>
	<string name="anim_point_you">Point at Other</string>
	<string name="anim_point_me">Point at Self</string>
	<string name="anim_punch_l">Punch Left</string>
	<string name="anim_punch_r">Punch Right</string>
	<string name="anim_rps_countdown">RPS count</string>
	<string name="anim_rps_paper">RPS paper</string>
	<string name="anim_rps_rock">RPS rock</string>
	<string name="anim_rps_scissors">RPS scissors</string>
	<string name="anim_express_repulsed">Repulsed</string>
	<string name="anim_kick_roundhouse_r">Roundhouse Kick</string>
	<string name="anim_express_sad">Sad</string>
	<string name="anim_salute">Salute</string>
	<string name="anim_shout">Shout</string>
	<string name="anim_express_shrug">Shrug</string>
	<string name="anim_express_smile">Smile</string>
	<string name="anim_smoke_idle">Smoke Idle</string>
	<string name="anim_smoke_inhale">Smoke Inhale</string>
	<string name="anim_smoke_throw_down">Smoke Throw Down</string>
	<string name="anim_express_surprise">Surprise</string>
	<string name="anim_sword_strike_r">Sword Strike</string>
	<string name="anim_angry_tantrum">Tantrum</string>
	<string name="anim_express_tongue_out">TongueOut</string>
	<string name="anim_hello">Wave</string>
	<string name="anim_whisper">Whisper</string>
	<string name="anim_whistle">Whistle</string>
	<string name="anim_express_wink">Wink</string>
	<string name="anim_wink_hollywood">Wink (Hollywood)</string>
	<string name="anim_express_worry">Worry</string>
	<string name="anim_yes_happy">Yes (Happy)</string>
	<string name="anim_yes_head">Yes</string>

	<!-- build floater -->
	<string name="multiple_textures">Multiple</string>

	<string name="use_texture">Use texture</string>
    <string name="manip_hint1">Move mouse cursor over ruler</string>
    <string name="manip_hint2">to snap to grid</string>

	<!-- world map -->
	<string name="texture_loading">Loading...</string>
	<string name="worldmap_offline">Offline</string>
	<string name="worldmap_results_none_found">None found.</string>

	<!-- animations uploading status codes -->
	<string name="Ok">OK</string>
	<!-- Chat -->
	<string name="whisper">whispers:</string>
	<string name="shout">shouts:</string>
	<string name="ringing">Connecting to in-world Voice Chat...</string>
	<string name="connected">Connected</string>
	<string name="unavailable">Voice not available at your current location</string>
	<string name="hang_up">Disconnected from in-world Voice Chat</string>
	<string name="ScriptQuestionCautionChatGranted">'[OBJECTNAME]', an object owned by '[OWNERNAME]', located in [REGIONNAME] at [REGIONPOS], has been granted permission to: [PERMISSIONS].</string>
	<string name="ScriptQuestionCautionChatDenied">'[OBJECTNAME]', an object owned by '[OWNERNAME]', located in [REGIONNAME] at [REGIONPOS], has been denied permission to: [PERMISSIONS].</string>
	<string name="AdditionalPermissionsRequestHeader">If you allow access to your account, you will also be allowing the object to:</string>
	<string name="ScriptTakeMoney">Take currency from you</string>
	<string name="ActOnControlInputs">Act on your control inputs</string>
	<string name="RemapControlInputs">Remap your control inputs</string>
	<string name="AnimateYourAvatar">Animate your avatar</string>
	<string name="AttachToYourAvatar">Attach to your avatar</string>
	<string name="AGroupMemberNamed">A member of secondlife:///app/group/[GROUP_ID]/about named secondlife:///app/agent/[FROM_ID]/about</string>
	<string name="ReleaseOwnership">Release ownership and become public</string>
	<string name="LinkAndDelink">Link and delink from other objects</string>
	<string name="AddAndRemoveJoints">Add and remove joints with other objects</string>
	<string name="ChangePermissions">Change its permissions</string>
	<string name="TrackYourCamera">Track your camera</string>
  <string name="ControlYourCamera">Control your camera</string>
  <string name="TeleportYourAgent">Teleport you</string>
	<string name="ManageEstateSilently">Manage your estates silently</string>
	<string name="ChangeYourDefaultAnimations">Change your default animations</string>
	<string name="ForceSitAvatar">Force your avatar to sit</string>
	
	<string name="NotConnected">Not Connected</string>
	<string name="AgentNameSubst">(You)</string> <!-- Substitution for agent name -->
	<string name="JoinAnExperience">Join an experience</string> <!-- not used -->
	<string name="SilentlyManageEstateAccess">Suppress alerts when managing estate access lists</string>
	<string name="OverrideYourAnimations">Replace your default animations</string>
	<string name="ScriptReturnObjects">Return objects on your behalf</string>
	<string name="UnknownScriptPermission">(unknown)!</string>

	<!-- Bumps in chat -->
	<string name="BumpedYou">[NAME] [ACT] with magnitude [MAG]</string>
	<!-- [ACT]s -->
	<string name="bump">bumped you</string>
	<string name="llpushobject">pushed you with a script</string>
	<string name="selected_object_collide">hit you with an object</string>
	<string name="scripted_object_collide">hit you with a scripted object</string>
	<string name="physical_object_collide">hit you with a physical object</string>


	<!-- Sim Access labels -->
	<string name="SIM_ACCESS_PG">PG</string>
	<string name="SIM_ACCESS_MATURE">Mature</string>
	<string name="SIM_ACCESS_ADULT">Adult</string>
	<string name="SIM_ACCESS_DOWN">Offline</string>
	<string name="SIM_ACCESS_MIN">Unknown</string>

	<!-- For use when we do not have land type back from the server -->
	<string name="land_type_unknown">(unknown)</string>

	<!-- Covenant info -->
	<string name="covenant_never_modified">Last Modified: (never)</string>
	<string name="covenant_modified">Last Modified: </string>

	<!-- File load/save dialogs -->
	<string name="all_files">All Files</string>
	<string name="sound_files">Sounds</string>
	<string name="animation_files">Animations</string>
	<string name="image_files">Images</string>
	<string name="save_file_verb">Save</string>
	<string name="load_file_verb">Load</string>
	<string name="targa_image_files">Targa Images</string>
	<string name="bitmap_image_files">Bitmap Images</string>
	<string name="png_image_files">PNG Images</string>
	<string name="jpg_image_files">JPEG Images</string>
	<string name="j2c_image_files">Jpeg2000 Images</string>
	<string name="save_texture_image_files">Targa, PNG, JPEG, Jpeg2000, or Bitmap Images</string>
	<string name="avi_movie_file">AVI Movie File</string>
	<string name="xaf_animation_file">XAF Anim File</string>
	<string name="xml_file">XML File</string>
	<string name="csv_files">Comma separated values</string>
	<string name="raw_file">RAW File</string>
	<string name="compressed_image_files">Compressed Images</string>
	<string name="load_files">Load Files</string>
	<string name="choose_the_directory">Choose Directory</string>
	<string name="script_files">Scripts</string>
	<string name="dictionary_files">Dictionaries</string>
    <string name="zip_files">Zip files</string>

	<string name="Sound: ">Sound: </string>

  <!-- LSL Usage Hover Tips -->
	<string name="LSLTipSleepTime">
Sleeps script for [SLEEP_TIME] seconds.
	</string>

