File: Etoys.mo

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etoys 5.0.2408-1
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  • area: non-free
  • in suites: bookworm, bullseye, buster, sid, stretch, trixie
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  • ctags: 32
  • sloc: sh: 183; makefile: 166; xml: 20; python: 7
file content (361 lines) | stat: -rw-r--r-- 75,025 bytes parent folder | download
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(currently {2})
Each row represents an object, or "player" in the project.
Click on the menu icon to get a menu of options concerning the player.
Click on a player's picture to reveal its location.
Click on the turquoise eye to open the player's viewer.
Click on a player's name to obtain a tile representing it.
and the object formerly known by this name
is now called
 Apply changes to entire text  Auto-Fit Drop shadow color Gradient fill Lock Radial gradient Rounded corners Solid fill Sticky Wrapping card(s) added card(s) and all of their data? dragNdrop or  to 's(none)2nd gradient color: exception in script A "stack" is a place where you can create, store, view and retrieve data "fields" from a set of "cards".  Data that you want to occur on every card (such as a name and an address in an Address Stack) are represented by objects such as "Simple Text", "Fancy Text", and "Scrolling Text" that you obtain from the Stack Tools flap.

When you look at a card in a Stack, you may be seeing three different kinds of material.  Press the § button in the stack's controls to see the current designations, and use the "explain designations" to get a reminder of what the three different colors mean.
·  Things that are designated to be seen on every card, and have the same contents whichever card is being shown. (green)
·  Things that are designated to be seen on every card, with each card having its own value for them. (orange)
·  Things that are designated to occur only on the particular card at hand. (red)

Use the "stack/cards" menu (in an object's halo menu) to change the designation of any object.  For example, if you have an object that is private to just one card, and you want to make it visible on all cards, use "place onto background".  If you further want it to hold a separate value for each separate card, use "start holding separate data for each instance".

The normal sequence to define a Stack's structure is to obtain a blank Stack, then create your fields by grabbing what you want from the Stack Tools flap and dropping it where you want it in the stack.  For easiest use, give a name to each field (by editing the name in its halo) *before* you put it onto the background..  Those fields that you want to represent the basic data of the stack need to be given names, placed on the background, and then told to hold separate data.

When you hit the + button in a stack's controls, a new card is created with default values in all the fields.  You can arrange for a particular default value to be used in a field -- do this either for one field at a time with "be default value on new card", or you can request that the all the values seen on a particular card serve as default by choosing "be defaults for new cards" from the stack's · menu.

It is also possible to have multiple "backgrounds" in the same stack -- each different background defines a different data structure, and cards from multiple backgrounds can be freely mixed in the same stack.

