1) llIsInGroupRole(key avatarkey, string groupname, string rolename);
* returns 1 if avatar is a member of group "groupname" and is in role "rolename". Rolename can be "Owner", "Everyone", or any other valid group role name. Using this call with 'Everyone' or '*' as the rolename should just check if the avatar is in that group.
* returns 0 otherwise.
This function would vastly improve the compatibility between groups and scripting, for the simple reason that it'd make checks on groups both convenient to the person being checked (and in SL, with users, convenience is half the battle)... and also undodgable (think security systems that can ban by group). Robin Linden has already posted that bans by group ARE on LL's to-do list, and just as bans are LSL-scriptable, so should bans by group be.
2) llName2Key(string avatarname);
Put simply, it would be much more efficient to have a call for doing this in LSL than it is to have to use 3rd party websites to do so. Security systems, for example, often use keys to ban people - which is fine if the 3rd party database sites have their key, but useless on newly-created 'just signed up today' alts.
3) Ban-management functions enabling LSL scripts owned by avatars with permission to add to, delete from and list both parcel-level and estate-level bans. "ll" + ("AddTo"||"DelFrom"||"List"


4) Increasing the maximum number of people a sensor can detect... up from 16 to about, say, 64? Would result in less need for multiple sensors, link scripts, etc.
5) A function llGetPrimsOnLand(key ownerkey); - which returns the total prims that owner 'ownerkey' is using on your land. Great for enforcing prim count limits in conjunction with...
6) LSL calls to return object :
llReturnObject(key object); - returns a single object with a given key
llReturnObjectByOwner(key owner); - returns all objects on parcel owned by given owner key. This could be very useful for managing prim counts, especially
7) Reliable storage - either via writing to notecards (I know it's hard, but so many people want it...) or via some sort of *sql database system (even better as many scripts in different objects/sims can access the same database).

9) Includes, either from another script or from a notecard.
10) Events which get raised when the object is pushed, or the avatar to which the object is attached takes damage. E.g. pushed(vector impulse, vector rotational, key pusher)
11) Switch/case statements in LSL scripts.
12) Find/Replace in scripts (and notecards too, for that matter).
13) Allowing group-owned objects to give inventory, send IMs, etc just as normal objects do.
14) Functions to allow LSL scripts to fetch the price of the parcel under a specific x/y co-ordinate, and to set the parcel price and 'for sale' box of land owned by the object owner. Would require a PERMISSION_SELLINGLAND to avoid people tricking mainland land owners into rezzing such an object and then stealing their land. With groups, objects deeded by the group founder should automatically get this permission.
15) llGiveInventory return/event - to know if the person accepted your inventory offer.
16) llSetObjectPrice.
There are a lot of good ideas in this topic, however the poster, Aaron Linden, has since left the company it seems (Last Activity: 09-30-2003 07:52 PM). If you could outline which features you plan to add to LSL, it would be nice.
I know the Lindens are very busy, which is why I'm asking this - I figure if you devote your time to giving residents a more powerful LSL, we can write scripts to do a lot of the other things we really want done in SL.
Could you please let us know :
*) for each proposed LSL function/feature above, if you plan to implement it, and, if so, in what sort of timeframe?
*) if people should continue posting in this topic, or just wait for the status of their requests thus far to be announced. It'd be helpful for them to know this, and it'd help keep up Resident morale.