	<string name="LSLTipText_llSin">
float llSin(float theta)
Returns the sine of theta (theta in radians)
	</string>
	<string name="LSLTipText_llCos">
float llCos(float theta)
Returns the cosine of theta (theta in radians)
	</string>
	<string name="LSLTipText_llTan">
float llTan(float theta)
Returns the tangent of theta (theta in radians)
	</string>
	<string name="LSLTipText_llAtan2">
float llAtan2(float y, float x)
Returns the arctangent2 of y, x
	</string>
	<string name="LSLTipText_llSqrt">
float llSqrt(float val)
Returns the square root of val, or returns 0 and triggers a Math Error for imaginary results
	</string>
	<string name="LSLTipText_llPow">
float llPow(float base, float exponent)
Returns the base raised to the power exponent, or returns 0 and triggers Math Error for imaginary results
	</string>
	<string name="LSLTipText_llAbs">
integer llAbs(integer val)
Returns the positive version of val
	</string>
	<string name="LSLTipText_llFabs">
float llFabs(float val)
Returns the positive version of val
	</string>
	<string name="LSLTipText_llFrand">
float llFrand(float mag)
Returns a pseudo random number in the range [0,mag) or (mag,0]
	</string>
	<string name="LSLTipText_llFloor">
integer llFloor(float val)
Returns largest integer value &lt;= val
	</string>
	<string name="LSLTipText_llCeil">
integer llCeil(float val)
Returns smallest integer value &gt;= val
	</string>
	<string name="LSLTipText_llRound">
integer llRound(float val)
Returns val rounded to the nearest integer
	</string>
	<string name="LSLTipText_llVecMag">
float llVecMag(vector v)
Returns the magnitude of v
	</string>
	<string name="LSLTipText_llVecNorm">
vector llVecNorm(vector v)
Returns the v normalized
	</string>
	<string name="LSLTipText_llVecDist">
float llVecDist(vector v1, vector v2)
Returns the 3D distance between v1 and v2
	</string>
	<string name="LSLTipText_llRot2Euler">
vector llRot2Euler(rotation q)
Returns the Euler representation (roll, pitch, yaw) of q
	</string>
	<string name="LSLTipText_llEuler2Rot">
rotation llEuler2Rot(vector v)
Returns the rotation representation of Euler Angles v
	</string>
	<string name="LSLTipText_llAxes2Rot">
rotation llAxes2Rot(vector fwd, vector left, vector up)
Returns the rotation defined by the coordinate axes
	</string>
	<string name="LSLTipText_llRot2Fwd">
vector llRot2Fwd(rotation q)
Returns the forward vector defined by q
	</string>
	<string name="LSLTipText_llRot2Left">
vector llRot2Left(rotation q)
Returns the left vector defined by q
	</string>
	<string name="LSLTipText_llRot2Up">
vector llRot2Up(rotation q)
Returns the up vector defined by q
	</string>
	<string name="LSLTipText_llRotBetween">
rotation llRotBetween(vector v1, vector v2)
Returns the rotation to rotate v1 to v2
	</string>
	<string name="LSLTipText_llWhisper">
llWhisper(integer channel, string msg)
Whispers the text of msg on channel
	</string>
	<string name="LSLTipText_llSay">
llSay(integer channel, string msg)
Says the text of msg on channel
	</string>
	<string name="LSLTipText_llShout">
llShout(integer channel, string msg)
Shouts the text of msg on channel
	</string>
	<string name="LSLTipText_llListen">
integer llListen(integer channel, string name, key id, string msg)
Sets a callback for msg on channel from name and id (name, id, and/or msg can be empty) and returns an identifier that can be used to deactivate or remove the listen
	</string>
	<string name="LSLTipText_llListenControl">
llListenControl(integer number, integer active)
Makes a listen event callback active or inactive
	</string>
	<string name="LSLTipText_llListenRemove">
llListenRemove(integer number)
Removes listen event callback number
	</string>
	<string name="LSLTipText_llSensor">
llSensor(string name, key id, integer type, float range, float arc)
Performs a single scan for name and id with type (AGENT, ACTIVE, PASSIVE, and/or SCRIPTED) within range meters and arc radians of forward vector (name, id, and/or keytype can be empty or 0)
	</string>
	<string name="LSLTipText_llSensorRepeat">
llSensorRepeat(string name, key id, integer type, float range, float arc, float rate)
Sets a callback for name and id with type (AGENT, ACTIVE, PASSIVE, and/or SCRIPTED) within range meters and arc radians of forward vector (name, id, and/or keytype can be empty or 0) and repeats every rate seconds
	</string>
	<string name="LSLTipText_llSensorRemove">
llSensorRemove()
Removes the sensor setup by llSensorRepeat
	</string>
	<string name="LSLTipText_llDetectedName">
string llDetectedName(integer number)
Returns the name of detected object number (returns empty string if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedKey">
key llDetectedKey(integer number)
Returns the key of detected object number (returns empty key if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedOwner">
key llDetectedOwner(integer number)
Returns the key of detected object&apos;s owner (returns empty key if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedType">
integer llDetectedType(integer number)
Returns the type (AGENT, ACTIVE, PASSIVE, SCRIPTED) of detected object (returns 0 if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedPos">
vector llDetectedPos(integer number)
Returns the position of detected object number (returns &lt;0,0,0&gt; if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedVel">
vector llDetectedVel(integer number)
Returns the velocity of detected object number (returns &lt;0,0,0&gt; if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedGrab">
vector llDetectedGrab(integer number)
Returns the grab offset of the user touching object (returns &lt;0,0,0&gt; if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedRot">
rotation llDetectedRot(integer number)
Returns the rotation of detected object number (returns &lt;0,0,0,1&gt; if number is not a valid sensed object)
	</string>
	<string name="LSLTipText_llDetectedGroup">
integer llDetectedGroup(integer number)
Returns TRUE if detected object is part of same group as owner
	</string>
	<string name="LSLTipText_llDetectedLinkNumber">
integer llDetectedLinkNumber(integer number)
Returns the link position of the triggered event for touches and collisions only
	</string>
	<string name="LSLTipText_llDie">
llDie()
Deletes the object
	</string>
	<string name="LSLTipText_llGround">
float llGround(vector offset)
Returns the ground height below the object position + offset
	</string>
	<string name="LSLTipText_llCloud">
float llCloud(vector offset)
Returns the cloud density at the object position + offset
	</string>
	<string name="LSLTipText_llWind">
vector llWind(vector offset)
Returns the wind velocity at the object position + offset
	</string>
	<string name="LSLTipText_llSetStatus">
llSetStatus(integer status, integer value)
Sets status (STATUS_PHYSICS, STATUS_PHANTOM, STATUS_BLOCK_GRAB, STATUS_BLOCK_GRAB_OBJECT, STATUS_ROTATE_X, STATUS_ROTATE_Y, and/or STATUS_ROTATE_Z) to value
	</string>
	<string name="LSLTipText_llGetStatus">
integer llGetStatus(integer status)
Returns the boolean value of status (STATUS_PHYSICS, STATUS_PHANTOM, STATUS_BLOCK_GRAB, STATUS_BLOCK_GRAB_OBJECT, STATUS_ROTATE_X, STATUS_ROTATE_Y, and/or STATUS_ROTATE_Z)
	</string>
	<string name="LSLTipText_llSetScale">
llSetScale(vector scale)
Sets the scale of the prim
	</string>
	<string name="LSLTipText_llGetScale">
vector llGetScale()
Returns the scale of the prim
	</string>
	<string name="LSLTipText_llSetColor">
llSetColor(vector color, integer face)
Sets the color on face of the prim
	</string>
	<string name="LSLTipText_llGetAlpha">
float llGetAlpha(integer face)
Returns the alpha of face
	</string>
	<string name="LSLTipText_llSetAlpha">
llSetAlpha(float alpha, integer face)
Sets the alpha on face
	</string>
	<string name="LSLTipText_llGetColor">
vector llGetColor(integer face)
Returns the color on face
	</string>
	<string name="LSLTipText_llSetTexture">
llSetTexture(string texture, integer face)
Sets the texture of face or ALL_SIDES
	</string>
	<string name="LSLTipText_llScaleTexture">
llScaleTexture(float u, float v, integer face)
Sets the texture u &amp; v scales for the chosen face or ALL_SIDES
	</string>
	<string name="LSLTipText_llOffsetTexture">
llOffsetTexture(float u, float v, integer face)
Sets the texture u &amp; v offsets for the chosen face or ALL_SIDES
	</string>
	<string name="LSLTipText_llRotateTexture">
llRotateTexture(float rotation, integer face)
Sets the texture rotation for the chosen face
	</string>
	<string name="LSLTipText_llGetTexture">
string llGetTexture(integer face)
Returns a string that is the texture on face (the inventory name if it is a texture in the prim&apos;s inventory, otherwise the key)
	</string>
	<string name="LSLTipText_llSetPos">
llSetPos(vector pos)
Moves the object or prim towards pos without using physics (if the script isn&apos;t physical)
	</string>
	<string name="LSLTipText_llGetPos">
vector llGetPos()
Returns the position of the task in region coordinates
	</string>
	<string name="LSLTipText_llGetLocalPos">
vector llGetLocalPos()
Returns the position relative to the root
	</string>
	<string name="LSLTipText_llSetRot">
llSetRot(rotation rot)
Sets the rotation
	</string>
	<string name="LSLTipText_llGetRot">
rotation llGetRot()
Returns the rotation relative to the region&apos;s axes
	</string>
	<string name="LSLTipText_llGetLocalRot">
rotation llGetLocalRot()
Returns the rotation local to the root
	</string>
	<string name="LSLTipText_llSetForce">
llSetForce(vector force, integer local)
Applies force to the object (if the script is physical), in local coords if local == TRUE
	</string>
	<string name="LSLTipText_llGetForce">
vector llGetForce()
Returns the force (if the script is physical)
	</string>
	<string name="LSLTipText_llTarget">
integer llTarget(vector position, float range)
Sets positions within range of position as a target and return an ID for the target
	</string>
	<string name="LSLTipText_llTargetRemove">
llTargetRemove(integer number)
Removes positional target number registered with llTarget
	</string>
	<string name="LSLTipText_llRotTarget">
integer llRotTarget(rotation rot, float error)
Set rotations with error of rot as a rotational target and return an ID for the rotational target
	</string>
	<string name="LSLTipText_llRotTargetRemove">
llRotTargetRemove(integer number)
Removes rotational target number registered with llRotTarget
	</string>
	<string name="LSLTipText_llMoveToTarget">
llMoveToTarget(vector target, float tau)
Critically damps to target in tau seconds (if the script is physical)
	</string>
	<string name="LSLTipText_llStopMoveToTarget">
llStopMoveToTarget()
Stops critically damped motion
	</string>
	<string name="LSLTipText_llApplyImpulse">
llApplyImpulse(vector force, integer local)
Applies impulse to object (if the script is physical), in local coords if local == TRUE
	</string>
	<string name="LSLTipText_llApplyRotationalImpulse">
llApplyRotationalImpulse(vector force, integer local)
Applies rotational impulse to object (if the script is physical), in local coords if local == TRUE
	</string>
	<string name="LSLTipText_llSetTorque">
llSetTorque(vector torque, integer local)
Sets the torque of object (if the script is physical), in local coords if local == TRUE
	</string>
	<string name="LSLTipText_llGetTorque">
vector llGetTorque()
Returns the torque (if the script is physical)
	</string>
	<string name="LSLTipText_llSetForceAndTorque">
llSetForceAndTorque(vector force, vector torque, integer local)
Sets the force and torque of object (if the script is physical), in local coords if local == TRUE
	</string>
	<string name="LSLTipText_llGetVel">
vector llGetVel()
Returns the velocity of the object
	</string>
	<string name="LSLTipText_llGetAccel">
vector llGetAccel()
Returns the acceleration of the object relative to the region&apos;s axes
	</string>
	<string name="LSLTipText_llGetOmega">
vector llGetOmega()
Returns the rotation velocity in radians per second
	</string>
	<string name="LSLTipText_llGetTimeOfDay">
float llGetTimeOfDay()
Returns the time in seconds since [SECOND_LIFE] server midnight or since region up-time, whichever is smaller
	</string>
	<string name="LSLTipText_llGetWallclock">
float llGetWallclock()
Returns the time in seconds since midnight California Pacific time (PST/PDT)
	</string>
	<string name="LSLTipText_llGetTime">
float llGetTime()
Returns the time in seconds since the last region reset, script reset, or call to either llResetTime or llGetAndResetTime
	</string>
	<string name="LSLTipText_llResetTime">
llResetTime()
Sets the script timer to zero
	</string>
	<string name="LSLTipText_llGetAndResetTime">
float llGetAndResetTime()
Returns the script time in seconds and then resets the script timer to zero
	</string>
	<string name="LSLTipText_llSound">
llSound(string sound, float volume, integer queue, integer loop)
Plays sound at volume and whether it should loop or not.
	</string>
	<string name="LSLTipText_llPlaySound">
llPlaySound(string sound, float volume)
Plays attached sound once at volume (0.0 - 1.0)
	</string>
	<string name="LSLTipText_llLoopSound">
llLoopSound(string sound, float volume)
Plays attached sound looping indefinitely at volume (0.0 - 1.0)
	</string>
	<string name="LSLTipText_llLoopSoundMaster">
llLoopSoundMaster(string sound, float volume)
Plays attached sound looping at volume (0.0 - 1.0), declares it a sync master
	</string>
	<string name="LSLTipText_llLoopSoundSlave">
llLoopSoundSlave(string sound, float volume)
Plays attached sound looping at volume (0.0 - 1.0), synced to most audible sync master
	</string>
	<string name="LSLTipText_llPlaySoundSlave">
llPlaySoundSlave(string sound, float volume)
Plays attached sound once at volume (0.0 - 1.0), synced to next loop of most audible sync master
	</string>
	<string name="LSLTipText_llTriggerSound">
llTriggerSound(string sound, float volume)
Plays sound at volume (0.0 - 1.0), centered at but not attached to object
	</string>
	<string name="LSLTipText_llStopSound">
llStopSound()
Stops currently attached sound
	</string>
	<string name="LSLTipText_llPreloadSound">
llPreloadSound(string sound)
Preloads a sound on viewers within range
	</string>
	<string name="LSLTipText_llGetSubString">
string llGetSubString(string src, integer start, integer end)
Returns the indicated substring
	</string>
	<string name="LSLTipText_llDeleteSubString">
string llDeleteSubString(string src, integer start, integer end)
Removes the indicated substring and returns the result
	</string>
	<string name="LSLTipText_llInsertString">
string llInsertString(string dst, integer position, string src)
Returns a destination string dst with the string src inserted starting at position pos
	</string>
	<string name="LSLTipText_llToUpper">
string llToUpper(string src)
Returns a string that is src with all upper-case characters
	</string>
	<string name="LSLTipText_llToLower">
string llToLower(string src)
Returns a string that is src with all lower-case characters
	</string>
	<string name="LSLTipText_llGiveMoney">
llGiveMoney(key destination, integer amount)
Transfers amount of [CURRENCY] from script owner to destination
	</string>
	<string name="LSLTipText_llMakeExplosion">
llMakeExplosion(integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset)
Makes a round explosion of particles
	</string>
	<string name="LSLTipText_llMakeFountain">
llMakeFountain(integer particles, float scale, float vel, float lifetime, float arc, integer bounce, string texture, vector offset, float bounce_offset)
Makes a fountain of particles
	</string>
	<string name="LSLTipText_llMakeSmoke">
llMakeSmoke(integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset)
Makes smoke like particles
	</string>
	<string name="LSLTipText_llMakeFire">
llMakeFire(integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset)
Makes fire like particles
	</string>
	<string name="LSLTipText_llRezObject">
llRezObject(string inventory, vector pos, vector vel, rotation rot, integer param)
Instantiates owner&apos;s inventory object at pos with velocity vel and rotation rot with start parameter param
	</string>
	<string name="LSLTipText_llLookAt">
llLookAt(vector target, float strength, float damping)
Causes object to point its up axis (positive z) towards target, while keeping its forward axis (positive x) below the horizon
	</string>
	<string name="LSLTipText_llStopLookAt">
llStopLookAt()
Stops causing object to point at a target
	</string>
	<string name="LSLTipText_llSetTimerEvent">
llSetTimerEvent(float sec)
Causes the timer event to be triggered a maximum of once every sec seconds
	</string>
	<string name="LSLTipText_llSleep">
llSleep(float sec)
Puts the script to sleep for sec seconds
	</string>
	<string name="LSLTipText_llGetMass">
float llGetMass()
Returns the mass of object that the script is attached to
	</string>
	<string name="LSLTipText_llCollisionFilter">
llCollisionFilter(string name, key id, integer accept)
Sets the collision filter, exclusively or inclusively. If accept == TRUE, only accept collisions with objects name and id (either is optional), otherwise with objects not name or id
	</string>
	<string name="LSLTipText_llTakeControls">
llTakeControls(integer controls, integer accept, integer pass_on)
Allows for intercepting keyboard and mouse clicks from the agent the script has permissions for
	</string>
	<string name="LSLTipText_llReleaseControls">
llReleaseControls()
Stops taking inputs that were taken with llTakeControls
	</string>
	<string name="LSLTipText_llAttachToAvatar">
llAttachToAvatar(integer attach_point)
Attaches the object to the avatar who has granted permission to the script
	</string>
	<string name="LSLTipText_llDetachFromAvatar">
llDetachFromAvatar()
Detaches object from avatar
	</string>
	<string name="LSLTipText_llTakeCamera">
llTakeCamera(key avatar)
Moves avatar&apos;s viewpoint to task
	</string>
	<string name="LSLTipText_llReleaseCamera">
llReleaseCamera(key avatar)
Returns camera to agent avatar
	</string>
	<string name="LSLTipText_llGetOwner">
key llGetOwner()
Returns the object owner&apos;s UUID
	</string>
	<string name="LSLTipText_llInstantMessage">
llInstantMessage(key user, string message)
Sends the specified string as an Instant Message to the user
	</string>
  <string name="LSLTipText_llEmail">
llEmail(string address, string subject, string message)
Sends an email to address with the subject and message
  </string>
	<string name="LSLTipText_llGetNextEmail">
llGetNextEmail(string address, string subject)
Gets the next waiting email that comes from address, with specified subject
	</string>
	<string name="LSLTipText_llGetKey">
key llGetKey()
Returns the key of the prim the script is attached to
	</string>
	<string name="LSLTipText_llSetBuoyancy">
llSetBuoyancy(float buoyancy)
Sets the buoyancy of the task or object (0 is disabled, &lt; 1.0 sinks, 1.0 floats, &gt; 1.0 rises)
	</string>
	<string name="LSLTipText_llSetHoverHeight">
llSetHoverHeight(float height, integer water, float tau)
Critically damps to a height above the ground (or water) in tau seconds
	</string>
	<string name="LSLTipText_llStopHover">
llStopHover()
Stops hovering to a height
	</string>
	<string name="LSLTipText_llMinEventDelay">
llMinEventDelay(float delay)
Sets the minimum time between events being handled
	</string>
	<string name="LSLTipText_llSoundPreload">
llSoundPreload(string sound)
Preloads a sound on viewers within range
	</string>
	<string name="LSLTipText_llRotLookAt">
llRotLookAt(rotation target, float strength, float damping)
Causes object to point its forward axis towards target
	</string>
	<string name="LSLTipText_llStringLength">
integer llStringLength(string str)
Returns the length of string
	</string>
	<string name="LSLTipText_llStartAnimation">
llStartAnimation(string anim)
Starts animation anim for agent that granted PERMISSION_TRIGGER_ANIMATION if the permission has not been revoked
	</string>
	<string name="LSLTipText_llStopAnimation">
llStopAnimation(string anim)
Stops animation anim for agent that granted permission
	</string>
  <string name="LSLTipText_llStartObjectAnimation">
llStartObjectAnimation(string anim)
Start animation for the current object
  </string>
  <string name="LSLTipText_llStopObjectAnimation">
llStopObjectAnimation(string anim)
Stop an animation for the current object
  </string>
	<string name="LSLTipText_llPointAt">
llPointAt(vector pos)
Makes agent that owns object point at pos
	</string>
	<string name="LSLTipText_llStopPointAt">
llStopPointAt()
Stops pointing agent that owns object
	</string>
	<string name="LSLTipText_llTargetOmega">
llTargetOmega(vector axis, float spinrate, float gain)
Rotates the object around axis at spinrate with strength gain
	</string>
	<string name="LSLTipText_llGetStartParameter">
integer llGetStartParameter()
Returns an integer that is the script start/rez parameter
	</string>
	<string name="LSLTipText_llGodLikeRezObject">
llGodLikeRezObject(key inventory, vector pos)
Rezzes directly off of UUID if owner is in God Mode
	</string>
	<string name="LSLTipText_llRequestPermissions">
llRequestPermissions(key agent, integer perm)
Asks the agent for permission to run certain classes of functions
	</string>
	<string name="LSLTipText_llGetPermissionsKey">
key llGetPermissionsKey()
Returns the key of the avatar that last granted permissions to the script
	</string>
	<string name="LSLTipText_llGetPermissions">
integer llGetPermissions()
Returns an integer bitfield with the permissions that have been granted
	</string>
	<string name="LSLTipText_llGetLinkNumber">
integer llGetLinkNumber()
Returns the link number of the prim containing the script (0 means not linked, 1 the prim is the root, 2 the prim is the first child, etc)
	</string>
	<string name="LSLTipText_llSetLinkColor">
llSetLinkColor(integer linknumber, vector color, integer face)
Sets face to color if a task exists in the link chain at linknumber
	</string>
	<string name="LSLTipText_llCreateLink">
llCreateLink(key target, integer parent)
Attempts to link the script&apos;s object with the target (requires that PERMISSION_CHANGE_LINKS be granted). If parent == TRUE, then the script&apos;s object becomes the root
	</string>
	<string name="LSLTipText_llBreakLink">
llBreakLink(integer linknum)
Delinks the prim with the given link number in a linked object set (requires that PERMISSION_CHANGE_LINKS be granted)
	</string>
	<string name="LSLTipText_llBreakAllLinks">
llBreakAllLinks()
Delinks all prims in the link set (requires that PERMISSION_CHANGE_LINKS be granted)
	</string>
	<string name="LSLTipText_llGetLinkKey">
key llGetLinkKey(integer linknumber)
Returns the key of the linked prim linknumber
	</string>
	<string name="LSLTipText_llGetLinkName">
string llGetLinkName(integer linknumber)
Returns the name of linknumber in a link set
	</string>
	<string name="LSLTipText_llGetInventoryNumber">
integer llGetInventoryNumber(integer type)
Returns the number of items of a given type (INVENTORY_* flag) in the prim&apos;s inventory
	</string>
	<string name="LSLTipText_llGetInventoryName">
string llGetInventoryName(integer type, integer number)
Returns the name of the inventory item number of a given type
	</string>
	<string name="LSLTipText_llSetScriptState">
llSetScriptState(string name, integer run)
Sets the running state of the specified script
	</string>
	<string name="LSLTipText_llGetEnergy">
float llGetEnergy()
Returns how much energy is in the object as a percentage of maximum
	</string>
	<string name="LSLTipText_llGiveInventory">
llGiveInventory(key destination, string inventory)
Gives inventory to destination
	</string>
	<string name="LSLTipText_llRemoveInventory">
llRemoveInventory(string item)
Removes the named inventory item
	</string>
	<string name="LSLTipText_llSetText">
llSetText(string text, vector color, float alpha)
Displays text that hovers over the prim with specific color and translucency specified with alpha
	</string>
	<string name="LSLTipText_llWater">
float llWater(vector offset)
Returns the water height below the object position + offset
	</string>
	<string name="LSLTipText_llPassTouches">
llPassTouches(integer pass)
If pass == TRUE, touches are passed from children on to parents
	</string>
	<string name="LSLTipText_llRequestAgentData">
key llRequestAgentData(key id, integer data)
Requests data about agent id. When data is available the dataserver event will be raised.
	</string>
	<string name="LSLTipText_llRequestInventoryData">
key llRequestInventoryData(string name)
Requests data from object&apos;s inventory object. When data is available the dataserver event will be raised.
	</string>
	<string name="LSLTipText_llSetDamage">
llSetDamage(float damage)
Sets the amount of damage that will be done when this object hits an avatar.
	</string>
	<string name="LSLTipText_llTeleportAgentHome">
llTeleportAgentHome(key id)
Teleports avatar on the owner&apos;s land to their home location without any warning
	</string>
	<string name="LSLTipText_llModifyLand">
llModifyLand(integer action, integer brush)
Modifies land using the specified action on the specified brush size of land
	</string>
	<string name="LSLTipText_llCollisionSound">
llCollisionSound(string impact_sound, float impact_volume)
Suppresses default collision sounds, replaces default impact sounds with impact_sound at the volume impact_volume
	</string>
	<string name="LSLTipText_llCollisionSprite">
llCollisionSprite(string impact_sprite)
Suppresses default collision sprites, replaces default impact sprite with impact_sprite (use an empty string to just suppress)
	</string>
	<string name="LSLTipText_llGetAnimation">
string llGetAnimation(key id)
Returns the name of the currently playing locomotion animation for avatar id
	</string>
	<string name="LSLTipText_llResetScript">
llResetScript()
Resets the script
	</string>
	<string name="LSLTipText_llMessageLinked">
llMessageLinked(integer linknum, integer num, string str, key id)
Allows scripts in the same object to communicate. Triggers a link_message event with the same parameters num, str, and id in all scripts in the prim(s) described by linknum.
	</string>
	<string name="LSLTipText_llPushObject">
llPushObject(key id, vector impulse, vector ang_impulse, integer local)
Applies impulse and ang_impulse to object id
	</string>
	<string name="LSLTipText_llPassCollisions">
llPassCollisions(integer pass)
If pass == TRUE, collisions are passed from children on to parents (default is FALSE)
	</string>
	<string name="LSLTipText_llGetScriptName">
string llGetScriptName()
Returns the name of the script that this function is used in
	</string>
	<string name="LSLTipText_llGetNumberOfSides">
integer llGetNumberOfSides()
Returns the number of faces (or sides) of the prim
	</string>
	<string name="LSLTipText_llAxisAngle2Rot">
rotation llAxisAngle2Rot(vector axis, float angle)
Returns the rotation that is a generated angle about axis
	</string>
	<string name="LSLTipText_llRot2Axis">
vector llRot2Axis(rotation rot)
Returns the rotation axis represented by rot
	</string>
	<string name="LSLTipText_llRot2Angle">
float llRot2Angle(rotation rot)
Returns the rotation angle represented by rot
	</string>
	<string name="LSLTipText_llAcos">
float llAcos(float val)
Returns the arccosine in radians of val
	</string>
	<string name="LSLTipText_llAsin">
float llAsin(float val)
Returns the arcsine in radians of val
	</string>
	<string name="LSLTipText_llAngleBetween">
float llAngleBetween(rotation a, rotation b)
Returns angle between rotation a and b
	</string>
	<string name="LSLTipText_llGetInventoryKey">
key llGetInventoryKey(string name)
Returns the key that is the UUID of the inventory name
	</string>
	<string name="LSLTipText_llAllowInventoryDrop">
llAllowInventoryDrop(integer add)
If add == TRUE, users without modify permissions can still drop inventory items onto a prim
	</string>
	<string name="LSLTipText_llGetSunDirection">
vector llGetSunDirection()
Returns a normalized vector of the direction of the sun in the region
	</string>
	<string name="LSLTipText_llGetTextureOffset">
vector llGetTextureOffset(integer face)
Returns the texture offset of face in the x and y components of a vector
	</string>
	<string name="LSLTipText_llGetTextureScale">
vector llGetTextureScale(integer side)
Returns the texture scale of side in the x and y components of a vector
	</string>
	<string name="LSLTipText_llGetTextureRot">
float llGetTextureRot(integer side)
Returns the texture rotation of side
	</string>
	<string name="LSLTipText_llSubStringIndex">
integer llSubStringIndex(string source, string pattern)
Returns an integer that is the index in source where pattern first appears.
(Returns -1 if not found)
	</string>
	<string name="LSLTipText_llGetOwnerKey">
key llGetOwnerKey(key id)
Returns the owner of object id
	</string>
	<string name="LSLTipText_llGetCenterOfMass">
vector llGetCenterOfMass()
Returns the prim&apos;s center of mass (unless called from the root prim, where it returns the object&apos;s center of mass)
	</string>
	<string name="LSLTipText_llListSort">
list llListSort(list src, integer stride, integer ascending)
Sorts the list into blocks of stride, in ascending order if ascending == TRUE.
The sort order is affected by type.
	</string>
	<string name="LSLTipText_llGetListLength">
integer llGetListLength(list src)
Returns the number of elements in the list
	</string>
	<string name="LSLTipText_llList2Integer">
integer llList2Integer(list src, integer index)
Copies the integer at index in the list
	</string>
	<string name="LSLTipText_llList2Float">
float llList2Float(list src, integer index)
Copies the float at index in the list
	</string>
	<string name="LSLTipText_llList2String">
string llList2String(list src, integer index)
Copies the string at index in the list
	</string>
	<string name="LSLTipText_llList2Key">
key llList2Key(list src, integer index)
Copies the key at index in the list
	</string>
	<string name="LSLTipText_llList2Vector">
vector llList2Vector(list src, integer index)
Copies the vector at index in the list
	</string>
	<string name="LSLTipText_llList2Rot">
rotation llList2Rot(list src, integer index)
Copies the rotation at index in the list
	</string>
	<string name="LSLTipText_llList2List">
list llList2List(list src, integer start, integer end)
Copies the slice of the list from start to end
	</string>
	<string name="LSLTipText_llDeleteSubList">
list llDeleteSubList(list src, integer start, integer end)
Removes the slice from start to end and returns the remainder of the list
	</string>
	<string name="LSLTipText_llGetListEntryType">
integer llGetListEntryType(list src, integer index)
Returns the type of the index entry in the list
(TYPE_INTEGER, TYPE_FLOAT, TYPE_STRING, TYPE_KEY, TYPE_VECTOR, TYPE_ROTATION, or TYPE_INVALID if index is off list)
	</string>
	<string name="LSLTipText_llList2CSV">
string llList2CSV(list src)
Creates a string of comma separated values from list
	</string>
	<string name="LSLTipText_llCSV2List">
list llCSV2List(string src)
Creates a list from a string of comma separated values
	</string>
	<string name="LSLTipText_llListRandomize">
list llListRandomize(list src, integer stride)
Returns a randomized list of blocks of size stride
	</string>
	<string name="LSLTipText_llList2ListStrided">
list llList2ListStrided(list src, integer start, integer end, integer stride)
Copies the strided slice of the list from start to end
	</string>
	<string name="LSLTipText_llGetRegionCorner">
vector llGetRegionCorner()
Returns a vector in meters that is the global location of the south-west corner of the region which the object is in
	</string>
	<string name="LSLTipText_llListInsertList">
list llListInsertList(list dest, list src, integer start)
Returns a list that contains all the elements from dest but with the elements from src inserted at position start
	</string>
	<string name="LSLTipText_llListFindList">
integer llListFindList(list src, list test)
Returns the index of the first instance of test in src.
(Returns -1 if not found)
	</string>
	<string name="LSLTipText_llGetObjectName">
string llGetObjectName()
Returns the name of the prim which the script is attached to
	</string>
	<string name="LSLTipText_llSetObjectName">
llSetObjectName(string name)
Sets the prim&apos;s name to the name parameter
	</string>
	<string name="LSLTipText_llGetDate">
string llGetDate()
Returns the current date in the UTC time zone in the format YYYY-MM-DD
	</string>
	<string name="LSLTipText_llEdgeOfWorld">
integer llEdgeOfWorld(vector pos, vector dir)
Checks to see whether the border hit by dir from pos is the edge of the world (has no neighboring region)
	</string>
	<string name="LSLTipText_llGetAgentInfo">
integer llGetAgentInfo(key id)
Returns an integer bitfield containing the agent information about id.
Returns AGENT_FLYING, AGENT_ATTACHMENTS, AGENT_SCRIPTED, AGENT_SITTING, AGENT_ON_OBJECT, AGENT_MOUSELOOK, AGENT_AWAY, AGENT_BUSY, AGENT_TYPING, AGENT_CROUCHING, AGENT_ALWAYS_RUN, AGENT_WALKING and/or AGENT_IN_AIR.
	</string>
	<string name="LSLTipText_llAdjustSoundVolume">
llAdjustSoundVolume(float volume)
Adjusts volume of attached sound (0.0 - 1.0)
	</string>
	<string name="LSLTipText_llSetSoundQueueing">
llSetSoundQueueing(integer queue)
Sets whether attached sounds wait for the current sound to finish (If queue == TRUE then queuing is enabled, if FALSE queuing is disabled [default])
	</string>
	<string name="LSLTipText_llSetSoundRadius">
llSetSoundRadius(float radius)
Establishes a hard cut-off radius for audibility of scripted sounds (both attached and triggered)
	</string>
	<string name="LSLTipText_llKey2Name">
string llKey2Name(key id)
Returns the name of the prim or avatar specified by id.
(The id must be a valid rezzed prim or avatar key in the current simulator, otherwise an empty string is returned.)
	</string>
	<string name="LSLTipText_llSetTextureAnim">
llSetTextureAnim(integer mode, integer face, integer sizex, integer sizey, float start, float length, float rate)
Animates the texture on the specified face/faces
	</string>
	<string name="LSLTipText_llTriggerSoundLimited">
llTriggerSoundLimited(string sound, float volume, vector top_north_east, vector bottom_south_west)
Plays sound at volume (0.0 - 1.0), centered at but not attached to object, limited to the box defined by vectors top_north_east and bottom_south_west
	</string>
	<string name="LSLTipText_llEjectFromLand">
llEjectFromLand(key avatar)
Ejects avatar from the parcel
	</string>
	<string name="LSLTipText_llParseString2List">
list llParseString2List(string src, list separators, list spacers)
Breaks src into a list, discarding separators, keeping spacers
(separators and spacers must be lists of strings, maximum of 8 each)
	</string>
	<string name="LSLTipText_llOverMyLand">
integer llOverMyLand(key id)
Returns TRUE if id is over land owned by the script owner, otherwise FALSE
	</string>
	<string name="LSLTipText_llGetLandOwnerAt">
key llGetLandOwnerAt(vector pos)
Returns the key of the land owner, returns NULL_KEY if public
	</string>
	<string name="LSLTipText_llGetNotecardLine">
key llGetNotecardLine(string name, integer line)
Returns line line of notecard name via the dataserver event
	</string>
	<string name="LSLTipText_llGetAgentSize">
vector llGetAgentSize(key id)
If the avatar is in the same region, returns the size of the bounding box of the requested avatar by id, otherwise returns ZERO_VECTOR
	</string>
	<string name="LSLTipText_llSameGroup">
integer llSameGroup(key id)
Returns TRUE if avatar id is in the same region and has the same active group, otherwise FALSE
	</string>
	<string name="LSLTipText_llUnSit">
key llUnSit(key id)
If avatar identified by id is sitting on the object the script is attached to or is over land owned by the object&apos;s owner, the avatar is forced to stand up
	</string>
	<string name="LSLTipText_llGroundSlope">
vector llGroundSlope(vector offset)
Returns the ground slope below the object position + offset
	</string>
	<string name="LSLTipText_llGroundNormal">
vector llGroundNormal(vector offset)
Returns the ground normal below the object position + offset
	</string>
	<string name="LSLTipText_llGroundContour">
vector llGroundCountour(vector offset)
Returns the ground contour direction below the object position + offset
	</string>
	<string name="LSLTipText_llGetAttached">
integer llGetAttached()
Returns the object&apos;s attachment point, or 0 if not attached
	</string>
	<string name="LSLTipText_llGetFreeMemory">
integer llGetFreeMemory()
Returns the number of free bytes of memory the script can use
	</string>
	<string name="LSLTipText_llGetRegionName">
string llGetRegionName()
Returns the current region name
	</string>
	<string name="LSLTipText_llGetRegionTimeDilation">
float llGetRegionTimeDilation()
Returns the current time dilation as a float between 0.0 (full dilation) and 1.0 (no dilation)
	</string>
	<string name="LSLTipText_llGetRegionFPS">
float llGetRegionFPS()
Returns the mean region frames per second
	</string>
	<string name="LSLTipText_llParticleSystem">
llParticleSystem(list rules)
Creates a particle system based on rules.  An empty list removes the particle system.
List format is [ rule1, data1, rule2, data2 . . . rulen, datan ]
	</string>
	<string name="LSLTipText_llGroundRepel">
llGroundRepel(float height, integer water, float tau)
Critically damps to height if within height*0.5 of level (either above ground level, or above the higher of land and water if water == TRUE)
	</string>
	<string name="LSLTipText_llGiveInventoryList">
llGiveInventoryList(key target, string folder, list inventory)
Gives inventory items to target, creating a new folder to put them in
	</string>
	<string name="LSLTipText_llSetVehicleType">
llSetVehicleType(integer type)
Sets the vehicle to one of the default types
	</string>
	<string name="LSLTipText_llSetVehicleFloatParam">
llSetVehicleFloatParam(integer param, float value)
Sets the specified vehicle float parameter
	</string>
	<string name="LSLTipText_llSetVehicleVectorParam">
llSetVehicleVectorParam(integer param, vector vec)
Sets the specified vehicle vector parameter
	</string>