Besides text fields, it is also possible to have picture-valued fields -- and potentially fields with data values of any other type as well.A Kedama World with pre-made componentsA Scriptable buttonA button that takes the user to the next card in the stackA button that takes the user to the previous card in the stackA button to use with tile scripting; its script will be a method of its containing playfieldA button whose script will be a method of the background PlayerA database of any sort -- slide show, rolodex, and any point in betweenA multi-card data baseA number readout for a Stack.  Shows current value.  Click and type the value.A number readout for a Stack.  Shows current value.  Click and type the value.  Shift-click on title to edit.A random-number tile for use with tile scriptingA scriptable calendarA searchable source of new objects.A tile holding a plain numberA tile representing a function call.  Click on the function name or the arrows to change functions.A tile representing the object being scriptedA tile that will produce a random number in a given rangeA tile that will produce a random number in a given range.A tool allowing you to monitor and change the status of all scripts in your projectA tool showing all the players in your projectA tool that lets you control all the running scripts in your worldA tool that lets you find out about all the players used in this projectA tool that lets you navigate back to recently-visited projectsA tool that lets you see and control all the running scripts in your projectA tool that lets you see and manage all the sounds in the sound libraryA window set up for simple scripting.AcceptAdd a new card after this oneAdd a new patch variableAdd a new script that will work for this object and all of its siblingsAdd a new turtleAdd a new variable to this object and all of its siblings.  You will be asked to supply a name for it.Add new variableAll ScriptsAllow this area to be separately governed by its own controls.Allows you to view all the scripts in the project in a traditional programmers' "browser" formatAlready in the TrashAn object you can use to make pictures represent the speech of a character in a comicAn object you can use to make pictures represent the thoughts of a character in a comicAn object you can use to make words represent the speech of a character in a comicAn object you can use to make words represent the thoughts of a character in a comicAt this time, there IS only one kind of
background in this stack, so that's
what you'll getAuthorBBackground field, individual valuesBackground field, shared valueBasicBorder ColorBorder styleBorder widthBring back all objects whose current coordinates keep them from being visible, so that at least a portion of each of my interior objects can be seen.ButtonCalendarCancelCancel this Publish operation.Cannot "tell " Caution -- DANGER. Change the order of the variables on the cardsCaution -- every card of this background
formerly had its own value for this
item.  If you put it on the foreground,
the values of this item on all other
cards will be lostCaution -- this destroys this script
permanently; are you sure you want to do this?Caution -- this script was changed
textually; if you revert to tiles at this
point you will lose all the changes you
may have made textually.  Do you
really want to do this?Caution!  References in textually-coded scripts won't be renamed.Caution!  There may be scripts belonging to
other objects that may rely on the presence of
this variable.  If there are, they may now be broken.
You may need to fix them up manually.Caution!  This is irreversibly destructive -- it removes the script from the system.Change my name and continue publishing.Choose a different vocabulary for this Viewer.Choose a vocabularyChoose frequency (current: {1})Choose one of the following conditionsChoose the TYPE
for the parameter (currently {1})Choose the TYPE
for {1}
Choose the TYPE
of data to get from
{1}'s {2}Choose the datum
you want to extract from {1}'s {2}Click here to edit the name of the script.Click here to edit the player's name.Click here to get a menu for this stack.Click here to get a menu of options for this stack.Click here to remove this tool from the screen; you can get another one any time you want from the Widgets flapClick here to reveal this objectClick here to run this script once; hold button down to run repeatedlyClick to select a complex framed borderClick to select a complex inset borderClick to select a complex raised borderClick to select a simple colored borderClick to select a simple inset borderClick to select a simple raised borderColorCreate new cards from a formatted string on the clipboardCreate new cards from data in a fileDecimal places:Delete this cardDescriptionDesign your own graph paper and use it as the background texture here.DirectionDisplays a summary of all the pre-defined commands and properties in the pre-defined EToy vocabulary.Dividing by zero makes a number too
				large for even a Sorcerer to handle.
				Please change your script.Dividing by zero makes a number too
large for even a Sorcerer to handle.
Please change your script.DoDrag from here to get a parameter tileDrag here to tear off a Repeat/Times unit which you can drop into your scriptDrag in here to change the border widthDrag in here to change the direction of the gradientDrag in here to change the margins of the textDrag in here to change the offset of the shadowDrag in here to change the origin of the gradientEToy VocabularyEach row represents an object, or "player" in the project.
Click on the menu icon to get a menu of options concerning the player.
Click on a player's picture to reveal its location.
Click on the turquoise eye to open the player's viewer.
Click on a player's name to obtain a tile representing it.Empty out all the morphs that have accumulated in the trash can.Ensure that all script editors are referring to the first (alphabetically by external name) Player of their typeEnter a new label for this buttonEnter things to search forExpected a Point but instead got Fewer controls
(if shift key pressed,
deletes controls)Final cardFirst cardFunctionGold BoxHow many decimal places? (currently {1})II do need a name for the projectIP Address\Project\OwnerIf any items on the world desktop are currently hidden, make them visible.If any items on the world desktop are currently locked, unlock them.If checked, then entries for all instances will be shown, but if not checked, scripts for only one representative of each different kind of object will be shown.  Consult the help available by clicking on the purple ? for more information.If checked, then only scripts that are paused or ticking will be shownIf you have misplaced the object bearing this script, use this item to (try to) make it visibleIf you have misplaced the object that this Viewer is looking at, use this item to (try to) make it visibleIf you want to give this object a name which conflicts with the name of some other object in the project, use this command.  The other object with the same name will in the process be given a different name.Jump...Just for FunKedamaWorldKern+Kern-Key:Language-DirectionLanguage-NameLets you choose how many decimal places should be shown in readouts for this variableLets you view the status of all the scripts belonging to all the scripted objects of the project.MainMake any number of sibling instances all at onceMake the status of this script in all of my sibling instances be the same as the status you see hereMake these current field values be the defaults for their respective fields on new cardsMake viewers for all players which have user-written scripts in this playfield.Makes another morph whose player is of the same class as this one.  Both siblings will share the same scriptsMarginsMethodModify variableMoreMore controls
(if shift key pressed,
deletes controls)More events:NName:New height for thumbnails? Next CardNext cardNoNo matches found for "No matches were found.
Be sure the current card is mostly blank
and only has text you want to match.Number (bare)Number (fancy)Number (mid)Number of firings per tick: Number of ticks per second: OKOffsetOops, object "{1}" no longer has
a script named "{2}".
It must have been deleted or renamed.Open up a Viewer for this objectOpen up the Scriptor for this scriptOriginParticlesPause all ticking scripts.PhraseTilePick a name 24 characters or less and avoid the following characters:

 : < > | / \ ? * " .PlayerPlayersPlayers in this ProjectPlease a new label for this buttonPlease be reasonable!Please choose a variablePlease click on a StackPlease describe this event:Please describe this projectPlease enter a new label for this buttonPlease enter your login namePlease make the name 24 characters or lessPlease remove any funny charactersPlease remove any funny characters from the namePlease type the arguments to be sent to the target
when this button is pressed separated by periodsPlease type the selector to be sent to
the target when this button is pressedPress here to get a menuPress here to tear off a TEST/YES/NO unit which you can drop into your scriptPress mePress new keyPress to toggle ticking state. Hold down to set tick rate.Previous CardPrevious cardProduces a summary of scripted objects in the project, and all of their scripts.Project NameProjectHistoryRandomReally delete Really delete this card and all of its data?Rearranges my contents in random orderRemove all the Viewers from this project.Remove the viewers for all players in this playfield. This will save space before you publish this projectRemove this script
from the screen
(you can open it
again from a Viewer)RepeatRepeat TileReports whether the mouse button is downReports whether the mouse button is upResume running all paused scriptsRun every paused script exactly once.  Keep the mouse button down over "Step" and everything will keep running until you release itRun this command once.SScript EditorScript NameScript StatusScript to repeatScriptable ButtonScriptingSearchSet the number of pixels per patch (a number between 1 and 10)?Set the spacing to be used when gridding is onShow designationsShow more info on this project.SizeSome hints about how to use StacksSorry that name is already usedSorry, no help available hereSorry, this script is being called
from another script.Sorry, we do not permit you to rename
classic-tiled scripts that are currently
textually coded.  Go back to tile scripts
and try again.  Humble apologies.Sorry, {1} is in
use in a script.Sort all the cards of the current background using some field as the sort keySorted bySpecify what the limitClass should be for this Viewer -- i.e., the most generic class whose methods and categories should be considered here.Speech bubbleSpeech bubble (graphic)Sprout a new scriptor around this phraseStackStack / BookStack HelpStyleSuppliesTagsTake measures that may help fix up some things about a faulty or problematical project.TestTest/Yes/No panes for testing a condition.TestTileTextText ColorThat event is already defined.The "more..." branch offers you menu items that are less frequently used.The name of the script to which this operation appliesThe place where all your trashed morphs go.There is presently no
background painting
to delete.This border style cannot be used hereThis is a variable defined by you.  Please edit this into your own meaningful documentation.This is the name of the player to which this script belongs; if you click here, you will get a menu of interesting options pertaining to this player and scriptThis is the name of the script to which this entry pertains.This tile refers to an actual graphical object; use this menu item to grab that object.  Caution!  This may remove the object from a place it really ought to stay.This tool allows you to see all the scripts for all the objects in this project.