	<string name="LSLTipText_llSetVehicleRotationParam">
llSetVehicleVectorParam(integer param, rotation rot)
Sets the specified vehicle rotation parameter
	</string>
	<string name="LSLTipText_llSetVehicleFlags">
llSetVehicleFlags(integer flags)
Sets the enabled bits in &apos;flags&apos;
	</string>
	<string name="LSLTipText_llRemoveVehicleFlags">
llRemoveVehicleFlags(integer flags)
Removes the enabled bits in &apos;flags&apos;
	</string>
	<string name="LSLTipText_llSitTarget">
llSitTarget(vector offset, rotation rot)
Sets the sit location for the prim.  If offset == &lt;0,0,0&gt; then the sit target is removed.
	</string>
	<string name="LSLTipText_llAvatarOnSitTarget">
key llAvatarOnSitTarget()
If an avatar is seated on the sit target, returns the avatar&apos;s key, otherwise NULL_KEY
	</string>
	<string name="LSLTipText_llAddToLandPassList">
llAddToLandPassList(key avatar, float hours)
Adds avatar to the land pass list for hours, or indefinitely if hours is 0
	</string>
	<string name="LSLTipText_llSetTouchText">
llSetTouchText(string text)
Displays text rather than the default &apos;Touch&apos; in the pie menu
	</string>
	<string name="LSLTipText_llSetSitText">
llSetSitText(string text)
Displays text rather than the default &apos;Sit Here&apos; in the pie menu
	</string>
	<string name="LSLTipText_llSetCameraEyeOffset">
llSetCameraEyeOffset(vector offset)
Sets the camera eye offset for avatars that sit on the object
	</string>
	<string name="LSLTipText_llSetCameraAtOffset">
llSetCameraAtOffset(vector offset)
Sets the point the camera is looking at to offset for avatars that sit on the object
	</string>
	<string name="LSLTipText_llDumpList2String">
string llDumpList2String(list src, string separator)
Returns the list in a single string, using separator between the entries
	</string>
	<string name="LSLTipText_llScriptDanger">
integer llScriptDanger(vector pos)
Returns TRUE if pos is over public land, sandbox land, land that doesn&apos;t allow everyone to edit and build, or land that doesn&apos;t allow outside scripts
	</string>
	<string name="LSLTipText_llDialog">
llDialog(key avatar, string message, list buttons, integer chat_channel)
Shows a dialog box on the avatar&apos;s screen with a message and up to 12 buttons.
If a button is pressed, the avatar says the text of the button label on chat_channel.
	</string>
	<string name="LSLTipText_llVolumeDetect">
llVolumeDetect(integer detect)
If detect = TRUE, object works much like Phantom, but triggers collision_start and collision_end events when other objects start and stop interpenetrating.
Must be applied to the root prim.
	</string>
	<string name="LSLTipText_llResetOtherScript">
llResetOtherScript(string name)
Resets script name
	</string>
	<string name="LSLTipText_llGetScriptState">
integer llGetScriptState(string name)
Returns TRUE if the script name is running
	</string>
	<string name="LSLTipText_llRemoteLoadScript">
DEPRECATED!  Please use llRemoteLoadScriptPin instead.
	</string>
	<string name="LSLTipText_llSetRemoteScriptAccessPin">
llSetRemoteScriptAccessPin(integer pin)
If pin is set to a non-zero number, allows a prim to have scripts remotely loaded via llRemoteLoadScriptPin when it passes in the correct pin. Otherwise, llRemoteLoadScriptPin is ignored.
	</string>
	<string name="LSLTipText_llRemoteLoadScriptPin">
llRemoteLoadScriptPin(key target, string name, integer pin, integer running, integer start_param)
Copies script name onto target, if the owner of this scripted object can modify target and is in the same region, and the matching pin is used.
If running == TRUE, starts the script with start_param
	</string>
	<string name="LSLTipText_llOpenRemoteDataChannel">
llOpenRemoteDataChannel()
Creates a channel to listen for XML-RPC calls, and will trigger a remote_data event with channel id once it is available
	</string>
	<string name="LSLTipText_llSendRemoteData">
key llSendRemoteData(key channel, string dest, integer idata, string sdata)
Sends an XML-RPC request to dest through channel with payload of channel (in a string), integer idata and string sdata.
Returns a key that is the message_id for the resulting remote_data events.
	</string>
	<string name="LSLTipText_llRemoteDataReply">
llRemoteDataReply(key channel, key message_id, string sdata, integer idata)
Sends an XML-RPC reply to message_id on channel with payload of string sdata and integer idata
	</string>
	<string name="LSLTipText_llCloseRemoteDataChannel">
llCloseRemoteDataChannel(key channel)
Closes XML-RPC channel
	</string>
	<string name="LSLTipText_llMD5String">
string llMD5String(string src, integer nonce)
Returns a string of 32 hex characters that is a RSA Data Security, Inc. MD5 Message-Digest Algorithm of src with nonce
	</string>
	<string name="LSLTipText_llSetPrimitiveParams">
llSetPrimitiveParams(list rules)
Sets the prim&apos;s parameters according to rules
	</string>
	<string name="LSLTipText_llStringToBase64">
string llStringToBase64(string str)
Converts a string to the Base64 representation of the string
	</string>
	<string name="LSLTipText_llBase64ToString">
string llBase64ToString(string str)
Converts a Base64 string to a conventional string.
If the conversion creates any unprintable characters, they are converted to spaces.
	</string>
	<string name="LSLTipText_llXorBase64Strings">
string llXorBase64Strings(string s1, string s2)
DEPRECATED!  Please use llXorBase64StringsCorrect instead.
Incorrectly performs an exclusive or on two Base64 strings and returns a Base64 string.  s2 repeats if it is shorter than s1.  Retained for backwards compatability.
	</string>
	<string name="LSLTipText_llRemoteDataSetRegion">
llRemoteDataSetRegion()
DEPRECATED!  Please use llOpenRemoteDataChannel instead.
If an object using remote data channels changes regions, you must call this function to reregister the remote data channels. This call is not needed if the prim does not change regions.
	</string>
	<string name="LSLTipText_llLog10">
float llLog10(float val)
Returns the base 10 logarithm of val.  Returns zero if val &lt;= 0.
	</string>
	<string name="LSLTipText_llLog">
float llLog(float val)
Returns the natural logarithm of val.  Returns zero if val &lt;= 0.
	</string>
	<string name="LSLTipText_llGetAnimationList">
list llGetAnimationList(key id)
Returns a list of keys of playing animations for avatar described by id
	</string>
	<string name="LSLTipText_llSetParcelMusicURL">
llSetParcelMusicURL(string url)
Sets the streaming audio URL for the parcel which the object is on
	</string>
	<string name="LSLTipText_llGetRootPosition">
vector llGetRootPosition()
Returns the position (in region coordinates) of the root prim of the object which the script is attached to
	</string>
	<string name="LSLTipText_llGetRootRotation">
rotation llGetRootRotation()
Returns the rotation (relative to the region) of the root prim of the object which the script is attached to
	</string>
	<string name="LSLTipText_llGetObjectDesc">
string llGetObjectDesc()
Returns the description of the prim the script is attached to
	</string>
	<string name="LSLTipText_llSetObjectDesc">
llSetObjectDesc(string name)
Sets the prim&apos;s description
	</string>
	<string name="LSLTipText_llGetCreator">
key llGetCreator()
Returns a key for the creator of the prim
	</string>
	<string name="LSLTipText_llGetTimestamp">
string llGetTimestamp()
Returns the timestamp in the UTC time zone in the format: YYYY-MM-DDThh:mm:ss.ff..fZ
	</string>
	<string name="LSLTipText_llSetLinkAlpha">
llSetLinkAlpha(integer linknumber, float alpha, integer face)
If a prim exists in the link chain at linknumber, sets face to alpha
	</string>
	<string name="LSLTipText_llGetNumberOfPrims">
integer llGetNumberOfPrims()
Returns the number of prims in a link set the script is attached to
	</string>
	<string name="LSLTipText_llGetNumberOfNotecardLines">
key llGetNumberOfNotecardLines(string name)
Returns number of lines in notecard name via the dataserver event (cast return value to integer)
	</string>
	<string name="LSLTipText_llGetBoundingBox">
list llGetBoundingBox(key object)
Returns the bounding box around the object (including any linked prims) relative to its root prim, in a list in the format [ (vector) min_corner, (vector) max_corner ]
	</string>
	<string name="LSLTipText_llGetGeometricCenter">
vector llGetGeometricCenter()
Returns the geometric center of the linked set the script is attached to.
	</string>
	<string name="LSLTipText_llGetPrimitiveParams">
list llGetPrimitiveParams(list params)
Returns the primitive parameters specified in the params list.
	</string>
	<string name="LSLTipText_llIntegerToBase64">
string llIntegerToBase64(integer number)
Returns a string that is a Base64 big endian encode of number
	</string>
	<string name="LSLTipText_llBase64ToInteger">
integer llBase64ToInteger(string str)
Returns an integer that is the str Base64 decoded as a big endian integer
	</string>
	<string name="LSLTipText_llGetGMTclock">
float llGetGMTclock()
Returns the time in seconds since midnight GMT
	</string>
	<string name="LSLTipText_llGetSimulatorHostname">
string llGetSimulatorHostname()
Returns the hostname of the machine which the script is running on (same as string in viewer Help dialog)
	</string>
	<string name="LSLTipText_llSetLocalRot">
llSetLocalRot(rotation rot)
Sets the rotation of a child prim relative to the root prim
	</string>
	<string name="LSLTipText_llParseStringKeepNulls">
list llParseStringKeepNulls(string src, list separators, list spacers)
Breaks src into a list, discarding separators, keeping spacers, keeping any null values generated.
(separators and spacers must be lists of strings, maximum of 8 each)
	</string>
	<string name="LSLTipText_llRezAtRoot">
llRezAtRoot(string inventory, vector pos, vector vel, rotation rot, integer param)
Instantiates owner&apos;s inventory object rotated to rot with its root at pos, moving at vel, using param as the start parameter
	</string>
	<string name="LSLTipText_llGetObjectPermMask">
integer llGetObjectPermMask(integer mask)
Returns the requested permission mask for the root object the task is attached to
	</string>
	<string name="LSLTipText_llSetObjectPermMask">
llSetObjectPermMask(integer mask, integer value)
Sets the given permission mask to the new value on the root object the task is attached to (requires God Mode)
	</string>
	<string name="LSLTipText_llGetInventoryPermMask">
integer llGetInventoryPermMask(string item, integer mask)
Returns the requested permission mask for the inventory item
	</string>
	<string name="LSLTipText_llSetInventoryPermMask">
llSetInventoryPermMask(string item, integer mask, integer value)
Sets the given permission mask to the new value on the inventory item (requires God Mode)
	</string>
	<string name="LSLTipText_llGetInventoryCreator">
key llGetInventoryCreator(string item)
Returns a key for the creator of the inventory item
	</string>
	<string name="LSLTipText_llOwnerSay">
llOwnerSay(string msg)
Says msg to owner only.  (Owner must be in the same region.)
	</string>
	<string name="LSLTipText_llRequestSimulatorData">
key llRequestSimulatorData(string simulator, integer data)
Requests data about simulator.  When data is available the dataserver event will be raised.
	</string>
	<string name="LSLTipText_llForceMouselook">
llForceMouselook(integer mouselook)
If mouselook is TRUE, any avatar that sits upon the prim will be forced into mouselook mode
	</string>
	<string name="LSLTipText_llGetObjectMass">
float llGetObjectMass(key id)
Returns the mass of the avatar or object in the region
	</string>
	<string name="LSLTipText_llListReplaceList">
list llListReplaceList(list dest, list src, integer start, integer end)
Returns a list that is dest with start through end removed and src inserted at start
	</string>
	<string name="LSLTipText_llLoadURL">
llLoadURL(key avatar, string message, string url)
Shows a dialog to avatar offering to load the web page at url with a message.
If user clicks yes, launches the page in their web browser.
	</string>
	<string name="LSLTipText_llParcelMediaCommandList">
llParcelMediaCommandList(list command)
Sends a list of commands, some with arguments, to a parcel to control the playback of movies and other media
	</string>
	<string name="LSLTipText_llParcelMediaQuery">
list llParcelMediaQuery(list query)
Returns a list containing results of the sent query
	</string>
	<string name="LSLTipText_llModPow">
integer llModPow(integer a, integer b, integer c)
Returns a raised to the b power, mod c. ( (a**b)%c )
b is capped at 0xFFFF (16 bits).
	</string>
	<string name="LSLTipText_llGetInventoryType">
integer llGetInventoryType(string name)
Returns the type of the inventory item name
	</string>
	<string name="LSLTipText_llSetPayPrice">
llSetPayPrice(integer price, list quick_pay_buttons)
Sets the default amount on the dialog that appears when someone chooses to pay this prim
	</string>
	<string name="LSLTipText_llGetCameraPos">
vector llGetCameraPos()
Returns the current camera position for the agent the task has permissions for
	</string>
	<string name="LSLTipText_llGetCameraRot">
rotation llGetCameraRot()
Returns the current camera orientation for the agent the task has permissions for
	</string>
	<string name="LSLTipText_llSetPrimURL">
llSetPrimURL(string url)
Updates the URL for the web page shown on the sides of the object
	</string>
	<string name="LSLTipText_llRefreshPrimURL">
llRefreshPrimURL()
Reloads the web page shown on the sides of the object
	</string>
	<string name="LSLTipText_llEscapeURL">
string llEscapeURL(string url)
Returns an escaped/encoded version of url, replacing spaces with %20 etc.
	</string>
	<string name="LSLTipText_llUnescapeURL">
string llUnescapeURL(string url)
Returns an unescaped/ unencoded version of url, replacing %20 with spaces etc.
	</string>
	<string name="LSLTipText_llMapDestination">
llMapDestination(string simname, vector pos, vector look_at)
Opens the World Map centered on the region simname with pos highlighted. (NOTE: look_at currently does nothing.)
Only works for scripts attached to avatar, or during touch events.
	</string>
	<string name="LSLTipText_llAddToLandBanList">
llAddToLandBanList(key avatar, float hours)
Adds avatar to the land ban list for hours, or indefinitely if hours is 0
	</string>
	<string name="LSLTipText_llRemoveFromLandPassList">
llRemoveFromLandPassList(key avatar)
Removes avatar from the land pass list
	</string>
	<string name="LSLTipText_llRemoveFromLandBanList">
llRemoveFromLandBanList(key avatar)
Removes avatar from the land ban list
	</string>
	<string name="LSLTipText_llSetCameraParams">
llSetCameraParams(list rules)
Sets multiple camera parameters at once.
List format is [ rule1, data1, rule2, data2 . . . rulen, datan ]
	</string>
	<string name="LSLTipText_llClearCameraParams">
llClearCameraParams()
Resets all camera parameters to default values and turns off scripted camera control
	</string>
	<string name="LSLTipText_llListStatistics">
float llListStatistics(integer operation, list src)
Performs statistical aggregate functions on list src using LIST_STAT_* operations
	</string>
	<string name="LSLTipText_llGetUnixTime">
integer llGetUnixTime()
Returns the number of seconds elapsed since 00:00 hours, Jan 1, 1970 UTC from the system clock
	</string>
	<string name="LSLTipText_llGetParcelFlags">
integer llGetParcelFlags(vector pos)
Returns a mask of the parcel flags (PARCEL_FLAG_*) for the parcel that includes the point pos
	</string>
	<string name="LSLTipText_llGetRegionFlags">
integer llGetRegionFlags()
Returns the region flags (REGION_FLAG_*) for the region the object is in
	</string>
	<string name="LSLTipText_llXorBase64StringsCorrect">
string llXorBase64StringsCorrect(string s1, string s2)
Correctly performs an exclusive or on two Base64 strings and returns a Base64 string.
s2 repeats if it is shorter than s1.
	</string>
	<string name="LSLTipText_llHTTPRequest">
llHTTPRequest(string url, list parameters, string body)
Sends an HTTP request to the specified url with the body of the request and parameters
	</string>
	<string name="LSLTipText_llResetLandBanList">
llResetLandBanList()
Removes all Residents from the land ban list
	</string>
	<string name="LSLTipText_llResetLandPassList">
llResetLandPassList()
Removes all Residents from the land access/pass list
	</string>
	<string name="LSLTipText_llGetObjectPrimCount">
integer llGetObjectPrimCount(key object_id)
Returns the total number of prims for an object in the region
	</string>
	<string name="LSLTipText_llGetParcelPrimOwners">
list llGetParcelPrimOwners(vector pos)
Returns a list of all Residents who own objects on the parcel at pos and with individual prim counts.
Requires owner-like permissions for the parcel.
	</string>
	<string name="LSLTipText_llGetParcelPrimCount">
integer llGetParcelPrimCount(vector pos, integer category, integer sim_wide)
Returns the number of prims on the parcel at pos of the given category.
Categories: PARCEL_COUNT_TOTAL, _OWNER, _GROUP, _OTHER, _SELECTED, _TEMP
	</string>
	<string name="LSLTipText_llGetParcelMaxPrims">
integer llGetParcelMaxPrims(vector pos, integer sim_wide)
Returns the maximum number of prims allowed on the parcel at pos
	</string>
	<string name="LSLTipText_llGetParcelDetails">
list llGetParcelDetails(vector pos, list params)
Returns the parcel details specified in params for the parcel at pos.
Params is one or more of: PARCEL_DETAILS_NAME, _DESC, _OWNER, _GROUP, _AREA, _ID, _SEE_AVATARS
	</string>
	<string name="LSLTipText_llSetLinkPrimitiveParams">
llSetLinkPrimitiveParams(integer linknumber, list rules)
Sets primitive parameters for linknumber based on rules
	</string>
	<string name="LSLTipText_llSetLinkTexture">
llSetLinkTexture(integer linknumber, string texture, integer face)
Sets the texture of face for a task that exists in the link chain at linknumber
	</string>
	<string name="LSLTipText_llStringTrim">
string llStringTrim(string src, integer trim_type)
Trims the leading and/or trailing white spaces from a string.
trim_type can be STRING_TRIM, STRING_TRIM_HEAD or STRING_TRIM_TAIL.
	</string>
	<string name="LSLTipText_llRegionSay">
llRegionSay(integer channel, string msg)
Broadcasts msg on channel (not 0) that can be heard anywhere in the region by a script listening on channel
	</string>
	<string name="LSLTipText_llGetObjectDetails">
list llGetObjectDetails(key id, list params)
Returns the object details specified in params for the object with key id.
Params are OBJECT_NAME, _DESC, _POS, _ROT, _VELOCITY, _OWNER, _GROUP, _CREATOR
	</string>
	<string name="LSLTipText_llSetClickAction">
llSetClickAction(integer action)
Sets the action performed when a prim is clicked upon
	</string>
	<string name="LSLTipText_llGetRegionAgentCount">
integer llGetRegionAgentCount()
Returns the number of avatars in the region
	</string>
	<string name="LSLTipText_llTextBox">
llTextBox(key avatar, string message, integer chat_channel)
Shows a dialog box on the avatar&apos;s screen with the message.
It contains a text box for input, and if entered that text is chatted on chat_channel.
	</string>
	<string name="LSLTipText_llGetAgentLanguage">
string llGetAgentLanguage(key avatar)
Returns the language code of the preferred interface language of the avatar
	</string>
	<string name="LSLTipText_llDetectedTouchUV">
vector llDetectedTouchUV(integer index)
Returns the u and v coordinates in the first two components of a vector, for the texture coordinates where the prim was touched in a triggered touch event
	</string>
	<string name="LSLTipText_llDetectedTouchFace">
integer llDetectedTouchFace(integer index)
Returns the index of the face where the avatar clicked in a triggered touch event
	</string>
	<string name="LSLTipText_llDetectedTouchPos">
vector llDetectedTouchPos(integer index)
Returns the position where the object was touched in a triggered touch event
	</string>
	<string name="LSLTipText_llDetectedTouchNormal">
vector llDetectedTouchNormal(integer index)
Returns the surface normal for a triggered touch event
	</string>
	<string name="LSLTipText_llDetectedTouchBinormal">
vector llDetectedTouchBinormal(integer index)
Returns the surface binormal for a triggered touch event
	</string>
	<string name="LSLTipText_llDetectedTouchST">
vector llDetectedTouchST(integer index)
Returns the s and t coordinates in the first two components of a vector, for the surface coordinates where the prim was touched in a triggered touch event
	</string>
	<string name="LSLTipText_llSHA1String">
string llSHA1String(string src)
Returns a string of 40 hex characters that is the SHA1 security Hash of src
	</string>
	<string name="LSLTipText_llGetFreeURLs">
integer llGetFreeURLs()
Returns the number of available URLs for the current script
	</string>
	<string name="LSLTipText_llRequestURL">
key llRequestURL()
Requests one HTTP:// url for use by this object.
An http_request event is triggered with the results.
	</string>
	<string name="LSLTipText_llRequestSecureURL">
key llRequestSecureURL()
Requests one HTTPS:// (SSL) url for use by this object.
An http_request event is triggered with the results.
	</string>
	<string name="LSLTipText_llReleaseURL">
llReleaseURL(string url)
Releases the specified URL, it will no longer be usable
	</string>
	<string name="LSLTipText_llHTTPResponse">
llHTTPResponse(key request_id, integer status, string body)
Responds to request_id with status and body
	</string>
	<string name="LSLTipText_llGetHTTPHeader">
string llGetHTTPHeader(key request_id, string header)
Returns the value for header for request_id
	</string>
	<string name="LSLTipText_llSetPrimMediaParams">
integer llSetPrimMediaParams(integer face, list params)
Sets the media params for a particular face on an object. If media is not already on this object, add it.
List is a set of name/value pairs in no particular order.  Params not specified are unchanged, or if new media is added then set to the default specified.
The possible names are below, along with the types of values and what they mean.
	</string>
	<string name="LSLTipText_llGetPrimMediaParams">
list llGetPrimMediaParams(integer face, list params)
Returns the media params for a particular face on an object, given the desired list of names, in the order requested.
(Returns an empty list if no media exists on the face.)
	</string>
	<string name="LSLTipText_llClearPrimMedia">
integer llClearPrimMedia(integer face)
Clears (deletes) the media and all params from the given face.
	</string>
	<string name="LSLTipText_llSetLinkPrimitiveParamsFast">
llSetLinkPrimitiveParamsFast(integer linknumber, list rules)
Set primitive parameters for linknumber based on rules with no built-in script sleep.
	</string>
	<string name="LSLTipText_llGetLinkPrimitiveParams">
list llGetLinkPrimitiveParams(integer linknumber,list rules)
Get primitive parameters for linknumber based on rules.
	</string>
	<string name="LSLTipText_llLinkParticleSystem">
list llLinkParticleSystem(integer linknumber, list rules)
Creates a particle system based on rules.  Empty list removes particle system from object.
List format is [ rule1, data1, rule2, data2 . . . rulen, datan ].
	</string>
	<string name="LSLTipText_llSetLinkTextureAnim">
llSetLinkTextureAnim(integer link, integer mode, integer face, integer sizex, integer sizey, float start, float length, float rate)
Animate the texture on the specified face/faces of the specified prim/prims by setting the texture scale and offset.
	</string>
	<string name="LSLTipText_llGetLinkNumberOfSides">
integer llGetLinkNumberOfSides(integer link)
Returns the number of sides of the specified linked prim.
	</string>
	<string name="LSLTipText_llGetUsername">
string llGetUsername(key id)
Returns the single-word username of an avatar, iff the avatar is in the current region, otherwise the empty string.
	</string>
	<string name="LSLTipText_llRequestUsername">
key llRequestUsername(key id)
Requests single-word username of an avatar.  When data is available the dataserver event will be raised.
	</string>
	<string name="LSLTipText_llGetDisplayName">
string llGetDisplayName(key id)
Returns the name of an avatar, if the avatar is in the current simulator, and the name has been cached, otherwise the same as llGetUsername. Use llRequestDisplayName if you absolutely must have the display name.
	</string>
	<string name="LSLTipText_llRequestDisplayName">
key llRequestDisplayName(key id)
Requests name of an avatar.  When data is available the dataserver event will be raised.
	</string>
	<string name="LSLTipText_llGetEnv">
string llGetEnv(string name)
Returns a string with the requested data about the region
	</string>
	<string name="LSLTipText_llCastRay">
list llCastRay(vector start, vector end, list params)
Returns a list consisting of the following three values for each hit: UUID, Link number, Hit position.
	</string>
	<string name="LSLTipText_llRegionSayTo">
llRegionSayTo(key target, integer channel, string msg)
Sends msg on channel (not DEBUG_CHANNEL) directly to prim or avatar target anywhere within the region.
	</string>
	<string name="LSLTipText_llGetSPMaxMemory">
integer llGetSPMaxMemory()
Returns the maximum used memory for the current script. Only valid after using PROFILE_SCRIPT_MEMORY. Non-mono scripts always use 16k.
	</string>
	<string name="LSLTipText_llGetUsedMemory">
integer llGetUsedMemory()
Returns the current used memory for the current script. Non-mono scripts always use 16k.
	</string>
	<string name="LSLTipText_llScriptProfiler">
llScriptProfiler(integer flags)
Enables or disables script profiling options. Currently only supports PROFILE_SCRIPT_MEMORY (mono only) and PROFILE_NONE.
MAY SIGNIFICANTLY REDUCE SCRIPT PERFORMANCE!
	</string>
	<string name="LSLTipText_llSetMemoryLimit">
integer llSetMemoryLimit(integer limit)
Request limit bytes to be reserved for this script.
Returns a success/failure flag (STATUS_OK when sucessful, another of the STATUS_* flags on failure) for whether the memory limit was set.
Only relevant for Mono-compiled scripts.
	</string>
	<string name="LSLTipText_llGetMemoryLimit">
integer llGetMemoryLimit()
Get the maximum memory a script can use.
Returns the integer amount of memory the script can use in bytes.
	</string>
	<string name="LSLTipText_llSetLinkMedia">
llSetLinkMedia(integer link, integer face, list params)
Set the media params for a particular face on linked prim.  List is a set of name/value pairs (in no particular order). The possible names are below, along with the types of values and what they mean.  If media is not already on this object, add it. Params not specified are unchanged, or if new media is added set to the default specified.
	</string>
	<string name="LSLTipText_llGetLinkMedia">
list llGetLinkMedia(integer link, integer face, list params)
Get the media params for a particular face on linked prim, given the desired list of names. Returns a list of values in the order requested.  Returns an empty list if no media exists on the face.
	</string>
	<string name="LSLTipText_llClearLinkMedia">
integer llClearLinkMedia(integer link, integer face)
Clears (deletes) the media and all params from the given face on linked prim(s).
	</string>
	<string name="LSLTipText_llSetContentType">
llSetContentType(key id, integer content_type)
Set the Internet media type of an LSL HTTP server response.
content_type may be one of CONTENT_TYPE_TEXT (default) "text/plain", or CONTENT_TYPE_HTML "text/html", only valid for embedded browsers on content owned by the person viewing. Falls back to "text/plain" otherwise.
	</string>
	<string name="LSLTipText_llLinkSitTarget">
llLinkSitTarget(integer link, vector offset, rotation rot)
Set the sit location for the linked prim(s). The sit location is relative to the prim's position and rotation.
	</string>
	<string name="LSLTipText_llAvatarOnLinkSitTarget">
key llAvatarOnLinkSitTarget(integer link)
If an avatar is sitting on the sit target, return the avatar&apos;s key, NULL_KEY otherwise
	</string>
	<string name="LSLTipText_llSetLinkCamera">
llSetLinkCamera(integer link, vector eye, vector at)
Sets the camera eye offset, and the offset that camera is looking at, for avatars that sit on the linked prim.
The two vector parameters are offsets relative to the object's center and expressed in local coordinates.
	</string>
	<string name="LSLTipText_llSetVelocity">
llSetVelocity(vector velocity, integer local)
Sets an objects velocity, in local coords if local == TRUE (if the script is physical)
	</string>
	<string name="LSLTipText_llSetAngularVelocity">
llSetAngularVelocity(vector angular_velocity, integer local)
Sets an objects angular velocity, in local coords if local == TRUE (if the script is physical)
	</string>
	<string name="LSLTipText_llSetPhysicsMaterial">
llSetPhysicsMaterial(integer flags, float gravity_multiplier, float restitution, float friction, float density )
Sets the requested attributes of the root object&apos;s physics material.
	</string>
	<string name="LSLTipText_llGetPhysicsMaterial">
llGetPhysicsMaterial() returns the gravity multiplier, restitution, friction, and density of the linkset as a list in that order.
	</string>
	<string name="LSLTipText_llGetMassMKS">
llGetMassMKS() returns the mass of the linkset in kilograms.
	</string>
	<string name="LSLTipText_llGenerateKey">
key llGenerateKey()
Return a unique generated key
	</string>
	<string name="LSLTipText_llSetKeyframedMotion">
llSetKeyframedMotion(list keyframes, list options)
Requests that a nonphysical object be keyframed according to keyframe list.
	</string>
	<string name="LSLTipText_llTransferLindenDollars">
key llTransferLindenDollars(key destination, integer amount)
Transfer amount of linden dollars ([CURRENCY]) from script owner to destination. Returns a key to a corresponding transaction_result event for the success of the transfer.
	</string>
	<string name="LSLTipText_llGetParcelMusicURL">
string llGetParcelMusicURL()
Gets the streaming audio URL for the parcel of land on which the object is located.
	</string>
	<string name="LSLTipText_llSetRegionPos">
integer llSetRegionPos(vector pos)
Sets the position anywhere within the region (if the object isn&apos;t physical)
	</string>
	<string name="LSLTipText_llNavigateTo">
llNavigateTo(vector point, list options)
For AI Character: Navigate to destination.
	</string>
	<string name="LSLTipText_llCreateCharacter">
llCreateCharacter(list options)
Convert linkset to AI Character which can navigate the world.
	</string>
	<string name="LSLTipText_llPursue">
llPursue(key target, list options)
For AI Character: Chase after a target.
	</string>
	<string name="LSLTipText_llWanderWithin">
llWanderWithin(vector center, vector dist, list options)
For AI Character: Wander within a specified volume.
	</string>
	<string name="LSLTipText_llFleeFrom">
llFleeFrom(vector source, float radius, list options)
For AI Character: Flee from a point.
	</string>
	<string name="LSLTipText_llPatrolPoints">
llPatrolPoints(list points, list options)
For AI Character: Patrol a list of points.
	</string>
	<string name="LSLTipText_llExecCharacterCmd">
llExecCharacterCmd(integer cmd, list options)
For AI Character: Execute a character command.
	</string>
	<string name="LSLTipText_llDeleteCharacter">
llDeleteCharacter()
Convert linkset from AI Character to Physics object.
	</string>
	<string name="LSLTipText_llUpdateCharacter">
llUpdateCharacter(list options)
Change the AI Character&apos;s settings.
	</string>
	<string name="LSLTipText_llEvade">
llEvade(key target, list options)
For AI Character: Evade a specified target.
	</string>
	<string name="LSLTipText_llGetClosestNavPoint">
list llGetClosestNavPoint(vector point, list options)
For AI Character: Get the closest navigable point to the point provided.
	</string>
	<string name="LSLTipText_llGetStaticPath">
list llGetStaticPath(vector start, vector end, float radius, list params)
Returns a list of position vectors indicating pathfinding waypoints between positions at start and end, for a character of a given radius. The waypoints this function returns are for the 'static' nav mesh, meaning that dynamic objects are ignored.
	</string>
<!-- Not in LL list yes -->
	<string name="LSLTipText_llManageEstateAccess" translate="false">
integer llManageEstateAccess(integer action, key id)
To add or remove agents from the estate's agent access or ban lists or groups from the estate's group access list.
Only works for objects owned by the Estate Owner or an Estate Manager.
Returns TRUE if successful and FALSE if throttled, on invalid action, on invalid or null id, or if object owner is not allowed to manage the estate.
'action' can be any of: ESTATE_ACCESS_ALLOWED_[AGENT/GROUP]_[ADD/REMOVE] or ESTATE_ACCESS_BANNED_AGENT_[ADD/REMOVE]
	</string>
	<string name="LSLTipText_llGetAgentList" translate="false">
list llGetAgentList(integer scope, list options)
Requests a list of agents currently in the region, limited by the scope parameter.
	</string>
	<string name="LSLTipText_llAttachToAvatarTemp" translate="false">
llAttachToAvatarTemp(integer attach_point)
Attaches the object to the avatar who has granted permission to the script, with the exception that the object will not create new inventory for the user, and will disappear on detach or disconnect.
	</string>
	<string name="LSLTipText_llTeleportAgent" translate="false">
llTeleportAgent(key avatar, string landmark, vector position, vector look_at)
Requests a teleport of avatar to a landmark stored in the object's inventory. If no landmark is provided (an empty string), the avatar is teleported to the location position in the current region. In either case, the avatar is turned to face the position given by look_at in local coordinates.
	</string>
	<string name="LSLTipText_llTeleportAgentGlobalCoords" translate="false">
llTeleportAgentGlobalCoords(key agent, vector global_coordinates, vector region_coordinates, vector look_at)
Teleports an agent to set of a region_coordinates within a region at the specified global_coordinates. The agent lands facing the position defined by look_at local coordinates.
A region's global coordinates can be retrieved using llRequestSimulatorData(region_name, DATA_SIM_POS)
	</string>
	<string name="LSLTipText_llGetSimStats" translate="false">
float llGetSimStats(integer stat_type)
Returns the value of a particular simulator statistic.
	</string>
	<string name="LSLTipText_llSetAnimationOverride">
llSetAnimationOverride(string anim_state, string anim)
Set the animation (anim) that will play for the given animation state (anim_state).
	</string>
	<string name="LSLTipText_llGetAnimationOverride">
string llGetAnimationOverride(string anim_state)
Returns a string that is the name of the animation that is being used for the specified animation state (anim_state).
	</string>
	<string name="LSLTipText_llResetAnimationOverride">
llResetAnimationOverride(string anim_state)
Resets the animation override of the specified animation state (anim_state) to the corresponding default value.
	</string>
	<string name="LSLTipText_llJson2List" translate="false">
list llJson2List(string json)
Converts the top level of the json string to a list.
	</string>
	<string name="LSLTipText_llList2Json" translate="false">
string llList2Json(string type, list values)
Converts either a strided list of key:value pairs to a JSON_OBJECT or a list of values to a JSON_ARRAY
	</string>
	<string name="LSLTipText_llJsonGetValue" translate="false">
string llJsonGetValue(string json, list specifiers)
Gets the value indicated by specifiers from the json string.
	</string>
	<string name="LSLTipText_llJsonSetValue" translate="false">
string llJsonSetValue(string json, list specifiers, string value)
Returns a new json string that is the json given with the value indicated by specifiers set to value.
	</string>
  <string name="LSLTipText_llJsonValueType" translate="false">
string llJsonValueType(string json, list specifiers)
Returns the type constant for the value in json indicated by specifiers.
  </string>
	<string name="LSLTipText_llReturnObjectsByID" translate="false">
integer llReturnObjectsByID(list objects)
Returns a list of objects by their IDs or an ERR_* flag.
  </string>
  <string name="LSLTipText_llReturnObjectsByOwner" translate="false">
integer llReturnObjectsByOwner(key owner, integer scope)
Returns all objects of a particular owner in the given scope or an ERR_* flag.
  </string>
  <string name="LSLTipText_llXorBase64" translate="false">
string llXorBase64(string str1, string str2)
Returns a string that is a Base64 XOR of Base64-formatted input strings.
  </string>
  <string name="LSLTipText_llScaleByFactor" translate="false">
integer llScaleByFactor(float scaling_factor)
Returns a string that is a Base64 XOR of Base64-formatted input strings.
Uniformly resizes the linkset by the given multiplicative scale factor (e.g. 2.0 to double the scale in all dimensions)
Returns TRUE if rescaling was successful or FALSE otherwise
This function only succeeds in non-physical objects
  </string>
  <string name="LSLTipText_llGetMinScaleFactor" translate="false">
float llGetMinScaleFactor()
Returns the minimum multiplicative scale factor which can be used by llScaleByFactor(); i.e. such that every prim in the linkset is &gt;=1cm in scale
  </string>
  <string name="LSLTipText_llGetMaxScaleFactor" translate="false">
float llGetMaxScaleFactor()
Returns the maximum multiplicative scale factor which can be used by llScaleByFactor(); i.e. such that every prim in the linkset is &lt;=64m and the resulting linkset meets the linkability requirements
  </string>
  <string name="LSLTipText_llAgentInExperience" translate="false">
integer llAgentInExperience(key agent)
Returns a boolean (an integer) that is TRUE if the agent is in the experience and the experience can run in the current region.
  </string>
  <string name="LSLTipText_llGetExperienceDetails" translate="false">
list llGetExperienceDetails(key experience_id)
Returns a list of details about the experience. This list has 5 components: [string experience_name, key owner_id, key group_id, key experience_id, integer state, string state_message]

If experience_id is NULL_KEY, then information about the script's experience is returned. In this situation, if the script isn't associated with an experience, an empty list is returned.
  </string>
  <string name="LSLTipText_llRequestExperiencePermissions" translate="false">
llRequestExperiencePermissions(key agent, string name)
agent is the agent to request permissions from; name is deprecated.
This request is similar to llRequestPermissions with all the following permissions: PERMISSION_TAKE_CONTROLS, PERMISSION_TRIGGER_ANIMATION, PERMISSION_ATTACH, PERMISSION_TRACK_CAMERA, PERMISSION_CONTROL_CAMERA and PERMISSION_TELEPORT. However, unlike llRequestPermissions, the decision to allow or block the request is persistent and applies to all scripts using the experience grid-wide. 

Subsequent calls to llRequestExperiencePermissions from scripts in the experience will receive the same response automatically with no user interaction. 

Either experience_permissions or experience_permissions_denied will be generated in response to this call. If no response is given by the agent, the request will time out after at least 5 minutes. Multiple requests by the same script can be made during this time out though the script can only have permission for one agent at a time. 
  </string>
  <string name="LSLTipText_llReadKeyValue" translate="false">
key llReadKeyValue(string k)
Start an asynchronous transaction to read the value associated with the specified key and the specified experience.
Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed and the results.
  </string>
  <string name="LSLTipText_llCreateKeyValue" translate="false">
key llCreateKeyValue(string k, string v)
Start an asynchronous transaction to create a key-value pair associated with the given experience key using the given key and value.
v is the value for the key-value pair. Maximum 2047 characters, or 4095 if using Mono.

Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed.
  </string>
  <string name="LSLTipText_llUpdateKeyValue" translate="false">
key llUpdateKeyValue(string k, string v, integer checked, string original_value)
Start an asynchronous transaction to update a key-value pair associated with the given experience key with the given key and value.
If checked is TRUE, the update will only happen if original_value is the value in the key-value store.

Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed and the results.
  </string>
  <string name="LSLTipText_llDeleteKeyValue" translate="false">
key llDeleteKeyValue(string k)
Start an asynchronous transaction to delete a key-value pair associated with the given experience key with the given key.
Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed and the results.
  </string>
  <string name="LSLTipText_llDataSizeKeyValue" translate="false">
key llDataSizeKeyValue()
Start an asynchronous transaction to request the used and total amount of data allocated for the experience.

Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed and the results.
  </string>
  <string name="LSLTipText_llKeysKeyValue" translate="false">
key llKeysKeyValue(integer first, integer count)
Start an asynchronous transaction to request a number of keys.
first is a zero-based index.

Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed.
This function will attempt to retrieve the number of keys requested but may return less if there are not enough to fulfill the full amount requested or if the list is too large. The order keys are returned is not guaranteed but is stable between subsequent calls as long as no keys are added or removed.
  </string>
  <string name="LSLTipText_llKeyCountKeyValue" translate="false">
key llKeyCountKeyValue()
Start an asynchronous transaction to request the number of keys in the system.

Returns a handle (a key) that can be used to identify the corresponding dataserver event to determine if this command succeeded or failed and the results.
  </string>
  <string name="LSLTipText_llGetExperienceErrorMessage" translate="false">
string llGetExperienceErrorMessage(integer error)
Returns a string describing the Experience LSL error constant passed or the string corresponding to error. Returns XP_ERROR_UNKNOWN_ERROR if the error is not a valid error code.
  </string>
<!-- GOD FUNCTIONS -->
	<string name="LSLTipText_llGodLikeRezObject">
llGodLikeRezObject( key inventory, vector pos )
Rez directly off of UUID if owner has god-bit set.
(Requires god mode)
	</string>
	<string name="LSLTipText_llSetInventoryPermMask">
llSetInventoryPermMask( string item, integer mask, integer value )
Sets the given permission mask to the new value on the inventory item.
(Requires god mode)
	</string>
	<string name="LSLTipText_llSetObjectPermMask">
llSetObjectPermMask( integer mask, integer value )
Sets the given permission mask to the new value on the root object the task is attached to.
(Requires god mode)
	</string>

<!-- 
    Please keep LL-LSL above this section
    ** DATA SOURCES **
       OpenSim OS Functions:      \OpenSim\Region\ScriptEngine\Shared\Api\Interface\IOSSL_Api.cs
       WhiteCore AA Functions:    \WhiteCore\ScriptEngine\DotNetEngine\APIs\AA\AA_API.cs
       WhiteCore BOT Functions:   \WhiteCore\BotManager\Bot_API.cs
-->

	<string name="LSLTipText_osSetDynamicTextureURL">
osSetDynamicTextureURL(key dynamicID, string contentType, string url, string extraParams, integer timer )
Renders a web texture on the prim containing the script, and returns the UUID of the newly created texture.
	</string>
	<string name="LSLTipText_osSetDynamicTextureURLBlend">
osSetDynamicTextureURLBlend(key dynamicID, string contentType, string url, string extraParams, integer timer, integer alpha)
Allows for two dynamic textures to blend on the prim containing this script.
	</string>
	<string name="LSLTipText_osSetDynamicTextureURLBlendFace">
osSetDynamicTextureURLBlendFace(key dynamicID, string contentType, string url, string extraParams, integer blend, integer disp, integer timer, integer alpha, integer face)
Loads a web texture on a prim.
	</string>
	<string name="LSLTipText_osSetDynamicTextureData">
osSetDynamicTextureData(key dynamicID, string contentType, string data, string extraParams, integer timer)
Writes text and vector graphics onto a prim face.
	</string>
	<string name="LSLTipText_osSetDynamicTextureDataBlend">
osSetDynamicTextureDataBlend(key dynamicID, string contentType, string data, string extraParams, integer timer, integer alpha)
Allows for two dynamic textures to blend on the prim containing this script.
	</string>
	<string name="LSLTipText_osSetDynamicTextureDataBlendFace">
osSetDynamicTextureDataBlendFace(key dynamicID, string contentType, string data, string extraParams, integer blend, integer disp, integer timer, integer alpha, integer face)
Allows for two dynamic textures to blend on the specified face of the prim containing this script.
	</string>
	<string name="LSLTipText_osGetTerrainHeight">
osGetTerrainHeight(integer x, integer y)
Returns current terrain height as float at the given coordinates.
	</string>
	<string name="LSLTipText_osSetTerrainHeight">
osSetTerrainHeight(integer x, integer y, float val)
Sets terrain height at the given coordinates. Use osTerrainFlush() afterwards.
	</string>
	<string name="LSLTipText_osTerrainFlush">
osTerrainFlush()
Updates terrain data. Call this after you are done using osTerrainSetHeight.
	</string>
	<string name="LSLTipText_osRegionRestart">
osRegionRestart(float seconds)
Restart the current region in the specified number of seconds from now.
	</string>
	<string name="LSLTipText_osRegionNotice">
osRegionNotice(string msg)
Broadcasts a notification message to all agents on the current region.
	</string>
	<string name="LSLTipText_osConsoleCommand">
osConsoleCommand(string command)
Issues commands directly to the OpenSim server console.
	</string>
	<string name="LSLTipText_osSetParcelMediaURL">
osSetParcelMediaURL(string url)
Sets parcel media URL.
	</string>
	<string name="LSLTipText_osSetPrimFloatOnWater">
osSetPrimFloatOnWater(integer floatYN)
Make physical prims float at the water level, TRUE or FALSE.
	</string>
	<string name="LSLTipText_osSetParcelSIPAddress">
osSetParcelSIPAddress(string SIPAddress)
Sets parcel SIP Address for Voice.
	</string>
	<string name="LSLTipText_osGetAgentIP">
osGetAgentIP(key agent)
Returns the Avatars IP Address as a string.	Allows in-world tools be used to coordinate out of world network services that need access to client IP addresses.
Should *ONLY* be used by Region Server Owner.
	</string>
	<string name="LSLTipText_osGetAgents">
osGetAgents()
Returns a list of all avatars in the region in which the script is running.
	</string>
	<string name="LSLTipText_osTeleportAgent">
    POLYMORPHIC COMMAND
osTeleportAgent(key agent, integer regionX, integer regionY, vector position, vector lookat)
osTeleportAgent(key agent, string regionName, vector position, vector lookat)
osTeleportAgent(key agent, vector position, vector lookat)

Teleports the specified agent to a specified location in the region, the grid, or the hypergrid.
	</string>
	<string name="LSLTipText_osTeleportOwner">
    POLYMORPHIC COMMAND
osTeleportOwner(integer regionX, integer regionY, vector position, vector lookat)
osTeleportOwner(string regionName, vector position, vector lookat)
osTeleportOwner(vector position, vector lookat)

Teleports the owner of the object that holds the script to a specified location in the region, the grid, or the hypergrid.
	</string>
	<string name="LSLTipText_osAvatarPlayAnimation">
osAvatarPlayAnimation(key UUID, string animation)
Triggers animations contained within the same prim as the script. Does not need the target avatar's permission.
	</string>
	<string name="LSLTipText_osAvatarStopAnimation">
osAvatarStopAnimation(key UUID, string animation)
Stops specified animation on the specified avatar.
	</string>
	<string name="LSLTipText_osMovePen">
osMovePen(string drawList, integer x, integer y)
Moves the pen's location to the coordinates specified by the x and y parameters, without drawing anything.
	</string>
	<string name="LSLTipText_osDrawLine">
    POLYMORPHIC COMMAND
osDrawLine(string drawList, integer startX, integer startY, integer endX, integer endY)
osDrawLine(string drawList, integer endX, integer endY)
Draws a line on a dynamic texture.
	</string>
	<string name="LSLTipText_osDrawText">
osDrawText(string drawList, string text)
Renders text on a dynamic texture.
	</string>
	<string name="LSLTipText_osDrawEllipse">
osDrawEllipse(string drawList, integer width, integer height)
Draws an ellipse on a dynamic texture.
	</string>
	<string name="LSLTipText_osDrawRectangle">
osDrawRectangle(string drawList, integer width, integer height)
Draws a rectangle on a dynamic texture.
	</string>
	<string name="LSLTipText_osDrawFilledRectangle">
osDrawFilledRectangle(string drawList, integer width, integer height)
Draws a rectangle on a dynamic texture, and fills it with the current pen color.
	</string>
	<string name="LSLTipText_osDrawPolygon">
osDrawPolygon (string drawList, list x, list y)
Draws a polygon on a dynamic texture.
	</string>
	<string name="LSLTipText_osDrawFilledPolygon">
osDrawFilledPolygon (string drawList, list x, list y)
Draws a polygon on a dynamic texture, and fills it with the current pen color.
	</string>
	<string name="LSLTipText_osSetFontName">
osSetFontName(string drawList, string fontName)
Sets current font to be used by osDrawText. Font must exist on region server to display.
	</string>
	<string name="LSLTipText_osSetFontSize">
osSetFontSize(string drawList, integer fontSize)
Sets the font size to be used in osDrawText.
	</string>
	<string name="LSLTipText_osSetPenSize">
osSetPenSize(string drawList, integer penSize)
Sets the pen size (line thickness) that is to be used when drawing dynamic textures.
	</string>
	<string name="LSLTipText_osSetPenColor">
osSetPenColor(string drawList, string color)
Sets the pen color that is to be used when drawing dynamic textures.
	</string>
	<string name="LSLTipText_osSetPenCap">
osSetPenCap(string drawList, string direction, string type)
Apply a shape on the end of a line. This allows using arrow, diamond, round and flat caps.
	</string>
	<string name="LSLTipText_osDrawImage">
osDrawImage(string drawList, integer width, integer height, string imageUrl)
Retrieves an image specified by the imageUrl parameter and draws it at the specified height and width.
	</string>
	<string name="LSLTipText_osGetDrawStringSize">
vector osGetDrawStringSize(string contentType, string text, string fontName, integer fontSize)
Returns a vector containing the horizontal and vertical dimensions in pixels of the specified text.
	</string>
	<string name="LSLTipText_osSetStateEvents">
osSetStateEvents(integer events)
Used in the past as a workaround for a bug with Opensim, which has long since been fixed.
	</string>
	<string name="LSLTipText_osList2Double">
double osList2Double(list src, integer index)
Returns double-precision value from src at index.
	</string>
	<string name="LSLTipText_osSetRegionWaterHeight">
osSetRegionWaterHeight(float height)
Adjusts water height on region.
	</string>
	<string name="LSLTipText_osSetRegionSunSettings">
osSetRegionSunSettings(integer useEstateSun, integer sunFixed, float sunHour)
Changes the estate sun settings, then triggers a sun update
'sunFixed' TRUE to keep the sun stationary, FALSE to use global time
'sunHour' The sun hour that is desired, 0...24, 0 is sunrise.
	</string>
	<string name="LSLTipText_osSetEstateSunSettings">
osSetEstateSunSettings(integer sunFixed, float sunHour)
sunFixed = TRUE or FALSE, sunHour = 00.00 to 24.00.
	</string>
	<string name="LSLTipText_osGetCurrentSunHour">
float osGetCurrentSunHour()
Returns float value of current sun hour 0...24 0 is sunrise.
	</string>
	<string name="LSLTipText_osGetSunParam">
float osGetSunParam(string param)
Returns current float values for param, where param = day_length, year_length, day_night_offset, update_interval.
	</string>
	<string name="LSLTipText_osSetSunParam">
osSetSunParam(string param, float value)
Sets region's sun parameters, where param = day_length, year_length, day_night_offset, update_interval.
	</string>
	<string name="LSLTipText_osWindActiveModelPluginName">
string osWindActiveModelPluginName()
Returns the current working wind module installed
These are SimpleRandomWind or ConfigurableWind.
	</string>
	<string name="LSLTipText_osSetWindParam">
osSetWindParam(string plugin, string param, float value)
Sets value of param for plugin.  SimpleRandomWind plugin param = strength.
ConfigurableWind plugin params = avgStrength, avgDirection, varStrength, varDirection, rateChange.
	</string>
	<string name="LSLTipText_osGetWindParam">
float osGetWindParam(string plugin, string param)
Returns float value of param for plugin.  SimpleRandomWind plugin param = strength.
ConfigurableWind plugin params = avgStrength, avgDirection, varStrength, varDirection, rateChange.
	</string>
	<string name="LSLTipText_osParcelJoin">
osParcelJoin(vector start, vector end)
Where start = top corner, end = bottom corner.
Subdivides from start vector to end vector.  Z is ignored but must exist in syntax
	</string>
	<string name="LSLTipText_osParcelSubdivide">
osParcelSubdivide(vector start, vector end)
Where start = top corner, end = bottom corner.
Subdivides from start vector to end vector.  Z is ignored but must exist in syntax
	</string>
	<string name="LSLTipText_osSetParcelDetails">
osSetParcelDetails(vector pos, list rules)
Set parcel details at position x,y,x.
Rules = PARCEL_DETAILS_NAME, PARCEL_DETAILS_DESC, PARCEL_DETAILS_OWNER, PARCEL_DETAILS_GROUP
	</string>
	<string name="LSLTipText_osGetScriptEngineName">
string osGetScriptEngineName()
Returns the name of the script engine which is currently enabled on the server.
	</string>
	<string name="LSLTipText_osGetSimulatorVersion">
string osGetSimulatorVersion()
Returns current server version information as a string.
	</string>
	<string name="LSLTipText_osParseJSON">
string osParseJSON(string JSON)
Returns a deserialized JSON.
	</string>
	<string name="LSLTipText_osParseJSONNew">
string osParseJSON(string JSON)
Returns a deserialized JSON object.
	</string>
	<string name="LSLTipText_osMessageObject">
osMessageObject(key UUID, string message)
Sends string to object identified by UUID.
Receiving object requires a dataserver(key queryid, string data) in a contained script(s).
The queryid passed will be the id of the calling object.
	</string>
	<string name="LSLTipText_osMakeNotecard">
osMakeNotecard(string notecardName, list contents)
Write a Notecard contained in Prim with contents of list.
	</string>
	<string name="LSLTipText_osGetNotecardLine">
string osGetNotecardLine(string name, integer line)
Reads the requested notecard line and return its data as a string.
	</string>
	<string name="LSLTipText_osGetNotecard">
string osGetNotecard(string name)
Reads the entire notecard and return its data as a string.
	</string>
	<string name="LSLTipText_osGetNumberOfNotecardLines">
integer osGetNumberOfNotecardLines(string name)
Returns total number of lines in a notecard.
	</string>
	<string name="LSLTipText_osAvatarName2Key">
key osAvatarName2Key(string firstname, string lastname)
Returns the avatar's UUID from their firstname, lastname.
	</string>
	<string name="LSLTipText_osKey2Name">
string osKey2Name(key UUID)
Returns avatar name from their UUID key.
	</string>
	<string name="LSLTipText_osGetGridNick">
string osGetGridNick()
Returns the grid's nickname.
	</string>
	<string name="LSLTipText_osGetGridName">
string osGetGridName()
Returns the grid's name.
	</string>
	<string name="LSLTipText_osGetGridLoginURI">
string osGetGridLoginURI()
Returns the grid's LoginURI.
	</string>
	<string name="LSLTipText_osGetGridHomeURI">
string osGetGridHomeURI()
Returns the current grid URI.
	</string>
	<string name="LSLTipText_osGetGridCustom">
string osGetGridCustom(string key)
Returns the grid's Grid Info.
	</string>
	<string name="LSLTipText_osFormatString">
string osFormatString(string to_format, list strings)
Returns string. OsFormatString("My name is {0}, I'm located in {1}”, [llGetObjectName(), llGetRegionName()])
Where {num} parameters must be incremented for each list item, starting at zero, surrounded by curly brackets.
	</string>
	<string name="LSLTipText_osMatchString">
list osMatchString(string src, string pattern, integer start)
Returns list of matches for the pattern and its components inside the source string. The pattern is a regular expression.
Each match in the result is the string that matched and its position in the source.
	</string>
	<string name="LSLTipText_osReplaceString">
string osReplaceString(string src, string pattern, string replace, integer count, integer start)
Returns new string with replacements completed.
	</string>
	<string name="LSLTipText_osLoadedCreationDate">
string osLoadedCreationDate()
Returns Creation Date from meta data of OAR.
	</string>
	<string name="LSLTipText_osLoadedCreationTime">
string osLoadedCreationTime()
Returns Creation Time from meta data of OAR.
	</string>
	<string name="LSLTipText_osLoadedCreationID">
string osLoadedCreationID()
Returns creation ID from meta data of OAR. Can not be used to identify a machine.
	</string>
	<string name="LSLTipText_osGetLinkPrimitiveParams">
list osGetLinkPrimitiveParams(integer linknumber, list rules)
Returns prim params for the linkset prims specified by linknum.
If using linkset constants (e.g. LINK_SET, LINK_ALL_CHILDREN, etc), the requested params of each relevant prim are concatenated to the end of the list.
Otherwise, usage is identical to llGetPrimitiveParams().
	</string>
	<string name="LSLTipText_osIsNpc">
key osIsNpc(key NPC)
Returns TRUE if 'key' is an NPC (non-player-character).
	</string>
  <string name="LSLTipText_osNpcCreate">
    POLYMORPHIC
osNpcCreate(string firstname, string lastname, vector position, string notecard)
osNpcCreate(string firstname, string lastname, vector position, string notecard, integer options)
Creates an NPC (Non Player Character) clone named firstname lastname at position from a notecard containing the specifications.
	</string>
	<string name="LSLTipText_osNpcSaveAppearance">
osNpcSaveAppearance(key npc, string notecard)
Save NPC's current body part, clothing and attachments data to notecard in prim inventory.
The avatar must be present in the region when this function is invoked.
The baked textures for the avatar (necessary to recreate appearance) are saved permanently.)
	</string>
	<string name="LSLTipText_osNpcLoadAppearance">
osNpcLoadAppearance(key npc, string notecard)
Load NPC appearance from notecard.
This notecard must contain appearance data created with the save appearance function.
	</string>
	<string name="LSLTipText_osNpcGetPos">
vector osNpcGetPos(key npc)
Returns current position vector of the NPC.
	</string>
	<string name="LSLTipText_osNpcMoveTo">
osNpcMoveTo(key npc, vector position)
Moves an NPC to a location within the region.
	</string>
	<string name="LSLTipText_osNpcMoveToTarget">
osNpcMoveToTarget(key npc, vector target, integer options)
Moves NPC to given target over time.
Options = OS_NPC_FLY, OS_NPC_NO_FLY, OS_NPC_LAND_AT_TARGET, OS_NPC_RUNNING 
	</string>
	<string name="LSLTipText_osNpcGetOwner">
rotation osNpcGetOwner(key npc)
Returns the NPC owner UUID.
	</string>
	<string name="LSLTipText_osNpcGetRot">
rotation osNpcGetRot(key npc)
Gets the rotation of the avatar. Only the rotation around the Z plane in Euler rotation (horizontal rotation) has any meaning.
	</string>
	<string name="LSLTipText_osNpcSetRot">
osNpcSetRot(key npc, rotation rot)
Set the rotation of the NPC. Only setting the rotation in the Z plane in Euler rotation will have any meaningful effect (turning NPC facing direction).
Setting X or Y Euler values will result in the avatar rotating in an undefined manner.
	</string>
	<string name="LSLTipText_osNpcStopMoveToTarget">
osNpcStopMoveToTarget(key npc)
Stop a current move to a target.
	</string>
	<string name="LSLTipText_osNpcSay">
osNpcSay(key npc, string message)
Makes an NPC say something.
	</string>
	<string name="LSLTipText_osNpcSit">
osNpcSit(key npc, key primkey, integer options)
Makes NPC sit on prim/item.
	</string>
	<string name="LSLTipText_osNpcStand">
osNpcStand(key npc)
Makes NPC identified by UUID to stand.
	</string>
	<string name="LSLTipText_osNpcRemove">
osNpcRemove(key npc)
Removes an NPC.
	</string>
	<string name="LSLTipText_osNpcPlayAnimation">
osNpcPlayAnimation(key npc, string animation)
Makes NPC identified by key npc to play animation.
	</string>
	<string name="LSLTipText_osNpcStopAnimation">
osNpcStopAnimation(key npc, string animation)
Makes NPC identified by key npc stop playing animation.
	</string>
	<string name="LSLTipText_osOwnerSaveAppearance">
osOwnerSaveAppearance(string notecard)
Save Owner's current body part, clothing and attachments data to notecard in prim inventory.
The avatar must be present in the region when this function is invoked.
The baked textures for the avatar (necessary to recreate appearance) are saved permanently.)
	</string>
	<string name="LSLTipText_osAgentSaveAppearance">
osAgentSaveAppearance(key agentId, string notecard)
Save an Avatar's current body part, clothing and attachments data to specified notecard in prim inventory.
The avatar must be present in the region when this function is invoked.
The baked textures for the avatar (necessary to recreate appearance) are saved permanently.)
	</string>
	<string name="LSLTipText_osGetMapTexture">
key osGetMapTexture()
Returns the map texture UUID of current region.
	</string>
	<string name="LSLTipText_osGetRegionMapTexture">
key osGetRegionMapTexture(string regionName)
Returns the map texture UUID for the regionName requested.
	</string>
	<string name="LSLTipText_osGetRegionStats">
list osGetRegionStats()
Returns a list of float values representing a number of region statistics (21 of the values shown in the statistics bar of LL-based clients).
	</string>
	<string name="LSLTipText_osGetSimulatorMemory">
integer osGetSimulatorMemory()
Returns integer of current memory used by simulator instance.
	</string>
	<string name="LSLTipText_osKickAvatar">
osKickAvatar(string FirstName, string LastName, string alert)
Kicks avatar from region with an alert message.
	</string>
	<string name="LSLTipText_osSetSpeed">
osSetSpeed(key UUID, float SpeedModifier)
Multiplies the normal running, walking, and flying speed of the specified avatar.
	</string>
	<string name="LSLTipText_osCauseHealing">
osCauseHealing(key UUID, float healing)
Causes healing to specified avatar.
	</string>
	<string name="LSLTipText_osCauseDamage">
osCauseDamage(key UUID, float damage)
Causes damage to specified avatar.  Region must be damage enabled.
	</string>
	<string name="LSLTipText_osGetPrimitiveParams">
list osGetPrimitiveParams(key prim, list rules)
Gets the parameters of the primitive, specified by key.
	</string>
	<string name="LSLTipText_osSetPrimitiveParams">
osSetPrimitiveParams(key prim, list rules)
Sets primitive Params.
	</string>
	<string name="LSLTipText_osSetProjectionParams">
    POLYMORPHIC COMMAND
osSetProjectionParams(key prim. integer projection, key texture, float fov, float focus, float ambience)
osSetProjectionParams(integer projection, key texture, float fov, float focus, float ambience)
osSetProjectionParams(key prim, integer projection, key texture, float fov, float focus, float ambience)
	</string>
	<string name="LSLTipText_osGetAvatarList">
list osGetAvatarList()
Returns strided list of the UUID, position, and name of each avatar in the region, except the owner.
	</string>
	<string name="LSLTipText_osUnixTimeToTimestamp">
string osUnixTimeToTimestamp(integer unixtime)
Converts unixtime to an llGetTimeStamp() formated string.
	</string>
	<string name="LSLTipText_osGetGridGatekeeperURI">
string osGetGridGatekeeperURI()
returns the value of Gatekeeper in [GridService] section for both standalone and grids.
	</string>
	<string name="LSLTipText_osGetInventoryDesc">
string osGetInventoryDesc(string itemName)
returns the description of an inventory item contained within a prim.
	</string>
	<string name="LSLTipText_osForceAttachToAvatar">
Attach the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
For example, osForceAttachToAvatar(ATTACH_CHEST)
	</string>
	<string name="LSLTipText_osForceDetachFromAvatar">
Detach the object containing this script from the avatar it is attached to without checking for PERMISSION_ATTACH
Nothing happens if the object is not attached
	</string>
	<string name="LSLTipText_osNpcSay">
osNpcSay(key npc, integer channel, string message)
	</string>
	<string name="LSLTipText_osNpcShout">
osNpcShout(key npc, integer channel, string message)
	</string>
	<string name="LSLTipText_osNpcWhisper">
osNpcWhisper(key npc, integer channel, string message)
	</string>
	<string name="LSLTipText_osSetTerrainTexture">
osSetTerrainTexture(integer level, key texture)
sets terrain texture to level specified using the specific UUID of the texture
	</string>
	<string name="LSLTipText_osSetTerrainTextureHeight">
osSetTerrainTextureHeight(int corner, float low, float high)
sets terrain texture in corner specified between the low and high levels.  Identical to setting textures in Region Manager within the viewer.
	</string>
	<string name="LSLTipText_osInviteToGroup">
integer osInviteToGroup(key agentId)
Returns True / False if user identified by agentID is successfully added to group. (Object containing script must be attached to a group)
	</string>
	<string name="LSLTipText_osEjectFromGroup">
integer osEjectFromGroup(key agentId)
Returns True / False if user identified by agentID is successfully removed from group. (Object containing script must be attached to a group)
	</string>
	<string name="LSLTipText_osForceAttachToAvatar">
osForceAttachToAvatar(integer attachPoint)
Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH to the attachPoint. For example, ATTACH_CHEST.
	</string>
	<string name="LSLTipText_osForceAttachToAvatarFromInventory">
osForceAttachToAvatarFromInventory(string itemName, integer attachPoint)
Attach the inventory item in the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
If itemName is not found in the inventory then a warning is sent to the owner.  An example of attachPoint is ATTACH_CHEST.
	</string>
	<string name="LSLTipText_osForceAttachToOtherAvatarFromInventory">
osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, integer attachPoint) 
Attach an inventory item in the object containing this script to any avatar in the region without asking for PERMISSION_ATTACH.
rawAvatarId = The UUID of the avatar to which to attach.  itemName = The name of the item.  attachPoint = The attachment point. Example, ATTACH_CHEST.
	</string>
	<string name="LSLTipText_osNpcTouch">
osNpcTouch(key npcKey, key object_key, integer link_num)
Allows the NPC, npcKey, to touch the specified object, object_key, and its link number, link_num.
	</string>
	<string name="LSLTipText_osIsUUID">
osIsUUID(string thing)
Checks if thing is a UUID.  Returns 1 if thing is a valid UUID, 0 otherwise.
	</string>
	<string name="LSLTipText_osMin">
osMin(float A, float B)
Returns the smaller of two numbers. Wraps to system Math.Min()
	</string>
	<string name="LSLTipText_osMax">
osMax(float A, float B)
Returns the larger of two numbers. Wraps to system Math.Max()
	</string>
	<string name="LSLTipText_osGetRezzingObject">
osGetRezzingObject()
Get the key of the object that rezzed this object. Will return NULL_KEY if rezzed by agent or otherwise unknown source.
	</string>
	<string name="LSLTipText_osGetHealth">
osGetHealth(key avatar)
Returns avatar's health in float value.
	</string>
	<string name="LSLTipText_osSetContentType">
osSetContentType(key id, string type)
Sets the response type for an HTTP request/response.
	</string>
	<string name="LSLTipText_osGetNumberOfAttachments">
osGetNumberOfAttachments(key avatar, list attachmentPoints)
Returns a strided list of the specified attachmentPoints and the number of attachments on those points.  "avatar" = avatar UUID,  "attachmentPoints" = list of ATTACH_* constants.
	</string>
	<string name="LSLTipText_osMessageAttachments">
osMessageAttachments(key avatar, string message, list attachmentPoints, integer flags)
Sends message to avatar's attachments on the specified attachmentPoints. Behaves as osMessageObject(), without the sending script needing to know the attachment keys in advance.  "avatar" =avatar UUID,  "message" = message string. "attachmentPoints" = list of ATTACH_* constants, or -1 for all attachments. If -1 is specified and OS_ATTACH_MSG_INVERT_POINTS is present in flags, no action is taken.. "flags" = flags further constraining the attachments to deliver the message to.
	</string>
	<string name="LSLTipText_osDropAttachment">
osDropAttachment()
Attempts to drop an attachment to the ground.
	</string>
	<string name="LSLTipText_osDropAttachmentAt">
osDropAttachmentAt(vector pos, rotation rot)
Attempts to drop an attachment at the specified coordinates.  "pos" = vector position "rot" = rotation of object.
	</string>
	<string name="LSLTipText_osForceDropAttachment">
osForceDropAttachment()
Attempts to drop an attachment to the ground while bypassing the script permissions.
	</string>
	<string name="LSLTipText_osForceDropAttachmentAt">
osForceDropAttachmentAt(vector pos, rotation rot)
Attempts to drop an attachment at the specified coordinates while bypassing the script permissions.  "pos" = vector position "rot" = rotation of object.
	</string>
	<string name="LSLTipText_osListenRegex">
osListenRegex(integer channelID, string name, string ID, string msg, integer regexBitfield)
Identical to llListen except for a bitfield which indicates which string parameters should be parsed as regex patterns.  Params = integer channelID, string name, string ID, string msg, integer regexBitfield.  Where regexBitfield = OS_LISTEN_REGEX_NAME or OS_LISTEN_REGEX_MESSAGE.
	</string>
	<string name="LSLTipText_osRegexIsMatch">
osRegexIsMatch(string input, string pattern)
Wraps to bool Regex.IsMatch(string input, string pattern)
string input = string to test for match
string pattern = string to use as pattern
returns boolean TRUE/FALSE.
	</string>
	<string name="LSLTipText_osForceCreateLink">
osForceCreateLink(key target, integer parent)
Link the script's object with target, without requiring link permissions.
	</string>
	<string name="LSLTipText_osForceBreakLink">
osForceBreakLink(integer link)
De-links the prim with the given link number in a linked set, without requiring link permissions.
	</string>
	<string name="LSLTipText_osForceBreakAllLinks">
osForceBreakAllLinks()
De-links all prims in a link set, without requiring link permissions.
	</string>
	<string name="LSLTipText_osGetRegionSize">
vector osGetRegionSize()
Returns the size of the region in metres.
	</string>
	<string name="LSLTipText_osGetPhysicsEngineType">
string osGetPhysicsEngineType()
Returns a string containing the name of the Physics Engine.
	</string>