Sometimes you are only interested in those scripts that are ticking, or that are *ready* to tick when you hit the GO button (which are said to be "paused.")

* Check "tickers only" if you only want to see such scripts -- i.e., scripts that are either paused or ticking.

* If "tickers only" is *not* checked, then all scripts will be shown, whatever their status.

* The other checkbox, labeled "all instances", only comes into play if you have created "multiple sibling instances" (good grief) of the same object, which share the same scripts; if you have such things, it is often convenient to see the scripts of just *one* such sibling, because it will take up less space and require less mindshare -- and note that you can control a script for an object *and* all its siblings from the menu of that one that you see, via menu items such as "propagate status to siblings".

* If "all instances" is checked, scripts for all sibling instances will be shown, whereas if "all instances" is *not* checked, only one of each group of siblings will be selected to have its scripts shown.

But how do you get "multiple sibling instances" of the same object?  There are several ways:

(1)  Use the "make a sibling instance" or the "make multiple siblings..." menu item in the halo menu of a scripted object.

(2)  Use the "copy" tile in a script.

(3)  Request "give me a copy now" from the menu associated with the "copy" item in a Viewer.

If you have on your screen multiple sibling instances of the same object, then you may or may want to see them all in the All Scripts tool, and that is what the "all instances" checkbox governs.

Set "all instances" if you want a separate entry for each instance, as
opposed to a single representative of that kind of object.

Note that if you obtain a copy of an object by using the green halo handle, it will *not* be a sibling instance of the original.  It will in many ways seem to be, because it will start out its life having the same scripts as the original.  But it will then lead an independent life, so that changes to scripts of the original will not be reflected in it, and vice-versa.