	<string name="LSLTipText_cmSetWindlightScene">
cmSetWindlightScene(list rules)
Set the current WindLight scene. Estate managers and owners only.
(Reguires LightShare Enabled Viewer)
	</string>
	<string name="LSLTipText_cmSetWindlightSceneTargeted">
cmSetWindlightSceneTargeted(list rules, key target)
Set the current WindLight scene directed at a specific avatar. Estate managers and owners only.
(Reguires LightShare Enabled Viewer)
	</string>
	<string name="LSLTipText_cmGetWindlightScene">
list cmGetWindlightScene(list rules)
Get the current LightShare settings.
(Reguires LightShare Enabled Viewer)
	</string>
	<string name="LSLTipText_lsSetWindlightScene">
lsSetWindlightScene(list rules)
Set the current WindLight scene. Estate managers and owners only.
(Reguires LightShare Enabled Viewer)
	</string>
	<string name="LSLTipText_lsSetWindlightSceneTargeted">
lsSetWindlightSceneTargeted(list rules, key target)
Set the current WindLight scene directed at a specific avatar. Estate managers and owners only.
(Reguires LightShare Enabled Viewer)
	</string>
	<string name="LSLTipText_lsGetWindlightScene">
list lsGetWindlightScene(list rules)
Get the current WindLight settings.
(Reguires LightShare Enabled Viewer)
	</string>
<!-- WhiteCore OSSL-Functions  (unique to WhiteCore Only)  'osReturnObject', 'osReturnObjects', 'osShutDown', 'osaddAgentToGroup', 'osRezObject',
   WhiteCore aaFunctions (\WhiteCore\ScriptEngine\DotNetEngine\APIs\AA\AA_Api.cs)
   WhiteCore botFunctions (\WhiteCore\BotManager\Bot_Api.cs)
-->
	<string name="LSLTipText_osReturnObject">
osReturnObject(key userID)
Returns object to specified avatars UUID.
	</string>
	<string name="LSLTipText_osReturnObjects">
osReturnObjects(float Parameter)
Returns group of objects. Parameter's are numeric, values are owner objects = 0, everyone except owner objects = 1, group objects = 2.
	</string>
	<string name="LSLTipText_osShutDown">
osShutDown()
Shut's down current Simulator.  Authorized Admin Only by config.
	</string>
	<string name="LSLTipText_osAddAgentToGroup">
osAddAgentToGroup(key avatarID, string group_name, string role_name)
Adds an avatar to a group.  Where group_name = name of the target group, role_name = role to assign within the group.
	</string>
	<string name="LSLTipText_osRezObject">
osRezObject(string inventory, vector position, vector velocity, rotation rot, integer param, integer isRezAtRoot, integer doRecoil, integer SetDieAtEdge, integer CheckPos)
Where inventory = object to rez.  Position = vector to rez object.  Velocity = initial velocity.  Rot = initial rotation.  Param = onrez event.
IzAtRoot = TRUE/FALSE flag changes llRezAtRoot to llRezObject.  doRecoil =TRUE/FALSE to push avatar.  SetDieAtEdge = TRUE/FALSE for rezzed object to die at edge of region.
CheckPos = TRUE/FALSE enable/disable 10m rez limit.
	</string>
	<string name="LSLTipText_aaSetCloudDensity">
aaSetCloudDensity(float density)
AaSetCloudDensity(0.5)  Where float density values are 0.0 =  no cloud to 1.0 = 100% cloud.
	</string>
	<string name="LSLTipText_aaUpdateDatabase">
aUpdateDatabase(string Key, string value, string token)
Where Key = database field name, xmlDataToPutIntoTheDatabase = serialized XML data,  Token = data-password
	</string>
	<string name="LSLTipText_aaQueryDatabase">
aaQueryDatabase(string Key, string Token)
Returns a list with first value is the token, the second the Key, and the third the value
Where Key = database field name, Token = data-password
	</string>
	<string name="LSLTipText_aaDeserializeXMLValues">
aaDeserializeXMLValues(string xmlData)
Returns a list of Values from XML data. Where xmlData = xml formatted data Values.
	</string>
	<string name="LSLTipText_aaDeserializeXMLKeys">
aaDeserializeXMLKeys(string xmlData)
Returns a list of keys from XML data. Where xmlData = xml formatted data keys.
	</string>
	<string name="LSLTipText_aaSetConeOfSilence">
aaSetConeOfSilence(float radius)
Where radius = metres radius from centre of scripted item.  This creates an area that sounds can only be heard by the people within the area(radius) and not heard outside and visa-versa.
	</string>
	<string name="LSLTipText_aaSerializeXML">
aaSerializeXML(list keys, list values)
Returns xml formatted string of the keys and values.  Where keys = list of keys in the database, values = fields to retrieve from database.
	</string>
	<string name="LSLTipText_aaGetTeam">
aaGetTeam(key uuid)
Returns a string of avatars team name.  Where uuid = avatar key.
	</string>
	<string name="LSLTipText_aaGetHealth">
aaGetHealth(key uuid)
Returns float value (0.0 to 100.0) of current health.  Where uuid = avatar key.
	</string>
	<string name="LSLTipText_aaJoinCombat">
aaJoinCombat(key uuid)
Where uuid = avatar key.  If (PERMISSION_COMBAT == PERMISSION_COMBAT) and permission is granted then join combat.
	</string>
	<string name="LSLTipText_aaLeaveCombat">
aaLeaveCombat(key uuid)
Where uuid = avatar key.
	</string>
	<string name="LSLTipText_aaJoinCombatTeam">
aaJoinCombatTeam(key uuid, string team)
Where uuid = key of avatar, team = string of the team name.
	</string>
	<string name="LSLTipText_aaRequestCombatPermission">
aaRequestCombatPermission(key ID)
Where ID = avatar uuid.  Requests target avatar for Permissions to enter into combat mode.
Raises a run_time_permissions event. (PERMISSION_COMBAT == PERMISSION_COMBAT).
	</string>
	<string name="LSLTipText_aaThawAvatar">
aaThawAvatar(key ID)
Where ID = avatar uuid. If combat permission are granted then avatar can be un-frozen (movement re-enabled).
	</string>
	<string name="LSLTipText_aaFreezeAvatar">
aaFreezeAvatar(key ID)
Where ID = avatar uuid. If combat permission are granted then avatar can be frozen (no movement).
	</string>
	<string name="LSLTipText_aaGetTeamMembers">
aaGetTeamMembers(string team)
Return a list of team members.  Where team = string of team name.
	</string>
	<string name="LSLTipText_aaGetLastOwner">
    POLYMORPHIC FUNCTION.
aaGetLastOwner(string PrimID)  returns last owner UUID of PrimID where PrimID = uuid of prim.
AaGetLastOwner()  returns last owner uuid of prim containg script.
	</string>
	<string name="LSLTipText_aaSayDistance">
aaSayDistance(integer channelID, float Distance, string text)
Where channelID = channel to say on, Distance = float in meters  for distance to say, text = string to say.
	</string>
	<string name="LSLTipText_aaSayTo">
aaSayTo(key userID, string text)
Where userID = avatar key, text = string msg.  Similar to llOwnerSay but can be directly targeted to an avatar.
	</string>
	<string name="LSLTipText_aaGetWalkDisabled">
aaGetWalkDisabled(key ID)
Returns integer of TRUE or FALSE for specifid ID.  Where ID = avatar uuid.
	</string>
	<string name="LSLTipText_aaSetWalkDisabled">
aaSetWalkDisabled(key ID, integer Value)
Where ID = avatar uuid, Value = TRUE or FALSE. If PERMISSION_COMBAT is accepted, this disables walk, forcing avatar to fly.
	</string>
	<string name="LSLTipText_aaGetFlyDisabled">
aaGetFlyDisabled(key ID)
Returns integer of TRUE or FALSE for specifid ID. Where ID = avatar uuid.
	</string>
	<string name="LSLTipText_aaSetFlyDisabled">
aaSetFlyDisabled(key ID, integer Value)
Where ID = avatar uuid, Value = TRUE or FALSE. If PERMISSION_COMBAT is accepted, this disables flying, forcing avatar to walk.
	</string>
	<string name="LSLTipText_aaAvatarFullName2Key">
aaAvatarFullName2Key(string FullName)
Returns the avatar uuid from their fullname.  Where FullName = "Firstname Lastname”.
	</string>
	<string name="LSLTipText_aaRaiseError">
aaRaiseError(string message)
Allows you to have errors that end the execution of the event and fire another event in the script.
	</string>
	<string name="LSLTipText_aaGetText">
aaGetText()
Returns a string of the hover text of an object.
	</string>
	<string name="LSLTipText_aaGetTextColor">
aaGetTextColor()
Returns the hovertext color in rotation. Use Ex: rotation color = aaGetTextColor() to separate color.x, color.y, color.z, color.s  Where s = value of alpha in llSetText.
	</string>
	<string name="LSLTipText_aaSetEnv">
aaSetEnv(string EnvName, list Value)
Sets environment values.  Where EnvName = ENABLE_GRAVITY, GRAVITY_FORCE_X, GRAVITY_FORCE_Y, GRAVITY_FORCE_Z, ADD_GRAVITY_POINT, ADD_GRAVITY_FORCE, START_TIME_REVERSAL_SAVING,
STOP_TIME_REVERSAL_SAVING, START_TIME_REVERSAL, STOP_TIME_REVERSAL.
	</string>
	<string name="LSLTipText_aaGetIsInfiniteRegion">
aaGetIsInfiniteRegion()
Returns TRUE or FALSE if region is an infinite region.
	</string>
	<string name="LSLTipText_aaSetCharacterStat">
aaSetCharacterStat( ID, StatName, statValue)
Sets Character Stats.  Where ID = avatar uuid, StatName = stat to change, statValue the value to change it to.
	</string>
	<string name="LSLTipText_aaAllRegionInstanceSay">
aaAllRegionInstanceSay(integer channelID, string text)
	</string>
	<string name="LSLTipText_aaWindlightGetDayCycle">
aaWindlightGetDayCycle()
Returns a List of settings
	</string>
	<string name="LSLTipText_aaWindlightAddDayCycleFrame">
aaWindlightAddDayCycleFrame(float dayCyclePosition, integer dayCycleFrameToCopy)
Returns TRUE / FALSE on success status
	</string>
	<string name="LSLTipText_aaWindlightRemoveDayCycleFrame">
aaWindlightRemoveDayCycleFrame(int dayCycleFrame)
Returns TRUE / FALSE on success status
	</string>
	<string name="LSLTipText_aaWindlightSetScene">
aaWindlightSetScene(list list)
aaWindlightSetScene(integer dayCycleIndex, list list)
Returns TRUE/FALSE on success
	</string>
	<string name="LSLTipText_aaWindlightGetScene">
aaWindlightGetScene(list rules)
aaWindlightGetScene(integer dayCycleKeyFrame, list rules)
Returns a list
	</string>
	<string name="LSLTipText_aaWindlightGetSceneIsStatic">
aaWindlightGetSceneIsStatic()
Returns TRUE / FALSE
	</string>
	<string name="LSLTipText_aaWindlightGetSceneDayCycleKeyFrameCount">
aaWindlightGetSceneDayCycleKeyFrameCount()
Returns integer value
	</string>
	<string name="LSLTipText_botGetWaitingTime">
botGetWaitingTime(integer waitTime)
Returns waitTime as vector.
	</string>
	<string name="LSLTipText_botSetMap">
botSetMap(key keyOfBot, list positions, list movementType, integer flags)
keyOfBot = bot uuid, positions = list of position vectors, movementType = corresponding list of move modes:  0 – walk, 1 – fly,
flags = BOT_FOLLOW_FLAG_NONE and BOT_FOLLOW_FLAG_INDEFINITELY.
	</string>
	<string name="LSLTipText_botCreateBot">
botCreateBot(string FirstName, string LastName, key idToClone, vector startPos)
Where FirstName and LastName = strings for new bot name.  idToClone = uuid of prebuild avatar to clone OR another existing avatar.  startPos = vector of starting position on region.
	</string>
	<string name="LSLTipText_botRemoveBot">
botRemoveBot(key botID)
Where botID = uuid of bot.  Removes bot identified by botID.
	</string>
	<string name="LSLTipText_botPauseMovement">
botPauseMovement(key botID)
Where botID = bot uuid.  Pauses bot at current position.
	</string>
	<string name="LSLTipText_botResumeMovement">
botResumeMovement(key botID)
Where botID = bot uuid.  Resumes bot movement.
	</string>
	<string name="LSLTipText_botFollowAvatar">
botFollowAvatar(key botID, string avName, float startFollowDistance, float endFollowDistance)
Where botID = bot uuid.  AvName = sting of avatar name OR avatar uuid.  StartFollowDistance = distance to start following from.  EndFollowDistance = distance to stop following avatar.
	</string>
	<string name="LSLTipText_botStopFollowAvatar">
botStopFollowAvatar(key botID)
Where botID = bot uuid.  Stops bot from following an avatar.
	</string>
	<string name="LSLTipText_botSendChatMessage">
botSendChatMessage(key botID, string message, integer channel, integer sayType)
Where  botID = bot uuid.  Message = string msg.  Channel = channel to speak on.  SayType = (0=whisper, 1=say, 2=shout).
	</string>
	<string name="LSLTipText_botSendIM">
botSendIM(string bot, string user, string message)
Send IM to bot.
	</string>
	<string name="LSLTipText_botSetShouldFly">
botSetShouldFly(key botID, integer ShouldFly)
Where botID = bot uuid.  ShouldFly = TRUE/FALSE.  Enables or disables flight mode.
	</string>
	<string name="LSLTipText_botSitObject">
botSitObject(key botID, key objectID, vector offset)
Where botID = bot uuid,  objectID = uuid of object to sit on,  offset = Vector for sit position (note that VECTOR_ZERO = default sit pos).
	</string>
	<string name="LSLTipText_botStandUp">
botStandUp(key botID)
Where botID = bot uuid.  Command bot to stand up.
	</string>
	<string name="LSLTipText_botTouchObject">
botTouchObject(key botID, key objectID)
Where botID = bot uuid,  objectID = object uuid.  Causes bot to touch object identified.
	</string>
	<string name="LSLTipText_botAddTag">
botAddTag(key botID, string tag)
Where botID = bot uuid,  tag = string tag over bot.
	</string>
	<string name="LSLTipText_botGetBotsWithTag">
botGetBotsWithTag(string tag)
Where tag = tag string to match.  Return a list of bot UUID's in region with the matching tag.
	</string>
	<string name="LSLTipText_botRemoveBotsWithTag">
botRemoveBotsWithTag(string tag)
Where tag = tag string to match.  Removes bot's matching the tag.
	</string>
<!-- *** END OF OpenSimulator & WhiteCore syntax section *** -->

	<!-- Strings needed by drop targets -->
	<string name="CurrentlyNotSet">Item currently not set</string>
	<string name="CurrentlySetTo">Item currently set to: [ITEM]</string>
	<string name="CurrentlySetToAnItemNotOnThisAccount">Currently set to an item not on this account</string>
	<string name="NotLoggedIn">Not logged in, item display unavailable</string>

    <!-- Non-standard LLChat strings -->
    <string name="ScriptCounting">Counting scripts, please wait...</string>
    <string name="ScriptCountAvatar">Counted [SCRIPTS] scripts in [OBJECTS] attachments on [NAME]. ([RUNNING] running, [MONO] mono.)</string>
    <string name="ScriptCountObject">Counted [SCRIPTS] scripts in [OBJECTS] objects. ([RUNNING] running, [MONO] mono.)</string>
    <string name="ScriptDeleteObject">Deleted [SCRIPTS] scripts in [OBJECTS] objects.</string>
    <string name="took_a_snapshot">took a snapshot</string>
    <string name="refreshing balance">Refreshing [CURRENCY] balance</string>

    <!-- Radar Alert Strings -->
    <string name="radar_alert_template">[NAME] [ACTION] [RANGE].</string>
    <!-- [ACTION] -->
    <string name="has_triggered_your_avatar_age_alert">has triggered your avatar age alert</string>
    <string name="has_entered">has entered</string>
    <string name="has_entered_flood">is now detected in</string>
    <string name="has_left">has left</string>
    <string name="has_left_flood">is now off the radar for</string>
    <!-- [RANGE] -->
    <string name="the_sim">the region</string>
    <string name="draw_distance">draw distance</string>
    <string name="shout_range">shout range</string>
    <string name="chat_range">chat range</string>

  <!-- Avatar busy/away mode -->
	<string name="AvatarSetNotAway">Not Away</string>
	<string name="AvatarSetAway">Away</string>
	<string name="AvatarSetNotBusy">Not Busy</string>
	<string name="AvatarSetBusy">Busy</string>

  <!-- Wearable List-->
  <string name="NewWearable">New [WEARABLE_ITEM]</string>

	<!-- Wearable Types -->
	<string name="shape">Shape</string>
	<string name="skin">Skin</string>
	<string name="hair">Hair</string>
	<string name="eyes">Eyes</string>
	<string name="shirt">Shirt</string>
	<string name="pants">Pants</string>
	<string name="shoes">Shoes</string>
	<string name="socks">Socks</string>
	<string name="jacket">Jacket</string>
	<string name="gloves">Gloves</string>
	<string name="undershirt">Undershirt</string>
	<string name="underpants">Underpants</string>
	<string name="skirt">Skirt</string>
	<string name="alpha">Alpha</string>
	<string name="tattoo">Tattoo</string>
  <string name="universal">Universal</string>
  <string name="physics">Physics</string>
  <string name="invalid">invalid</string>
  <string name="unknown">Unknown</string>
  <string name="none">none</string>

  <!-- Not Worn Wearable Types -->
	<string name="shirt_not_worn">Shirt not worn</string>
	<string name="pants_not_worn">Pants not worn</string>
	<string name="shoes_not_worn">Shoes not worn</string>
	<string name="socks_not_worn">Socks not worn</string>
	<string name="jacket_not_worn">Jacket not worn</string>
	<string name="gloves_not_worn">Gloves not worn</string>
	<string name="undershirt_not_worn">Undershirt not worn</string>
	<string name="underpants_not_worn">Underpants not worn</string>
	<string name="skirt_not_worn">Skirt not worn</string>
	<string name="alpha_not_worn">Alpha not worn</string>
	<string name="tattoo_not_worn">Tattoo not worn</string>
  <string name="universal_not_worn">Universal not worn</string>
  <string name="physics_not_worn">Physics not worn</string>
	<string name="invalid_not_worn">invalid</string>

	<!-- Create new wearable of the specified type -->
	<string name="create_new_shape">Create new shape</string>
	<string name="create_new_skin">Create new skin</string>
	<string name="create_new_hair">Create new hair</string>
	<string name="create_new_eyes">Create new eyes</string>
	<string name="create_new_shirt">Create new shirt</string>
	<string name="create_new_pants">Create new pants</string>
	<string name="create_new_shoes">Create new shoes</string>
	<string name="create_new_socks">Create new socks</string>
	<string name="create_new_jacket">Create new jacket</string>
	<string name="create_new_gloves">Create new gloves</string>
	<string name="create_new_undershirt">Create new undershirt</string>
	<string name="create_new_underpants">Create new underpants</string>
	<string name="create_new_skirt">Create new skirt</string>
	<string name="create_new_alpha">Create new alpha</string>
	<string name="create_new_tattoo">Create new tattoo</string>
  <string name="create_new_universal">Create new universal</string>
  <string name="create_new_physics">Create new physics</string>
	<string name="create_new_invalid">invalid</string>

  <!-- Wearable List-->
  <string name="NewWearable">New [WEARABLE_ITEM]</string>

	<!-- LLGroupNotify -->
	<!-- used in the construction of a Group Notice blue dialog box, buttons, tooltip etc. Seems to be no longer utilized by code in Viewer 2.0 -->
	<string name="next">Next</string>
	<string name="ok">OK</string>
	<string name="GroupNotifyGroupNotices">Group Notices</string>
	<string name="GroupNotifyBy">
by [NAME]
in [GROUP]
	</string>
	<string name="GroupNotifyAttached">Attached:</string>
	<string name="GroupNotifyViewPastNotices">View past notices or opt-out of receiving these messages here.</string>
	<string name="GroupNotifyOpenAttachment">Open Attachment</string>
	<string name="GroupNotifySaveAttachment">Save Attachment</string>

	<!-- body parts -->
	<string name="BodyPartsRightArm">Right Arm</string>
	<string name="BodyPartsHead">Head</string>
	<string name="BodyPartsLeftArm">Left Arm</string>
	<string name="BodyPartsLeftLeg">Left Leg</string>
	<string name="BodyPartsTorso">Torso</string>
	<string name="BodyPartsRightLeg">Right Leg</string>
	<string name="BodyPartsEnhancedSkeleton">Enhanced Skeleton</string>
	<string name="BodyPartsWaist">Waist</string>
	<!-- mouselook -->
	<string name="LeaveMouselook">Press ESC to return to World View</string>

	<!-- inventory -->
	<string name="InventoryNoMatchingItems">No matching items found in inventory.</string>
	<string name="MarketplaceNoMatchingItems">No items found. Check the spelling of your search string and try again.</string>
	<string name="InventoryNoTexture">You do not have a copy of this texture in your inventory</string>
	<string name="MarketplaceURL">https://marketplace.[MARKETPLACE_DOMAIN_NAME]/</string>
	<string name="MarketplaceURL_CreateStore">http://community.secondlife.com/t5/English-Knowledge-Base/Selling-in-the-Marketplace/ta-p/700193#Section_.3</string>
	<string name="MarketplaceURL_Dashboard">https://marketplace.[MARKETPLACE_DOMAIN_NAME]/merchants/store/dashboard</string>
	<string name="MarketplaceURL_Imports">https://marketplace.[MARKETPLACE_DOMAIN_NAME]/merchants/store/imports</string>
	<string name="MarketplaceURL_LearnMore">https://marketplace.[MARKETPLACE_DOMAIN_NAME]/learn_more</string>
	<string name="InventoryOutboxNotMerchantTitle">Anyone can sell items on the Marketplace.</string>
	<string name="InventoryOutboxNotMerchantTooltip"></string>
	<string name="InventoryOutboxNotMerchant">
If you'd like to become a merchant, you'll need to [[MARKETPLACE_CREATE_STORE_URL] create a Marketplace store].
	</string>
	<string name="InventoryOutboxNoItemsTitle">Your outbox is empty.</string>
	<string name="InventoryOutboxNoItemsTooltip"></string>
	<string name="InventoryOutboxNoItems">
Drag folders to this area and click "Send to Marketplace" to list them for sale on the [[MARKETPLACE_DASHBOARD_URL] Marketplace].
	</string>
	<string name="InventoryOutboxInitializingTitle">Initializing Marketplace.</string>
	<string name="InventoryOutboxInitializingTooltip"></string>
	<string name="InventoryOutboxInitializing">
We are accessing your account on the [[MARKETPLACE_CREATE_STORE_URL] Marketplace store].
	</string>
	<string name="InventoryOutboxErrorTitle">Marketplace Errors.</string>
	<string name="InventoryOutboxErrorTooltip"></string>
	<string name="InventoryOutboxError">
The [[MARKETPLACE_CREATE_STORE_URL] Marketplace store] is returning errors.
	</string>
	<string name="InventoryMarketplaceError">
An error occurred while opening Marketplace Listings.
If you continue to receive this message, please contact Second Life support for assistance at http://support.secondlife.com
	</string>
	<string name="InventoryMarketplaceListingsNoItemsTitle">Your Marketplace Listings folder is empty.</string>
	<string name="InventoryMarketplaceListingsNoItemsTooltip"></string>
	<string name="InventoryMarketplaceListingsNoItems">
	 Drag folders to this area to list them for sale on the [[MARKETPLACE_DASHBOARD_URL] Marketplace].
	</string>

	<string name="Marketplace Validation Log"></string>
	<string name="Marketplace Validation Warning Stock">stock folder must be contained by a version folder</string>
	<string name="Marketplace Validation Error Mixed Stock">: Error: all items in a stock folder must be no-copy and of the same type</string>
	<string name="Marketplace Validation Error Subfolder In Stock">: Error: stock folder cannot contain subfolders</string>
	<string name="Marketplace Validation Warning Empty">: Warning: folder doesn't contain any items</string>
	<string name="Marketplace Validation Warning Create Stock">: Warning: creating stock folder</string>
	<string name="Marketplace Validation Warning Create Version">: Warning: creating version folder</string>
	<string name="Marketplace Validation Warning Move">: Warning : moving items</string>
	<string name="Marketplace Validation Warning Delete">: Warning: folder content transfered to stock folder, removing empty folder</string>
	<string name="Marketplace Validation Error Stock Item">: Error: no-copy items must be contained by a stock folder</string>
	<string name="Marketplace Validation Warning Unwrapped Item">: Warning: items must be contained by a version folder</string>
	<string name="Marketplace Validation Error">: Error: </string>
	<string name="Marketplace Validation Warning">: Warning: </string>
	<string name="Marketplace Validation Error Empty Version">: Warning: version folder must contain at least 1 item</string>
	<string name="Marketplace Validation Error Empty Stock">: Warning: stock folder must contain at least 1 item</string>

	<string name="Marketplace Validation No Error">No errors or warnings to report</string>
	<string name="Marketplace Error None">No errors</string>
	<string name="Marketplace Error Prefix">Error: </string>
	<string name="Marketplace Error Not Merchant">Before sending items to the Marketplace you will need to set yourself up as a merchant (free of charge).</string>
	<string name="Marketplace Error Not Accepted">Cannot move item in that folder.</string>
	<string name="Marketplace Error Unsellable Item">This item cannot be sold on the Marketplace.</string>

	<string name="MarketplaceNoID">no Mkt ID</string>
	<string name="MarketplaceLive">listed</string>
	<string name="MarketplaceActive">active</string>
	<string name="MarketplaceMax">max</string>
	<string name="MarketplaceStock">stock</string>
	<string name="MarketplaceNoStock">out of stock</string>
	<string name="MarketplaceUpdating">updating...</string>

	<!-- use value="" because they have preceding spaces -->
	<string name="no_transfer" value=" (no transfer)" />
	<string name="no_modify"   value=" (no modify)" />
	<string name="no_copy"     value=" (no copy)" />
	<string name="temporary"   value=" (temporary)" />
	<string name="worn"        value=" (worn)" />
	<string name="locked"      value=" (locked)" />
	<string name="link"        value=" (link)" />
	<string name="broken_link" value=" (broken_link)" />
	<string name="LoadingContents">Loading contents...</string>
	<string name="NoContents">No contents</string>
	<string name="WornOnAttachmentPoint" value=" (worn on [ATTACHMENT_POINT])" />
	<string name="LockedOnAttachmentPoint" value=" (locked to [ATTACHMENT_POINT])" />
	<string name="AttachmentErrorMessage" value=" ([ATTACHMENT_ERROR])" />
	<string name="ActiveGesture" value="[GESLABEL] (active)"/>
	<!-- Inventory permissions -->
	<string name="PermYes">Yes</string>
	<string name="PermNo">No</string>

	<!-- Gestures labels -->
    <!-- use value="" because they have preceding spaces -->
    <string name="Chat Message"  value=" Chat : " />
    <string name="Sound"         value=" Sound : " />
	<string name="Wait"          value=" --- Wait : " />
	<string name="AnimFlagStop"  value=" Stop Animation :    " />
	<string name="AnimFlagStart" value=" Start Animation :   " />
	<string name="Wave"          value=" Wave " />
	<string name="GestureActionNone" value="None" />
	<string name="HelloAvatar"   value=" Hello, avatar! " />
	<string name="ViewAllGestures"  value="  View All &gt;&gt;" />
	<string name="GetMoreGestures"  value="  Get More &gt;&gt;" />

	<!-- inventory filter -->
    <!-- use value="" because they have preceding spaces -->
	<string name="Animations"    value=" Animations," />
	<string name="Calling Cards" value=" Calling Cards," />
	<string name="Clothing"      value=" Clothing," />
	<string name="Gestures"      value=" Gestures," />
	<string name="Landmarks"     value=" Landmarks," />
	<string name="Notecards"     value=" Notecards," />
	<string name="Objects"       value=" Objects," />
	<string name="Scripts"       value=" Scripts," />
	<string name="Sounds"        value=" Sounds," />
	<string name="Textures"      value=" Textures," />
	<string name="Snapshots"     value=" Snapshots," />
	<string name="No Filters"    value="No " />
	<string name="Since Logoff"  value=" - Since Logoff" />
	<string name="Worn"          value=" - Worn" />


	<!-- inventory FVBridge -->
	<!--  This is used in llpanelinventory.cpp when constructing a context menu for an item for Sale  -->
	<string name="Buy">Buy</string>
	<string name="Buyfor" value="Buy for "/><!-- Grid currency is appended automatically -->

	<string name="Stone">Stone</string>
	<string name="Metal">Metal</string>
	<string name="Glass">Glass</string>
	<string name="Wood">Wood</string>
	<string name="Flesh">Flesh</string>
	<string name="Plastic">Plastic</string>
	<string name="Rubber">Rubber</string>
	<string name="Light">Light</string>

	<!-- Avatar Skeleton -->
	<string name="Chest">Chest</string>
	<string name="Skull">Skull</string>
	<string name="Left Shoulder">Left Shoulder</string>
	<string name="Right Shoulder">Right Shoulder</string>
	<string name="Left Hand">Left Hand</string>
	<string name="Right Hand">Right Hand</string>
	<string name="Left Foot">Left Foot</string>
	<string name="Right Foot">Right Foot</string>
	<string name="Spine">Spine</string>
	<string name="Pelvis">Pelvis</string>
	<string name="Mouth">Mouth</string>
	<string name="Chin">Chin</string>
	<string name="Left Ear">Left Ear</string>
	<string name="Right Ear">Right Ear</string>
	<string name="Left Eyeball">Left Eyeball</string>
	<string name="Right Eyeball">Right Eyeball</string>
	<string name="Nose">Nose</string>
	<string name="R Upper Arm">R Upper Arm</string>
	<string name="R Forearm">R Forearm</string>
	<string name="L Upper Arm">L Upper Arm</string>
	<string name="L Forearm">L Forearm</string>
	<string name="Right Hip">Right Hip</string>
	<string name="R Upper Leg">R Upper Leg</string>
	<string name="R Lower Leg">R Lower Leg</string>
	<string name="Left Hip">Left Hip</string>
	<string name="L Upper Leg">L Upper Leg</string>
	<string name="L Lower Leg">L Lower Leg</string>
	<string name="Stomach">Stomach</string>
	<string name="Left Pec">Left Pec</string>
	<string name="Right Pec">Right Pec</string>
	<string name="Neck">Neck</string>
	<string name="Avatar Center">Root</string>
    <string name="Left Ring Finger">Left Ring Finger</string>
    <string name="Right Ring Finger">Right Ring Finger</string>
    <string name="Tail Base">Tail Base</string>
    <string name="Tail Tip">Tail Tip</string>
    <string name="Left Wing">Left Wing</string>
    <string name="Right Wing">Right Wing</string>
    <string name="Jaw">Jaw</string>
    <string name="Alt Left Ear">Alt Left Ear</string>
    <string name="Alt Right Ear">Alt Right Ear</string>
    <string name="Alt Left Eye">Alt Left Eye</string>
    <string name="Alt Right Eye">Alt Right Eye</string>
    <string name="Tongue">Tongue</string>
    <string name="Groin">Groin</string>
    <string name="Left Hind Foot">Left Hind Foot</string>
    <string name="Right Hind Foot">Right Hind Foot</string>
	<string name="Invalid Attachment">Invalid Attachment Point</string>
	<string name="ATTACHMENT_MISSING_ITEM">Error: missing item</string>
	<string name="ATTACHMENT_MISSING_BASE_ITEM">Error: missing base item</string>
	<string name="ATTACHMENT_NOT_ATTACHED">Error: object is in current outfit but not attached</string>

  <!-- Account types, see LLAvatarPropertiesProcessor -->
  <string name="AcctTypeResident">Resident</string>
  <string name="AcctTypeTrial">Trial</string>
  <string name="AcctTypeCharterMember">Charter Member</string>
  <string name="AcctTypeEmployee">[GRID_OWNER] Employee</string>
  <string name="PaymentInfoUsed">Payment Info Used</string>
  <string name="PaymentInfoOnFile">Payment Info On File</string>
  <string name="NoPaymentInfoOnFile">No Payment Info On File</string>
  <string name="AgeVerified">Age-verified</string>
  <string name="NotAgeVerified">Not Age-verified</string>
 
  <!-- HUD Position -->
	<string name="Center 2">Center 2</string>
	<string name="Top Right">Top Right</string>
	<string name="Top">Top</string>
	<string name="Top Left">Top Left</string>
	<string name="Center">Center</string>
	<string name="Bottom Left">Bottom Left</string>
	<string name="Bottom">Bottom</string>
	<string name="Bottom Right">Bottom Right</string>

  <string name="Complexity">Complexity: [NUM]</string>

	<!-- compile queue-->
	<string name="CompileQueueDownloadedCompiling">Downloaded, now compiling</string>
	<string name="CompileQueueServiceUnavailable">Script compilation service not available</string>
	<string name="CompileQueueScriptNotFound">Script not found on server.</string>
	<string name="CompileQueueProblemDownloading">Problem downloading</string>
  <string name="CompileQueueProblemUploading">Sim lacking UpdateScriptTask capabilities. Unable to request recompile</string>
  <string name="CompileQueueProblemWriting">Error writing to local file. Is your hard drive full?</string>
	<string name="CompileQueueInsufficientPermDownload">Insufficient permissions to download a script.</string>
	<string name="CompileQueueInsufficientPermFor">Insufficient permissions for</string>
	<string name="CompileQueueUnknownFailure">Unknown failure to download</string>
	<string name="CompileNoExperiencePerm">Skipping script [SCRIPT] with Experience [EXPERIENCE].</string>
	<string name="CompileQueueTitle">Recompilation Progress</string>
	<string name="CompileQueueStart">recompile</string>
	<string name="ResetQueueTitle">Reset Progress</string>
	<string name="ResetQueueStart">reset</string>
	<string name="RunQueueTitle">Set Running Progress</string>
	<string name="RunQueueStart">set running</string>
	<string name="NotRunQueueTitle">Set Not Running Progress</string>
	<string name="NotRunQueueStart">set not running</string>
	<string name="DeleteQueueTitle">Delete Progress</string>
	<string name="DeleteQueueStart">deletion</string>

	<!-- compile comment text-->
	<string name="CompileSuccessful">Compile successful!</string>
	<string name="CompileSuccessfulSaving">Compile successful, saving...</string>
	<string name="SaveComplete">Save complete.</string>
	<string name="UploadFailed">File upload failed: </string>
	<string name="ObjectOutOfRange">Script (object out of range)</string>
	<string name="ScriptWasDeleted">Script (deleted from inventory)</string>

	<!-- god tools -->
	<string name="GodToolsObjectOwnedBy">Object [OBJECT] owned by [OWNER]</string>

	<!-- groups -->
	<string name="GroupsNone">none</string>
	<string name="Group" value=" (group)" />
	<string name="Unknown">(Unknown)</string>
	<string name="SummaryForTheWeek"    value="Summary for this week, beginning on " />
	<string name="NextStipendDay"       value="The next stipend day is " />
	<string name="GroupIndividualShare" value="                      Group       Individual Share" />
	<string name="GroupColumn"          value="                      Group" />
	<string name="Balance">Balance</string>
	<string name="Credits">Credits</string>
	<string name="Debits">Debits</string>
	<string name="Total">Total</string>
	<string name="NoGroupDataFound">No group data found for group </string>
	<string name="AlreadyInGroup">You are already in this group </string>

	<!-- floater IM bonus_info: When a Linden with Admin/god status receives a new IM this displays the estate (Mainland vs. teen grid) of the source avatar.
		This is to help Lindens when answering questions. -->
	<string name="IMParentEstate">parent estate</string>
	<string name="IMMainland">mainland</string>
	<string name="IMTeen">teen</string>

    <!-- floater about land -->
    <string name="Anyone">Anyone</string>

	<!-- floater region info -->
	<!-- The following will replace variable [ALL_ESTATES] in notifications EstateAllowed*, EstateBanned*, EstateManager* -->
	<string name="RegionInfoError">error</string>
	<string name="RegionInfoAllEstatesOwnedBy">
		all estates owned by [OWNER]
	</string>
	<string name="RegionInfoAllEstatesYouOwn">all estates that you own</string>
	<string name="RegionInfoAllEstatesYouManage">
		all estates that you manage for [OWNER]
	</string>
	<string name="RegionInfoAllowedResidents">Allowed Residents: ([ALLOWEDAGENTS], max [MAXACCESS])</string>
	<string name="RegionInfoAllowedGroups">Allowed groups: ([ALLOWEDGROUPS], max [MAXACCESS])</string>
	<string name="RegionInfoEstateManagers">Estate Managers: ([ESTATEMANAGERS], max [MAXMANAGERS])</string>
	<string name="RegionInfoBannedResidents">Banned Residents: ([BANNEDAGENTS], max [MAXBANNED])</string>
	<string name="RegionInfoListTypeAllowedAgents">Allowed Residents</string>
	<string name="RegionInfoListTypeBannedAgents">Banned Residents</string>
	<string name="RegionInfoAllEstates">all estates</string>
	<string name="RegionInfoManagedEstates">managed estates</string>
	<string name="RegionInfoThisEstate">this estate</string>
	<string name="AndNMore">and [EXTRA_COUNT] more</string>

	<!-- script limits floater -->
	<string name="ScriptLimitsParcelScriptMemory">Parcel Script Memory</string>
	<string name="ScriptLimitsParcelsOwned">Parcels Listed: [PARCELS]</string>
	<string name="ScriptLimitsMemoryUsed">Memory used: [COUNT] kb out of [MAX] kb; [AVAILABLE] kb available</string>
	<string name="ScriptLimitsMemoryUsedSimple">Memory used: [COUNT] kb</string>
	<string name="ScriptLimitsParcelScriptURLs">Parcel Script URLs</string>
	<string name="ScriptLimitsURLsUsed">URLs used: [COUNT] out of [MAX]; [AVAILABLE] available</string>
	<string name="ScriptLimitsURLsUsedSimple">URLs used: [COUNT]</string>
	<string name="ScriptLimitsRequestError">Error requesting information</string>
	<string name="ScriptLimitsRequestNoParcelSelected">No Parcel Selected</string>
	<string name="ScriptLimitsRequestWrongRegion">Error: script information is only available in your current region</string>
	<string name="ScriptLimitsRequestWaiting">Retrieving information...</string>
	<string name="ScriptLimitsRequestDontOwnParcel">You do not have permission to examine this parcel</string>

	<string name="SITTING_ON">Sitting On</string>
	<string name="ATTACH_CHEST">Chest</string>
	<string name="ATTACH_HEAD">Head</string>
	<string name="ATTACH_LSHOULDER">Left Shoulder</string>
	<string name="ATTACH_RSHOULDER">Right Shoulder</string>
	<string name="ATTACH_LHAND">Left Hand</string>
	<string name="ATTACH_RHAND">Right Hand</string>
	<string name="ATTACH_LFOOT">Left Foot</string>
	<string name="ATTACH_RFOOT">Right Foot</string>
	<string name="ATTACH_BACK">Back</string>
	<string name="ATTACH_PELVIS">Pelvis</string>
	<string name="ATTACH_MOUTH">Mouth</string>
	<string name="ATTACH_CHIN">Chin</string>
	<string name="ATTACH_LEAR">Left Ear</string>
	<string name="ATTACH_REAR">Right Ear</string>
	<string name="ATTACH_LEYE">Left Eye</string>
	<string name="ATTACH_REYE">Right Eye</string>
	<string name="ATTACH_NOSE">Nose</string>
	<string name="ATTACH_RUARM">Right Upper Arm</string>
	<string name="ATTACH_RLARM">Right Lower Arm</string>
	<string name="ATTACH_LUARM">Left Upper Arm</string>
	<string name="ATTACH_LLARM">Left Lower Arm</string>
	<string name="ATTACH_RHIP">Right Hip</string>
	<string name="ATTACH_RULEG">Right Upper Leg</string>
	<string name="ATTACH_RLLEG">Right Lower Leg</string>
	<string name="ATTACH_LHIP">Left Hip</string>
	<string name="ATTACH_LULEG">Left Upper Leg</string>
	<string name="ATTACH_LLLEG">Left Lower Leg</string>
	<string name="ATTACH_BELLY">Belly</string>
	<string name="ATTACH_LEFT_PEC">Left Pec</string>
	<string name="ATTACH_RIGHT_PEC">Right Pec</string>
	<string name="ATTACH_HUD_CENTER_2">HUD Center 2</string>
	<string name="ATTACH_HUD_TOP_RIGHT">HUD Top Right</string>
	<string name="ATTACH_HUD_TOP_CENTER">HUD Top Center</string>
	<string name="ATTACH_HUD_TOP_LEFT">HUD Top Left</string>
	<string name="ATTACH_HUD_CENTER_1">HUD Center 1</string>
	<string name="ATTACH_HUD_BOTTOM_LEFT">HUD Bottom Left</string>
	<string name="ATTACH_HUD_BOTTOM">HUD Bottom</string>
	<string name="ATTACH_HUD_BOTTOM_RIGHT">HUD Bottom Right</string>
	<string name="ATTACH_NECK">Neck</string>
	<string name="ATTACH_AVATAR_CENTER">Root</string>
    <string name="ATTACH_LHAND_RING1">Left Ring Finger</string>
    <string name="ATTACH_RHAND_RING1">Right Ring Finger</string>
    <string name="ATTACH_TAIL_BASE">Tail Base</string>
    <string name="ATTACH_TAIL_TIP">Tail Tip</string>
    <string name="ATTACH_LWING">Left Wing</string>
    <string name="ATTACH_RWING">Right Wing</string>
    <string name="ATTACH_FACE_JAW">Jaw</string>
    <string name="ATTACH_FACE_LEAR">Alt Left Ear</string>
    <string name="ATTACH_FACE_REAR">Alt Right Ear</string>
    <string name="ATTACH_FACE_LEYE">Alt Left Eye</string>
    <string name="ATTACH_FACE_REYE">Alt Right Eye</string>
    <string name="ATTACH_FACE_TONGUE">Tongue</string>
    <string name="ATTACH_GROIN">Groin</string>
    <string name="ATTACH_HIND_LFOOT">Left Hind Foot</string>
    <string name="ATTACH_HIND_RFOOT">Right Hind Foot</string>

	<!-- script editor -->
	<string name="CursorPos">Line [LINE], Column [COLUMN]</string>

	<!-- panel contents -->
	<string name="PanelContentsNewScript">New Script</string>

	<!-- Mute -->
	<string name="MuteByName">(By name)</string>
	<string name="MuteAgent">(Resident)</string>
	<string name="MuteObject">(Object)</string>
	<string name="MuteGroup">(Group)</string>
	<string name="MuteExternal">(External)</string>

	<!-- Region/Estate Covenant -->
	<string name="RegionNoCovenant">There is no Covenant provided for this Estate.</string>
	<string name="RegionNoCovenantOtherOwner">There is no Covenant provided for this Estate. The land on this estate is being sold by the Estate owner, not Linden Lab.  Please contact the Estate Owner for sales details.</string>
	<string name="none_text"  value=" (none) " />

	<!-- Environment settings -->
	<string name="Local">Local</string>
	<string name="LocalSettings">Local Settings</string>
	<string name="Region">Region</string>
	<string name="RegionSettings">Region Settings</string>

	<!-- Multi Preview Floater -->
	<string name="MultiPreviewTitle">Preview</string>
	<string name="MultiPropertiesTitle">Properties</string>

	<!-- inventory offer -->
	<string name="InvOfferAnObjectNamed">An object named</string>
	<string name="InvOfferOwnedByGroup">owned by the group</string>
	<string name="InvOfferOwnedByUnknownGroup">owned by an unknown group</string>
	<string name="InvOfferOwnedBy">owned by</string>
	<string name="InvOfferOwnedByUnknownUser">owned by an unknown user</string>
	<string name="InvOfferGaveYou">gave you</string>
	<string name="InvOfferDecline">You decline [DESC] from [NAME].</string>
	<string name="InvOfferDeclineSilent">You silently decline [DESC] from [NAME].</string>
	<string name="InvOfferAcceptSilent">You silently accept [DESC] from [NAME].</string>

	<!-- group money -->
	<string name="GroupMoneyTotal">Total</string>
	<string name="GroupMoneyBought">bought</string>
	<string name="GroupMoneyPaidYou">paid you</string>
	<string name="GroupMoneyPaidInto">paid into</string>
	<string name="GroupMoneyBoughtPassTo">bought pass to</string>
	<string name="GroupMoneyPaidFeeForEvent">paid fee for event</string>
	<string name="GroupMoneyPaidPrizeForEvent">paid prize for event</string>
	<string name="GroupMoneyBalance">Balance</string>
	<string name="GroupMoneyCredits">Credits</string>
	<string name="GroupMoneyDebits">Debits</string>

	<!-- Viewer menu -->
	<string name="AcquiredItems">Acquired Items</string>
	<string name="Cancel">Cancel</string>
	<string name="UploadingCosts">Uploading [NAME] costs [CURRENCY] [AMOUNT]</string>
	<string name="BuyingCosts">Buying this costs</string>
	<string name="UnknownFileExtension">
		Unknown file extension .%s
Expected .wav, .tga, .bmp, .jpg, .jpeg, or .bvh
	</string>
  <string name="MuteObject2">Mute</string>
  <string name="MuteAvatar">Mute</string>
  <string name="UnmuteObject">Unmute</string>
  <string name="UnmuteAvatar">Unmute</string>


	<!-- menu accelerators -->
	<string name="accel-mac-control">Ctrl-</string>
	<string name="accel-mac-command">Cmd-</string>
	<string name="accel-mac-option">Opt-</string>
	<string name="accel-mac-shift">Shift-</string>
	<string name="accel-win-control">Ctrl-</string>
	<string name="accel-win-alt">Alt-</string>
	<string name="accel-win-shift">Shift-</string>

	<!-- Tab Containers -->
	<string name="tab_tooltip_prev">[ALT]Left arrow for previous tab</string>
	<string name="tab_tooltip_next">[ALT]Right arrow for next tab</string>

	<!-- Previews -->
	<string name="FileSaved">File Saved</string>
	<string name="Receiving">Receiving</string>

	<!-- Directions, HUD -->
	<string name="Direction_Forward">Forward</string>
	<string name="Direction_Left">Left</string>
	<string name="Direction_Right">Right</string>
	<string name="Direction_Back">Back</string>
	<string name="Direction_North">North</string>
	<string name="Direction_South">South</string>
	<string name="Direction_West">West</string>
	<string name="Direction_East">East</string>
	<string name="Direction_Up">Up</string>
	<string name="Direction_Down">Down</string>

	<string name="None">None</string>

	<!-- punctuations -->
	<string name=":">:</string>
	<string name=",">,</string>
	<string name="...">...</string>
	<string name="***">***</string>
	<string name="(">(</string>
	<string name=")">)</string>
	<string name=".">.</string>
	<string name="'">'</string>
	<string name="---">---</string>

	<!-- media -->
	<string name="Multiple Media">Multiple Media</string>
	<string name="Play Media">Play/Pause Media</string>

	<!-- OSMessageBox messages -->
	<string name="MBCmdLineError">
		An error was found parsing the command line.
Please see: http://wiki.secondlife.com/wiki/Client_parameters
Error:
	</string>
	<string name="MBCmdLineUsg">[APP_NAME] Command line usage:</string>
	<string name="MBUnableToAccessFile">
		[APP_NAME] is unable to access a file that it needs.

This can be because you somehow have multiple copies running, or your system incorrectly thinks a file is open.
If this message persists, restart your computer and try again.
If it continues to persist, you may need to completely uninstall [APP_NAME] and reinstall it.
	</string>
	<string name="MBFatalError">Fatal Error. Crash and Loop?</string>
	<string name="MBAlreadyRunning">
		[APP_NAME] is already running.
Check your task bar for a minimized copy of the program.
If this message persists, restart your computer.
	</string>
	<string name="MBFrozenCrashed">
		[APP_NAME] appears to have frozen or crashed on the previous run.
Would you like to send a crash report?

(You can change the options for crash reporting in Preferences -> General -> Crash reports)
	</string>
	<string name="MBAlert">Notification</string>
	<string name="MBNoDirectX">
		[APP_NAME] is unable to detect DirectX 9.0b or greater.
[APP_NAME] uses DirectX to detect hardware and/or outdated drivers that can cause stability problems, poor performance and crashes.  While you can run [APP_NAME] without it, we highly recommend running with DirectX 9.0b.

Do you wish to continue?
	</string>
	<string name="MBWarning">Warning</string>
	<string name="MBRegClassFailed">RegisterClass failed</string>
	<string name="MBError">Error</string>
	<string name="MBFullScreenErr">
		Unable to run fullscreen at [WIDTH] x [HEIGHT].
Running in window.
	</string>
	<string name="MBDestroyWinFailed">Shutdown Error while destroying window (DestroyWindow() failed)</string>
	<string name="MBShutdownErr">Shutdown Error</string>
	<string name="MBDevContextErr">Can't make GL device context</string>
	<string name="MBPixelFmtErr">Can't find suitable pixel format</string>
	<string name="MBPixelFmtDescErr">Can't get pixel format description</string>
	<string name="MBTrueColorWindow">
		[APP_NAME] requires True Color (32-bit) to run.
Please go to your computer's display settings and set the color mode to 32-bit.
	</string>
	<string name="MBAlpha">
		[APP_NAME] is unable to run because it can't get an 8 bit alpha channel.  Usually this is due to video card driver issues.
Please make sure you have the latest video card drivers installed.
Also be sure your monitor is set to True Color (32-bit) in Control Panels &gt; Display &gt; Settings.
If you continue to receive this message, contact the [SUPPORT_SITE].
	</string>
	<string name="MBPixelFmtSetErr">Can't set pixel format</string>
	<string name="MBGLContextErr">Can't create GL rendering context</string>
	<string name="MBGLContextActErr">Can't activate GL rendering context</string>
	<string name="MBVideoDrvErr">
		[APP_NAME] is unable to run because your video card drivers did not install properly, are out of date, or are for unsupported hardware. Please make sure you have the latest video card drivers and even if you do have the latest, try reinstalling them.

If you continue to receive this message, contact the [SUPPORT_SITE].
	</string>

	<!-- Avatar Shape Information -->
<string name="5 O'Clock Shadow">5 O'Clock Shadow</string>

<string name="All White">All White</string>
<string name="Anime Eyes">Anime Eyes</string>
<string name="Arced">Arched</string>
<string name="Arm Length">Arm Length</string>
<string name="Attached">Attached</string>
<string name="Attached Earlobes">Attached Earlobes</string>


<string name="Back Fringe">Back Fringe</string>

<string name="Baggy">Baggy</string>
<string name="Bangs">Bangs</string>

<string name="Beady Eyes">Beady Eyes</string>
<string name="Belly Size">Belly Size</string>
<string name="Big">Big</string>
<string name="Big Butt">Big Butt</string>

<string name="Big Hair Back">Big Hair: Back</string>
<string name="Big Hair Front">Big Hair: Front</string>
<string name="Big Hair Top">Big Hair: Top</string>
<string name="Big Head">Big Head</string>
<string name="Big Pectorals">Big Pectorals</string>
<string name="Big Spikes">Big Spikes</string>
<string name="Black">Black</string>
<string name="Blonde">Blonde</string>
<string name="Blonde Hair">Blonde Hair</string>
<string name="Blush">Blush</string>
<string name="Blush Color">Blush Color</string>
<string name="Blush Opacity">Blush Opacity</string>
<string name="Body Definition">Body Definition</string>
<string name="Body Fat">Body Fat</string>
<string name="Body Freckles">Body Freckles</string>
<string name="Body Thick">Body Thick</string>
<string name="Body Thickness">Body Thickness</string>
<string name="Body Thin">Body Thin</string>

<string name="Bow Legged">Bow Legged</string>
<string name="Breast Buoyancy">Breast Buoyancy</string>
<string name="Breast Cleavage">Breast Cleavage</string>
<string name="Breast Size">Breast Size</string>
<string name="Bridge Width">Bridge Width</string>
<string name="Broad">Broad</string>
<string name="Brow Size">Brow Size</string>
<string name="Bug Eyes">Bug Eyes</string>
<string name="Bugged Eyes">Bugged Eyes</string>
<string name="Bulbous">Bulbous</string>
<string name="Bulbous Nose">Bulbous Nose</string>

<string name="Breast Physics Mass">Breast Mass</string>
<string name="Breast Physics Smoothing">Breast Smoothing</string>
<string name="Breast Physics Gravity">Breast Gravity</string>
<string name="Breast Physics Drag">Breast Drag</string>

<string name="Breast Physics InOut Max Effect">Max Effect</string>
<string name="Breast Physics InOut Spring">Spring</string>
<string name="Breast Physics InOut Gain">Gain</string>
<string name="Breast Physics InOut Damping">Damping</string>

<string name="Breast Physics UpDown Max Effect">Max Effect</string>
<string name="Breast Physics UpDown Spring">Spring</string>
<string name="Breast Physics UpDown Gain">Gain</string>
<string name="Breast Physics UpDown Damping">Damping</string>

<string name="Breast Physics LeftRight Max Effect">Max Effect</string>
<string name="Breast Physics LeftRight Spring">Spring</string>
<string name="Breast Physics LeftRight Gain">Gain</string>
<string name="Breast Physics LeftRight Damping">Damping</string>

<string name="Belly Physics Mass">Belly Mass</string>
<string name="Belly Physics Smoothing">Belly Smoothing</string>
<string name="Belly Physics Gravity">Belly Gravity</string>
<string name="Belly Physics Drag">Belly Drag</string>

<string name="Belly Physics UpDown Max Effect">Max Effect</string>
<string name="Belly Physics UpDown Spring">Spring</string>
<string name="Belly Physics UpDown Gain">Gain</string>
<string name="Belly Physics UpDown Damping">Damping</string>

<string name="Butt Physics Mass">Butt Mass</string>
<string name="Butt Physics Smoothing">Butt Smoothing</string>
<string name="Butt Physics Gravity">Butt Gravity</string>
<string name="Butt Physics Drag">Butt Drag</string>

<string name="Butt Physics UpDown Max Effect">Max Effect</string>
<string name="Butt Physics UpDown Spring">Spring</string>
<string name="Butt Physics UpDown Gain">Gain</string>
<string name="Butt Physics UpDown Damping">Damping</string>

<string name="Butt Physics LeftRight Max Effect">Max Effect</string>
<string name="Butt Physics LeftRight Spring">Spring</string>
<string name="Butt Physics LeftRight Gain">Gain</string>
<string name="Butt Physics LeftRight Damping">Damping</string>

<string name="Bushy Eyebrows">Bushy Eyebrows</string>
<string name="Bushy Hair">Bushy Hair</string>
<string name="Butt Size">Butt Size</string>
<string name="Butt Gravity">Butt Gravity</string>
<string name="bustle skirt">Bustle Skirt</string>
<string name="no bustle">No Bustle</string>
<string name="more bustle">More Bustle</string>

<string name="Chaplin">Chaplin</string>
<string name="Cheek Bones">Cheek Bones</string>
<string name="Chest Size">Chest Size</string>
<string name="Chin Angle">Chin Angle</string>
<string name="Chin Cleft">Chin Cleft</string>
<string name="Chin Curtains">Chin Curtains</string>

<string name="Chin Depth">Chin Depth</string>
<string name="Chin Heavy">Chin Heavy</string>
<string name="Chin In">Chin In</string>
<string name="Chin Out">Chin Out</string>
<string name="Chin-Neck">Chin-Neck</string>
<string name="Clear">Clear</string>
<string name="Cleft">Cleft</string>
<string name="Close Set Eyes">Close Set Eyes</string>
<string name="Closed">Closed</string>
<string name="Closed Back">Closed Back</string>
<string name="Closed Front">Closed Front</string>
<string name="Closed Left">Closed Left</string>
<string name="Closed Right">Closed Right</string>
<string name="Coin Purse">Coin Purse</string>
<string name="Collar Back">Collar Back</string>



<string name="Collar Front">Collar Front</string>



<string name="Corner Down">Corner Down</string>

<string name="Corner Up">Corner Up</string>
<string name="Creased">Creased</string>
<string name="Crooked Nose">Crooked Nose</string>

<string name="Cuff Flare">Cuff Flare</string>
<string name="Dark">Dark</string>
<string name="Dark Green">Dark Green</string>
<string name="Darker">Darker</string>
<string name="Deep">Deep</string>
<string name="Default Heels">Default Heels</string>

<string name="Dense">Dense</string>

<string name="Double Chin">Double Chin</string>
<string name="Downturned">Downturned</string>
<string name="Duffle Bag">Duffle Bag</string>
<string name="Ear Angle">Ear Angle</string>
<string name="Ear Size">Ear Size</string>
<string name="Ear Tips">Ear Tips</string>
<string name="Egg Head">Egg Head</string>
<string name="Eye Bags">Eye Bags</string>
<string name="Eye Color">Eye Color</string>
<string name="Eye Depth">Eye Depth</string>
<string name="Eye Lightness">Eye Lightness</string>
<string name="Eye Opening">Eye Opening</string>
<string name="Eye Pop">Eye Pop</string>
<string name="Eye Size">Eye Size</string>
<string name="Eye Spacing">Eye Spacing</string>

<string name="Eyebrow Arc">Eyebrow Arc</string>
<string name="Eyebrow Density">Eyebrow Density</string>

<string name="Eyebrow Height">Eyebrow Height</string>
<string name="Eyebrow Points">Eyebrow Points</string>
<string name="Eyebrow Size">Eyebrow Size</string>

<string name="Eyelash Length">Eyelash Length</string>
<string name="Eyeliner">Eyeliner</string>
<string name="Eyeliner Color">Eyeliner Color</string>

<string name="Eyes Bugged">Eyes Bugged</string>








<string name="Face Shear">Face Shear</string>
<string name="Facial Definition">Facial Definition</string>
<string name="Far Set Eyes">Far Set Eyes</string>

<string name="Fat Lips">Fat Lips</string>

<string name="Female">Female</string>
<string name="Fingerless">Fingerless</string>
<string name="Fingers">Fingers</string>
<string name="Flared Cuffs">Flared Cuffs</string>
<string name="Flat">Flat</string>
<string name="Flat Butt">Flat Butt</string>
<string name="Flat Head">Flat Head</string>
<string name="Flat Toe">Flat Toe</string>
<string name="Foot Size">Foot Size</string>
<string name="Forehead Angle">Forehead Angle</string>
<string name="Forehead Heavy">Forehead Heavy</string>
<string name="Freckles">Freckles</string>

<string name="Front Fringe">Front Fringe</string>

<string name="Full Back">Full Back</string>
<string name="Full Eyeliner">Full Eyeliner</string>
<string name="Full Front">Full Front</string>
<string name="Full Hair Sides">Full Hair Sides</string>
<string name="Full Sides">Full Sides</string>
<string name="Glossy">Glossy</string>
<string name="Glove Fingers">Glove Fingers</string>

<string name="Glove Length">Glove Length</string>


<string name="Hair">Hair</string>
<string name="Hair Back">Hair: Back</string>
<string name="Hair Front">Hair: Front</string>
<string name="Hair Sides">Hair: Sides</string>
<string name="Hair Sweep">Hair Sweep</string>
<string name="Hair Thickess">Hair Thickness</string>
<string name="Hair Thickness">Hair Thickness</string>
<string name="Hair Tilt">Hair Tilt</string>
<string name="Hair Tilted Left">Hair Tilted Left</string>
<string name="Hair Tilted Right">Hair Tilted Right</string>
<string name="Hair Volume">Hair: Volume</string>
<string name="Hand Size">Hand Size</string>
<string name="Handlebars">Handlebars</string>
<string name="Head Length">Head Length</string>
<string name="Head Shape">Head Shape</string>
<string name="Head Size">Head Size</string>
<string name="Head Stretch">Head Stretch</string>
<string name="Heel Height">Heel Height</string>
<string name="Heel Shape">Heel Shape</string>
<string name="Height">Height</string>
<string name="High">High</string>
<string name="High Heels">High Heels</string>
<string name="High Jaw">High Jaw</string>
<string name="High Platforms">High Platforms</string>
<string name="High and Tight">High and Tight</string>
<string name="Higher">Higher</string>
<string name="Hip Length">Hip Length</string>
<string name="Hip Width">Hip Width</string>
<string name="Hover">Hover</string>
<string name="In">In</string>
<string name="In Shdw Color">Inner Shadow Color</string>
<string name="In Shdw Opacity">Inner Shadow Opacity</string>
<string name="Inner Eye Corner">Inner Eye Corner</string>
<string name="Inner Eye Shadow">Inner Eye Shadow</string>
<string name="Inner Shadow">Inner Shadow</string>


<string name="Jacket Length">Jacket Length</string>

<string name="Jacket Wrinkles">Jacket Wrinkles</string>
<string name="Jaw Angle">Jaw Angle</string>
<string name="Jaw Jut">Jaw Jut</string>
<string name="Jaw Shape">Jaw Shape</string>
<string name="Join">Join</string>
<string name="Jowls">Jowls</string>
<string name="Knee Angle">Knee Angle</string>
<string name="Knock Kneed">Knock Kneed</string>

<string name="Large">Large</string>
<string name="Large Hands">Large Hands</string>
<string name="Left Part">Left Part</string>
<string name="Leg Length">Leg Length</string>
<string name="Leg Muscles">Leg Muscles</string>
<string name="Less">Less</string>
<string name="Less Body Fat">Less Body Fat</string>
<string name="Less Curtains">Less Curtains</string>
<string name="Less Freckles">Less Freckles</string>
<string name="Less Full">Less Full</string>
<string name="Less Gravity">Less Gravity</string>
<string name="Less Love">Less Love</string>
<string name="Less Muscles">Less Muscles</string>
<string name="Less Muscular">Less Muscular</string>
<string name="Less Rosy">Less Rosy</string>
<string name="Less Round">Less Round</string>
<string name="Less Saddle">Less Saddle</string>
<string name="Less Square">Less Square</string>
<string name="Less Volume">Less Volume</string>
<string name="Less soul">Less soul</string>
<string name="Lighter">Lighter</string>
<string name="Lip Cleft">Lip Cleft</string>
<string name="Lip Cleft Depth">Lip Cleft Depth</string>
<string name="Lip Fullness">Lip Fullness</string>
<string name="Lip Pinkness">Lip Pinkness</string>
<string name="Lip Ratio">Lip Ratio</string>
<string name="Lip Thickness">Lip Thickness</string>
<string name="Lip Width">Lip Width</string>
<string name="Lipgloss">Lipgloss</string>
<string name="Lipstick">Lipstick</string>
<string name="Lipstick Color">Lipstick Color</string>
<string name="Long">Long</string>
<string name="Long Head">Long Head</string>
<string name="Long Hips">Long Hips</string>
<string name="Long Legs">Long Legs</string>
<string name="Long Neck">Long Neck</string>
<string name="Long Pigtails">Long Pigtails</string>
<string name="Long Ponytail">Long Ponytail</string>
<string name="Long Torso">Long Torso</string>
<string name="Long arms">Long arms</string>


<string name="Loose Pants">Loose Pants</string>
<string name="Loose Shirt">Loose Shirt</string>
<string name="Loose Sleeves">Loose Sleeves</string>

<string name="Love Handles">Love Handles</string>
<string name="Low">Low</string>
<string name="Low Heels">Low Heels</string>
<string name="Low Jaw">Low Jaw</string>
<string name="Low Platforms">Low Platforms</string>
<string name="Low and Loose">Low and Loose</string>
<string name="Lower">Lower</string>
<string name="Lower Bridge">Lower Bridge</string>
<string name="Lower Cheeks">Lower Cheeks</string>

<string name="Male">Male</string>
<string name="Middle Part">Middle Part</string>
<string name="More">More</string>
<string name="More Blush">More Blush</string>
<string name="More Body Fat">More Body Fat</string>
<string name="More Curtains">More Curtains</string>
<string name="More Eyeshadow">More Eyeshadow</string>
<string name="More Freckles">More Freckles</string>
<string name="More Full">More Full</string>
<string name="More Gravity">More Gravity</string>
<string name="More Lipstick">More Lipstick</string>
<string name="More Love">More Love</string>
<string name="More Lower Lip">More Lower Lip</string>
<string name="More Muscles">More Muscles</string>
<string name="More Muscular">More Muscular</string>
<string name="More Rosy">More Rosy</string>
<string name="More Round">More Round</string>
<string name="More Saddle">More Saddle</string>
<string name="More Sloped">More Sloped</string>
<string name="More Square">More Square</string>
<string name="More Upper Lip">More Upper Lip</string>
<string name="More Vertical">More Vertical</string>
<string name="More Volume">More Volume</string>
<string name="More soul">More soul</string>
<string name="Moustache">Moustache</string>

<string name="Mouth Corner">Mouth Corner</string>
<string name="Mouth Position">Mouth Position</string>
<string name="Mowhawk">Mohawk</string>
<string name="Muscular">Muscular</string>
<string name="Mutton Chops">Mutton Chops</string>

<string name="Nail Polish">Nail Polish</string>
<string name="Nail Polish Color">Nail Polish Color</string>
<string name="Narrow">Narrow</string>
<string name="Narrow Back">Narrow Back</string>
<string name="Narrow Front">Narrow Front</string>
<string name="Narrow Lips">Narrow Lips</string>
<string name="Natural">Natural</string>
<string name="Neck Length">Neck Length</string>
<string name="Neck Thickness">Neck Thickness</string>
<string name="No Blush">No Blush</string>
<string name="No Eyeliner">No Eyeliner</string>
<string name="No Eyeshadow">No Eyeshadow</string>

<string name="No Lipgloss">No Lipgloss</string>
<string name="No Lipstick">No Lipstick</string>
<string name="No Part">No Part</string>
<string name="No Polish">No Polish</string>
<string name="No Red">No Red</string>
<string name="No Spikes">No Spikes</string>
<string name="No White">No White</string>
<string name="No Wrinkles">No Wrinkles</string>
<string name="Normal Lower">Normal Lower</string>
<string name="Normal Upper">Normal Upper</string>
<string name="Nose Left">Nose Left</string>
<string name="Nose Right">Nose Right</string>
<string name="Nose Size">Nose Size</string>
<string name="Nose Thickness">Nose Thickness</string>
<string name="Nose Tip Angle">Nose Tip Angle</string>
<string name="Nose Tip Shape">Nose Tip Shape</string>
<string name="Nose Width">Nose Width</string>
<string name="Nostril Division">Nostril Division</string>
<string name="Nostril Width">Nostril Width</string>


<string name="Opaque">Opaque</string>
<string name="Open">Open</string>
<string name="Open Back">Open Back</string>
<string name="Open Front">Open Front</string>
<string name="Open Left">Open Left</string>
<string name="Open Right">Open Right</string>
<string name="Orange">Orange</string>
<string name="Out">Out</string>
<string name="Out Shdw Color">Outer Shadow Color</string>
<string name="Out Shdw Opacity">Outer Shadow Opacity</string>
<string name="Outer Eye Corner">Outer Eye Corner</string>
<string name="Outer Eye Shadow">Outer Eye Shadow</string>
<string name="Outer Shadow">Outer Shadow</string>
<string name="Overbite">Overbite</string>

<string name="Package">Package</string>
<string name="Painted Nails">Painted Nails</string>
<string name="Pale">Pale</string>
<string name="Pants Crotch">Pants Crotch</string>
<string name="Pants Fit">Pants Fit</string>
<string name="Pants Length">Pants Length</string>


<string name="Pants Waist">Pants Waist</string>
<string name="Pants Wrinkles">Pants Wrinkles</string>
<string name="Part">Part</string>
<string name="Part Bangs">Part Bangs</string>
<string name="Pectorals">Pectorals</string>
<string name="Pigment">Pigment</string>
<string name="Pigtails">Pigtails</string>
<string name="Pink">Pink</string>
<string name="Pinker">Pinker</string>
<string name="Platform Height">Platform Height</string>
<string name="Platform Width">Platform Width</string>
<string name="Pointy">Pointy</string>
<string name="Pointy Heels">Pointy Heels</string>

<string name="Ponytail">Ponytail</string>
<string name="Poofy Skirt">Poofy Skirt</string>
<string name="Pop Left Eye">Pop Left Eye</string>
<string name="Pop Right Eye">Pop Right Eye</string>
<string name="Puffy">Puffy</string>
<string name="Puffy Eyelids">Puffy Eyelids</string>
<string name="Rainbow Color">Rainbow Color</string>
<string name="Red Hair">Red Hair</string>

<string name="Regular">Regular</string>

<string name="Right Part">Right Part</string>
<string name="Rosy Complexion">Rosy Complexion</string>
<string name="Round">Round</string>

<string name="Ruddiness">Ruddiness</string>
<string name="Ruddy">Ruddy</string>
<string name="Rumpled Hair">Rumpled Hair</string>
<string name="Saddle Bags">Saddle Bags</string>


<string name="Scrawny Leg">Scrawny Leg</string>
<string name="Separate">Separate</string>


<string name="Shallow">Shallow</string>
<string name="Shear Back">Shear Back</string>
<string name="Shear Face">Shear Face</string>
<string name="Shear Front">Shear Front</string>

<string name="Shear Left Up">Shear Left Up</string>

<string name="Shear Right Up">Shear Right Up</string>
<string name="Sheared Back">Sheared Back</string>
<string name="Sheared Front">Sheared Front</string>
<string name="Shift Left">Shift Left</string>
<string name="Shift Mouth">Shift Mouth</string>
<string name="Shift Right">Shift Right</string>
<string name="Shirt Bottom">Shirt Bottom</string>

<string name="Shirt Fit">Shirt Fit</string>

<string name="Shirt Wrinkles">Shirt Wrinkles</string>
<string name="Shoe Height">Shoe Height</string>

<string name="Short">Short</string>
<string name="Short Arms">Short Arms</string>
<string name="Short Legs">Short Legs</string>
<string name="Short Neck">Short Neck</string>
<string name="Short Pigtails">Short Pigtails</string>
<string name="Short Ponytail">Short Ponytail</string>
<string name="Short Sideburns">Short Sideburns</string>
<string name="Short Torso">Short Torso</string>
<string name="Short hips">Short hips</string>
<string name="Shoulders">Shoulders</string>

<string name="Side Fringe">Side Fringe</string>
<string name="Sideburns">Sideburns</string>

<string name="Sides Hair">Sides Hair</string>
<string name="Sides Hair Down">Sides Hair Down</string>
<string name="Sides Hair Up">Sides Hair Up</string>

<string name="Skinny Neck">Skinny Neck</string>
<string name="Skirt Fit">Skirt Fit</string>
<string name="Skirt Length">Skirt Length</string>
<string name="Slanted Forehead">Slanted Forehead</string>
<string name="Sleeve Length">Sleeve Length</string>



<string name="Sleeve Looseness">Sleeve Looseness</string>
<string name="Slit Back">Slit: Back</string>
<string name="Slit Front">Slit: Front</string>
<string name="Slit Left">Slit: Left</string>
<string name="Slit Right">Slit: Right</string>
<string name="Small">Small</string>
<string name="Small Hands">Small Hands</string>
<string name="Small Head">Small Head</string>
<string name="Smooth">Smooth</string>
<string name="Smooth Hair">Smooth Hair</string>
<string name="Socks Length">Socks Length</string>


<string name="Soulpatch">Soulpatch</string>

<string name="Sparse">Sparse</string>
<string name="Spiked Hair">Spiked Hair</string>
<string name="Square">Square</string>
<string name="Square Toe">Square Toe</string>
<string name="Squash Head">Squash Head</string>

<string name="Stretch Head">Stretch Head</string>
<string name="Sunken">Sunken</string>
<string name="Sunken Chest">Sunken Chest</string>
<string name="Sunken Eyes">Sunken Eyes</string>
<string name="Sweep Back">Sweep Back</string>
<string name="Sweep Forward">Sweep Forward</string>

<string name="Tall">Tall</string>
<string name="Taper Back">Taper Back</string>
<string name="Taper Front">Taper Front</string>
<string name="Thick Heels">Thick Heels</string>
<string name="Thick Neck">Thick Neck</string>
<string name="Thick Toe">Thick Toe</string>

<string name="Thin">Thin</string>
<string name="Thin Eyebrows">Thin Eyebrows</string>
<string name="Thin Lips">Thin Lips</string>
<string name="Thin Nose">Thin Nose</string>
<string name="Tight Chin">Tight Chin</string>
<string name="Tight Cuffs">Tight Cuffs</string>
<string name="Tight Pants">Tight Pants</string>
<string name="Tight Shirt">Tight Shirt</string>
<string name="Tight Skirt">Tight Skirt</string>
<string name="Tight Sleeves">Tight Sleeves</string>

<string name="Toe Shape">Toe Shape</string>
<string name="Toe Thickness">Toe Thickness</string>
<string name="Torso Length">Torso Length</string>
<string name="Torso Muscles">Torso Muscles</string>
<string name="Torso Scrawny">Torso Scrawny</string>
<string name="Unattached">Unattached</string>
<string name="Uncreased">Uncreased</string>
<string name="Underbite">Underbite</string>
<string name="Unnatural">Unnatural</string>
<string name="Upper Bridge">Upper Bridge</string>
<string name="Upper Cheeks">Upper Cheeks</string>
<string name="Upper Chin Cleft">Upper Chin Cleft</string>

<string name="Upper Eyelid Fold">Upper Eyelid Fold</string>
<string name="Upturned">Upturned</string>
<string name="Very Red">Very Red</string>
<string name="Waist Height">Waist Height</string>


<string name="Well-Fed">Well-Fed</string>
<string name="White Hair">White Hair</string>
<string name="Wide">Wide</string>
<string name="Wide Back">Wide Back</string>
<string name="Wide Front">Wide Front</string>
<string name="Wide Lips">Wide Lips</string>
<string name="Wild">Wild</string>
<string name="Wrinkles">Wrinkles</string>

	<!-- System Messages -->
	<string name="ItemsComingInTooFastFrom">[APP_NAME]: Items coming in too fast from [FROM_NAME], automatic preview disabled for [TIME] seconds.</string>
	<string name="ItemsComingInTooFast">[APP_NAME]: Items coming in too fast, automatic preview disabled for [TIME] seconds.</string>

	<!-- IM system messages -->
	<string name="IM_announce_incoming">has begun an IM session with you.</string>
	<string name="IM_autoresponded_to">Autoresponse sent to</string>
	<string name="IM_autoresponse_minutes">[MINS] minutes</string>
	<string name="IM_autoresponse_sent_item">was sent auto-response item</string>
	<string name="Unnamed">(Unnamed)</string>
	<string name="inventory_item_offered_to">Inventory item offered to</string>
	<string name="Saved_message" value="(Saved [LONG_TIMESTAMP]) "/>
	<string name="IM_unblock_only_groups_friends">To see this message, you must uncheck &apos;Only friends and groups can call or IM me&apos; in Preferences/Privacy.</string>
	<string name="StartPointSet">Start point set</string>
	<string name="EndPointSet">End point set</string>
	<string name="MeasuredDistance">Distance: [DIST]</string>
	<string name="PowerUser1">You are bestowed with powers beyond mortal comprehension.</string>
	<string name="PowerUser2">Use your newfound abilities wisely.</string>
	<string name="Unlocked:">Unlocked:</string>
	<string name="PowerUser3">- Animation Priority up to 7 - Meant for animations that should override anything and everything at all times. DO NOT USE THIS FOR GENERAL ANIMATIONS.</string>
	<string name="RightClick">Right click</string>
	<string name="PowerUser4">Destroy objects - Permanently deletes an object immediately, when you don't feel like waiting for the server to respond.</string>
	<string name="PowerUser5">Explode objects - Turns an object physical, temporary, and delinks it.</string>
  <string name="OnlineStatus">Online</string>
  <string name="OfflineStatus">Offline</string>
	<string name="not_online_msg">User not online - message will be stored and delivered later.</string>
	<string name="not_online_inventory">User not online - inventory has been saved.</string>

	<string name="ReceivedGift">You've received a gift! [USER] has given you "[PRODUCT]", and says "[MESSAGE]". You can find your gift in your Received Items folder.</string>
	<string name="ReceivedPurchase">Your purchase of [PRODUCT] has been delivered to your Received Items folder.</string>

	<!-- voice calls -->

  <string name="ringing-im">
    Joining voice call...
  </string>
  <string name="connected-im">
    Connected, click Leave Call to hang up
  </string>
  <string name="hang_up-im">
    Left voice call
  </string>
  <string name="answering-im">
    Connecting...
  </string>
  <string name="conference-title">
    Multi-person chat
  </string>
  <string name="inventory_item_offered-im">
    Inventory item offered
  </string>
  <string name="inventory_item_offered_rlv">
    Inventory item offered to [NAME]
  </string>
  <string name="share_alert">
    Drag items from inventory here
  </string>


  <string name="only_user_message">
    You are the only user in this session.
  </string>
  <string name="offline_message">
    [NAME] is offline.
  </string>
  <string name="invite_message">
    Click the [BUTTON NAME] button to accept/connect to this voice chat.
  </string>
  <string name="muted_message">
    You have muted this Resident. Sending a message will automatically unmute them.
  </string>
  <!--Sometimes string name is gotten from the body of server response.
  For ex.: from gIMMgr::showSessionStartError in the LLViewerChatterBoxSessionStartReply::post.
  In case of the EXT-3115 issue 'generic' is passed into the gIMMgr::showSessionStartError as a string name.
  Also there are some other places where "generic" is used.
  So, let's add string with name="generic" with the same value as "generic_request_error" -->
  <string name="generic">
    Error making request, please try again later.
  </string>
  <string name="generic_request_error">
    Error making request, please try again later.
  </string>
  <string name="insufficient_perms_error">
    You do not have sufficient permissions.
  </string>
  <string name="session_does_not_exist_error">
    The session no longer exists
  </string>
  <string name="no_ability_error">
    You do not have that ability.
  </string>
  <string name="no_ability">
    You do not have that ability.
  </string>
  <string name="not_a_mod_error">
    You are not a session moderator.
  </string>
  <!--Sometimes string name is gotten from the body of server response.
  For ex.: from gIMMgr::showSessionStartError in the LLViewerChatterBoxSessionStartReply::post.
  In case of the EXT-3562 issue 'muted' is passed into the gIMMgr::showSessionStartError as a string name.
  So, let's add string with name="muted" with the same value as "muted_error" -->
  <string name="muted">
    A group moderator disabled your text chat.
  </string>
  <string name="muted_error">
    A group moderator disabled your text chat.
  </string>
  <string name="add_session_event">
    Unable to add users to chat session with [RECIPIENT].
  </string>
  <!--Sometimes string name is gotten from the body of server response.
  For ex.: from gIMMgr::showSessionStartError in the LLViewerChatterBoxSessionStartReply::post.
  In case of the EXT-3562 issue 'message' is passed into the gIMMgr::showSessionStartError as a string name.
  So, let's add string with name="message" with the same value as "message_session_event" -->
  <string name="message">
    Unable to send your message to the chat session with [RECIPIENT].
  </string>
  <string name="message_session_event">
    Unable to send your message to the chat session with [RECIPIENT].
  </string>
  <string name="mute">
    Error while moderating.
  </string>
  <!--Sometimes string name is gotten from the body of server response.
  For ex.: from gIMMgr::showSessionStartError in the LLViewerChatterBoxSessionStartReply::post.
  In case of the EXT-3459 issue 'removed' is passed into the gIMMgr::showSessionStartError as a string name.
  So, let's add string with name="removed" with the same value as "removed_from_group" -->
  <string name="removed">
    You have been removed from the group.
  </string>
  <string name="removed_from_group">
    You have been removed from the group.
  </string>
  <string name="close_on_no_ability">
    You no longer have the ability to be in the chat session.
  </string>

  <string name="Home position set.">Home position set.</string>

  <string name="voice_morphing_url">http://secondlife.com/landing/voicemorphing</string>

  <!-- Financial operations strings -->
  <string name="paid_you_ldollars">[NAME] paid you [CURRENCY][AMOUNT] [REASON].</string>
  <string name="paid_you_ldollars_gift">[NAME] paid you [CURRENCY][AMOUNT]: [REASON]</string>
  <string name="paid_you_ldollars_no_reason">[NAME] paid you [CURRENCY][AMOUNT].</string>
  <string name="you_paid_ldollars">You paid [NAME] [CURRENCY][AMOUNT] [REASON].</string>
  <string name="you_paid_ldollars_gift">You paid [NAME] [CURRENCY][AMOUNT]: [REASON]</string>
  <string name="you_paid_ldollars_no_info">You paid [CURRENCY][AMOUNT].</string>
  <string name="you_paid_ldollars_no_reason">You paid [NAME] [CURRENCY][AMOUNT].</string>
  <string name="you_paid_ldollars_no_name">You paid [CURRENCY][AMOUNT] [REASON].</string>
  <string name="you_paid_failure_ldollars">You failed to pay [NAME] [CURRENCY][AMOUNT] [REASON].</string>
  <string name="you_paid_failure_ldollars_gift">You failed to pay [NAME] [CURRENCY][AMOUNT]: [REASON]</string>
  <string name="you_paid_failure_ldollars_no_info">You failed to pay [CURRENCY][AMOUNT].</string>
  <string name="you_paid_failure_ldollars_no_reason">You failed to pay [NAME] [CURRENCY][AMOUNT].</string>
  <string name="you_paid_failure_ldollars_no_name">You failed to pay [CURRENCY][AMOUNT] [REASON].</string>
  <string name="for item">for [ITEM]</string>
  <string name="for a parcel of land">for a parcel of land</string>
  <string name="for a land access pass">for a land access pass</string>
  <string name="for deeding land">for deeding land</string>
  <string name="to create a group">to create a group</string>
  <string name="to join a group">to join a group</string>
  <string name="to upload">to upload</string>
  <string name="to publish a classified ad">to publish a classified ad</string>

  <string name="giving">Giving [CURRENCY]</string>
  <string name="this_costs">This costs [CURRENCY]</string>
  <string name="this_object_costs">This object costs</string>

  <string name="group_role_everyone">Everyone</string>
  <string name="group_role_officers">Officers</string>
  <string name="group_role_owners">Owners</string>
  <string name="group_member_status_online">Online</string>
  <string name="group_member_status_unknown">Unknown</string>

  <string name="uploading_abuse_report">Uploading...

Abuse Report</string>

  <!-- names for new inventory items-->
  <string name="New Shape">New Shape</string>
  <string name="New Skin">New Skin</string>
  <string name="New Hair">New Hair</string>
  <string name="New Eyes">New Eyes</string>
  <string name="New Shirt">New Shirt</string>
  <string name="New Pants">New Pants</string>
  <string name="New Shoes">New Shoes</string>
  <string name="New Socks">New Socks</string>
  <string name="New Jacket">New Jacket</string>
  <string name="New Gloves">New Gloves</string>
  <string name="New Undershirt">New Undershirt</string>
  <string name="New Underpants">New Underpants</string>
  <string name="New Skirt">New Skirt</string>
  <string name="New Alpha">New Alpha</string>
  <string name="New Tattoo">New Tattoo</string>
  <string name="New Universal">New Universal</string>
  <string name="New Physics">New Physics</string>
  <string name="Invalid Wearable">Invalid Wearable</string>
  <string name="New Gesture">New Gesture</string>
  <string name="New Script">New Script</string>
  <string name="New Note">New Note</string>
  <string name="New Folder">New Folder</string>
  <string name="Contents">Contents</string>
  <string name="Gesture">Gesture</string>
  <string name="Male Gestures">Male Gestures</string>
  <string name="Female Gestures">Female Gestures</string>
  <string name="Other Gestures">Other Gestures</string>
  <string name="Speech Gestures">Speech Gestures</string>
  <string name="Common Gestures">Common Gestures</string>
  <!-- gestures -->
  <string name="Male - Excuse me">Male - Excuse me</string>
  <string name="Male - Get lost">Male - Get lost</string>
  <string name="Male - Blow kiss">Male - Blow kiss</string>
  <string name="Male - Boo">Male - Boo</string>
  <string name="Male - Bored">Male - Bored</string>
  <string name="Male - Hey">Male - Hey</string>
  <string name="Male - Laugh">Male - Laugh</string>
  <string name="Male - Repulsed">Male - Repulsed</string>
  <string name="Male - Shrug">Male - Shrug</string>
  <string name="Male - Stick tougue out">Male - Stick tongue out</string>
  <string name="Male - Wow">Male - Wow</string>

  <string name="Female - Chuckle">Female - Chuckle</string>
  <string name="Female - Cry">Female - Cry</string>
  <string name="Female - Embarrassed">Female - Embarrassed</string>
  <string name="Female - Excuse me">Female - Excuse me</string>
  <string name="Female - Get lost">Female - Get lost</string>
  <string name="Female - Blow kiss">Female - Blow kiss</string>
  <string name="Female - Boo">Female - Boo</string>
  <string name="Female - Bored">Female - Bored</string>
  <string name="Female - Hey">Female - Hey</string>
  <string name="Female - Hey baby">Female - Hey baby</string>
  <string name="Female - Laugh">Female - Laugh</string>
  <string name="Female - Looking good">Female - Looking good</string>
  <string name="Female - Over here">Female - Over here</string>
  <string name="Female - Please">Female - Please</string>
  <string name="Female - Repulsed">Female - Repulsed</string>
  <string name="Female - Shrug">Female - Shrug</string>
  <string name="Female - Stick tougue out">Female - Stick tongue out</string>
  <string name="Female - Wow">Female - Wow</string>

  <string name="/bow">/bow</string>
  <string name="/clap">/clap</string>
  <string name="/count">/count</string>
  <string name="/extinguish">/extinguish</string>
  <string name="/kmb">/kmb</string>
  <string name="/muscle">/muscle</string>
  <string name="/no">/no</string>
  <string name="/no!">/no!</string>
  <string name="/paper">/paper</string>
  <string name="/pointme">/pointme</string>
  <string name="/pointyou">/pointyou</string>
  <string name="/rock">/rock</string>
  <string name="/scissor">/scissor</string>
  <string name="/smoke">/smoke</string>
  <string name="/stretch">/stretch</string>
  <string name="/whistle">/whistle</string>
  <string name="/yes">/yes</string>
  <string name="/yes!">/yes!</string>
  <string name="afk">afk</string>
  <string name="dance1">dance1</string>
  <string name="dance2">dance2</string>
  <string name="dance3">dance3</string>
  <string name="dance4">dance4</string>
  <string name="dance5">dance5</string>
  <string name="dance6">dance6</string>
  <string name="dance7">dance7</string>
  <string name="dance8">dance8</string>
  <string name="DefaultMimeType">none/none</string>

  <!-- language specific white-space characters, delimiters, spacers, item separation symbols -->
  <string name="words_separator" value=", "/>

  <string name="Chat">Chat</string>

  <!-- SL Membership -->
  <string name="BaseMembership">Base</string>
  <string name="PremiumMembership">Premium</string>
  <string name="Premium PlusMembership">Premium Plus</string>
  <string name="InternalMembership">Internal</string> <!-- No need to translate -->

 <!-- External editor status codes -->
 <string name="ExternalEditorNotSet">Select an editor using the ExternalEditor setting.</string>
 <string name="ExternalEditorNotFound">Cannot find the external editor you specified.
Try enclosing path to the editor with double quotes.
(e.g. "/path to my/editor" "%s")</string>
 <string name="ExternalEditorCommandParseError">Error parsing the external editor command.</string>
 <string name="ExternalEditorFailedToRun">External editor failed to run.</string>

 <!--  Machine translation of chat messahes -->
 <string name="TranslationFailed">Translation failed: [REASON]</string>
 <string name="TranslationResponseParseError">Error parsing translation response.</string>

  <!-- Key names begin -->
  <string name="Left">Left</string>
  <string name="Right">Right</string>

  <!-- llviewerwindow -->
  <string name="BeaconParticle">Viewing particle beacons (blue)</string>
  <string name="BeaconPhysical">Viewing physical object beacons (green)</string>
  <string name="BeaconScripted">Viewing scripted object beacons (red)</string>
  <string name="BeaconScriptedTouch">Viewing scripted object with touch function beacons (red)</string>
  <string name="BeaconSound">Viewing sound beacons (yellow)</string>
  <string name="BeaconMedia">Viewing media beacons (white)</string>
  <string name="ParticleHiding">Hiding Particles</string>

  <string name="Command_Profile_Label">Profile</string>

  <!-- Pathfinding -->
  <string name="Pathfinding_Wiki_URL">http://wiki.secondlife.com/wiki/Pathfinding_Tools_in_the_Second_Life_Viewer</string>
  <string name="Pathfinding_Object_Attr_None">None</string>
  <string name="Pathfinding_Object_Attr_Permanent">Affects navmesh</string>
  <string name="Pathfinding_Object_Attr_Character">Character</string>
  <string name="Pathfinding_Object_Attr_MultiSelect">(Multiple)</string>

  <!-- Experience Tools strings -->
  <string name="experience_tools_experience">Experience</string>
  <string name="ExperienceNameNull">(no experience)</string>
  <string name="ExperienceNameUntitled">(untitled experience)</string>
  <string name="Land-Scope">Land-Scope</string>
  <string name="Grid-Scope">Grid-Scope</string>
  <string name="Allowed_Experiences_Tab">Allowed</string>
  <string name="Blocked_Experiences_Tab">Blocked</string>
  <string name="Contrib_Experiences_Tab">Contributor</string>
  <string name="Admin_Experiences_Tab">Admin</string>
  <string name="Recent_Experiences_Tab">Recent</string>
  <string name="Owned_Experiences_Tab">Owned</string>
  <string name="ExperiencesCounter">([EXPERIENCES], max [MAXEXPERIENCES])</string>
  <string name="ExperiencePermission1">take over your controls</string>
  <string name="ExperiencePermission3">trigger animations on your avatar</string>
  <string name="ExperiencePermission4">attach to your avatar</string>
  <string name="ExperiencePermission9">track your camera</string>
  <string name="ExperiencePermission10">control your camera</string>
  <string name="ExperiencePermission11">teleport you</string>
  <string name="ExperiencePermission12">automatically accept experience permissions</string>
  <string name="ExperiencePermissionShortUnknown">perform an unknown operation: [Permission]</string>
  <string name="ExperiencePermissionShort1">Take Controls</string>
  <string name="ExperiencePermissionShort3">Trigger Animations</string>
  <string name="ExperiencePermissionShort4">Attach</string>
  <string name="ExperiencePermissionShort9">Track Camera</string>
  <string name="ExperiencePermissionShort10">Control Camera</string>
  <string name="ExperiencePermissionShort11">Teleport</string>
  <string name="ExperiencePermissionShort12">Permission</string>
  <string name="ExperiencePermissionShortUnknown">Unknown: [Permission]</string>

  <!-- Statistics -->
  <string name="na">n/a</string>

  <!-- teleport_strings.xml's strings we need -->
  <string name="completed_from">Teleport completed from</string>
  
  <!-- Media filter -->
  <string name="audio">audio</string>
  <string name="media">media</string>
  <string name="MediaFilterBlacklist">blacklist</string>
  <string name="MediaFilterWhitelist">whitelist</string>

  <!-- AIAlert messages -->
  <!-- These two do not need translation ;) -->
  <string name="AIError">"\"[ERROR]\""</string>
  <string name="AIPrefix">"[PREFIX]: "</string>

	<!-- AIFile exception alerts -->
	<string name="AIFile_mkdir_Failed_to_create_DIRNAME">Failed to create folder [DIRNAME]: [ERROR]</string>
	<string name="AIFile_rmdir_Failed_to_remove_DIRNAME">Failed to remove folder [DIRNAME]: [ERROR]</string>
	<string name="AIFile_fopen_Failed_to_open_FILENAME">Failed to open file "[FILENAME]": [ERROR]</string>
	<string name="AIFile_close_Failed_to_close_file">Failed to close file: [ERROR]</string>
	<string name="AIFile_remove_Failed_to_remove_FILENAME">Failed to remove file [FILENAME]: [ERROR]</string>
	<string name="AIFile_rename_Failed_to_rename_FILE_to_NEWFILE">Failed to rename file [FILE] to [NEWFILE]: [ERROR]</string>

	<!-- AIXMLElement exception alerts -->
	<string name="AIXMLElement_attribute_Failed_to_write_DATA">Failed to write '[DATA]', writing attribute data.</string>
	<string name="AIXMLElement_child_Bad_ostream">ostream not good after calling child.toXML</string>
	<string name="AIXMLElement_write_child_Failed_to_write_DATA">Failed to write '[DATA]', writing child data.</string>
	<string name="AIXMLElement_Failed_to_write_DATA">Failed to write '[DATA]', opening new child.</string>
	<string name="AIXMLElement_closing_child_Failed_to_write_DATA">Failed to write '[DATA]', closing previous child.</string>

	<!-- AIXMLStream exception alerts -->
	<string name="AIXMLStream_fprintf_failed_to_write_xml_header">Failed to write XML header.</string>

	<!-- AIXMLParser exception alerts -->
	<string name="AIXMLParser_Cannot_parse_FILEDESC_FILENAME">Cannot parse [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLParser_No_root_node_found_in_FILEDESC_FILENAME">No root node found in [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLParser_Missing_header_NAME_invalid_FILEDESC_FILENAME">Missing header '[NAME]' ; invalid [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLParser_Invalid_or_missing_NAME_version_attribute_in_FILEDESC_FILENAME">Invalid or missing [NAME] 'version' attribute in [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLParser_Incompatible_NAME_version_MAJOR_MINOR_in">Incompatible '[NAME]' version, [MAJOR].[MINOR], in [FILEDESC] "[FILENAME]".</string>

	<!-- AIXMLElementParser exception alerts -->
	<string name="AIXMLElementParser_read_string_Invalid_MD5_VALUE_in_FILEDESC_FILENAME">Invalid MD5 ([VALUE]) in [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLElementParser_read_string_Invalid_boolean_VALUE_in_FILEDESC_FILENAME">Invalid boolean ([VALUE]) in [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLElementParser_attribute_Missing_NAME_attribute_in_NODENAME_of_FILEDESC_FILENAME">Missing '[NAME]' attribute in [NODENAME] of [FILEDESC] "[FILENAME]".</string>"
	<string name="AIXMLElementParser_attribute_Invalid_NAME_attribute_should_be_REQUIRED_in_NODENAME_of_FILEDESC_FILENAME">Invalid '[NAME]' attribute (should be '[REQUIRED]') in [NODENAME] of [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLElementParser_read_child_Invalid_uuid_in_FILEDESC_FILENAME">Invalid UUID in [FILEDESC] "[FILENAME]".</string>
	<string name="AIXMLElementParser_read_child_Invalid_date_DATE_in_FILEDESC_FILENAME">Invalid DATE ([DATE]) in [FILEDESC] "[FILENAME]".</string>

	<!-- AIArchetype exception alerts -->
	<string name="AIArchetype_archetype_has_no_meta">archetype has no &lt;meta&gt; element.</string>
	<string name="AIArchetype_MetaData_archetype_meta_has_no_ATTRIBUTE">archetype &lt;meta&gt; element has no '[ATTRIBUTE]' attribute.</string>

  <string name="AIXMLdumpArchetypeXMLError">Failure dumping archetype to "[FILE]":</string>
  <string name="AIXMLExportSuccess">Successfully exported wearable to "[FILE]".</string>
  <string name="AIXMLExportWriteError">The export to file "[FILE]" failed:</string>
  <string name="AIXMLImportRootVersionError">Import Failure: the file "[FILE]" contains linden_genepool XML data with the wrong [TAG]. Version "[VERSIONMAJOR].0" or less is required.</string>
  <string name="AIXMLImportDifferentGrid">Import was successful but note that the wearable was exported on grid [EXPORTGRID] (and the current grid is [CURRENTGRID]). Texture UUIDs have NOT been applied!</string>
  <string name="AIXMLImportMixedGrid">Import was successful but note that the wearable was exported on grid [EXPORTGRID] (and the current grid is [CURRENTGRID]). Texture UUIDs have been applied but might not exist here!</string>
  <string name="AIXMLImportEmptyArchetype">Import warning: the file "[FILE]" contains a wearable of the selected type ([TYPE]), but contains no parameters or textures for that type. Nothing was imported.</string>
  <string name="AIXMLImportWearableTypeMismatch">Import warning: the file "[FILE]" does not contain a wearable of type [TYPE]. It contains an archetype of type [ARCHETYPENAME]. Please select the correct type before importing.</string>
  <string name="AIXMLImportError">Failed to import the [TYPE] wearable:</string>
  <string name="AIXMLImportNoArchetypeError">No archetype found in wearable import file "[FILE]".</string>

</strings>