This is an important distinction, and an unavoidable one because people sometimes want the deep sharing of sibling instances and sometimes they clearly do not.  But the truly understandable description of these concepts and distinctions certainly lies *ahead* of us!This view is ALREADY
behaving like a holder, which
is to say, it is set to indicate the
cursor and to have auto-line-layout.This will actually pick up the object bearing this script and hand it to you.  Click the (left) button to drop itThis will actually pick up the object this Viewer is looking at, and hand it to you.  Click the (left) button to drop itThought bubbleThought bubble (graphic)Ticks (now: {1}/sec)TileTimesTimesRepeat panes for running a section of code repeatedly.To resize the script, uncheck the box belowTurn auto-fit on or offTurn drop shadows on or offTurn gradient fill on or offTurn line wrapping on or offTurn lock on or offTurn radial gradient on or offTurn rounded corners on or offTurn solid fill on or offTurn stickiness on or offTurtleType a number into the pane to specify the individual turtle.Type new name:Type some letters into the pane at right, and then press this Search button (or hit RETURN) and all tiles that match what you typed will appear in the list below.Type the name you insist uponType:UUser custom events:What is the name of your new event?What should we call this new background?When should this script run?Wherever this object currently is, the "grab" command will rip it out, and place it in your "hand".  This is a very drastic step, that can disassemble things that may be very hard to put back together!Whether to apply style changes to entire text or just selectionWhich card number? Yesa variable defined by this objectabandon unsituated playersabcaddadd a card of background...add a card of this backgroundadd a new breed of turtleadd a new patch variableadd a new scriptadd a new variableadd a search paneadd a vertex at beginningadd a vertex at endadd parameteralign afterall instancesalternateBackgroundapply my status to all siblingsapply status to all siblngsapply the current status of all of my scripts to the scripts of all my siblingsas objectattach an unlabeled readout to the object which shows the value of this variableattached labeled watcherattached watcherattempt misc repairsattempt repairsauthoring tools...auto fitauto-phrase-expansionautomatic viewingbackground color for all pages...basicbatch pen trailsbe a card in an existing stack...be default value on new cardbe defaults for new cardsbecome a stack of cardsbehave like a holderbold textbook...bookish items...bring all siblings to my locationbrowse classbrowser for scriptsbuttonbutton down?button to fire this scriptbutton to show/hide this scriptbutton up?can be found in the following categoriescancel changes made and close panelcategorychange the name, type, and/or decimal places settings for this variablechoose a costumechoose attachment edge (now {1})choose limit class...choose this to obtain a tile which represents the object associated with this scriptchoose type...choose vocabulary...classic tilesclear all pen trailsclear new-page prototypeclear pen trailsclick here to add
another category paneclick here to add a variable
to this object.click here to choose a new type for this parameterclick here to get a menu
that will allow you to
locate this object,
tear off a tile, etc..click here to get a palette of useful tiles to use in your script.click here to obtain a tile that refers to this player.click here to obtain this object's Viewerclick to run the script "{1}" in player named "{2}"closeclosingcolorcolor seescommandcopy object's name to clipboardcopy page url to clipboarddebug...decimal places...decrease kerndefine a new custom eventdelete a custom eventdelete all cards *except* this onedelete background paintingdelete the graphic that forms the background for this me.delete this carddestroy "destroy all this object's scriptsdestroy this objectdestroy this scriptdetached method panedetailed watcherdial todistance todividedivide & truncatedivisible bydodrag & dropdrag and drop to 
add a new scriptdrag from here to obtain an assignment phrase.edit balloon helpedit balloon help for this scriptempty scriptempty trash canenclose within parenthesesequalerroretoy vocabulary summaryevaluation errorexplain designationsexplain status alternativesexpunge empty scriptsfalsefence enabledfewer card controlsfill & borderfind all sibling instances and bring them to mefind via this templatefind...fine-tune the position of this watcher relative to its chosen attachment edgefires per tick...first cardfont changingforcibly rename objectforget other costumesforward byfunctiongallery of playersgeometrygive me a copy nowgo to card...gold boxgold box itemsgoverns whether, when an object is touched inside me, a viewer should automatically be launched for itgrab morphgrab this objectgreater thangreater than or equalhand me a "button down?" tilehand me a "button up?" tilehand me a "function" tilehand me a "random number" tilehand me a "repeat..times" tilehand me a numeric-constant tilehand me a picture of pen trailhand me a test-yest-no tilehand me a tile for self	hand me this objecthide card controlsif currently showing thumbnails governs the standard height for themimpart scripts to...include at beginninginclude at endincrease kernindicate all siblingsinsert a cardinsert a vertex at cursorinsert cards from a file...insert cards from clipboard datainspectinspect classinspect morphinspect objectinspect playerinspect this Viewerinspect this Vocabularyinstance variable order...is in the following categoryis over coloritalic textkeep changes made and close panelkeep in one filelarger valuelast cardlayoutless thanless than or equalline is curvedline is openedlisteningload PPT images from slide #1look likemake a new background...make a readout showing the name and value of this variable, and attach it to the object itselfmake a sibling instancemake all my sibling instances look like me.make all pages this sizemake all siblings look like memake an instance for my datamake detachablemake graph paper...make multiple siblings...make soundmiscellaneousmodify "{1}"momentarily show, by flashing , all of my visible siblings.more geometrymore...more... motionmouseDownmouseEntermouseEnterDraggingmouseLeavemouseLeaveDraggingmouseStillDownmouseUpmove card one position earliermove card one position latermove card to back of stackmove card to front of stackmultiplynnarrow textnew scripting areanext cardno arrowheads on pensno changeno path obtainedno pen trails presentno such cardnormalnormal textnot equalnumberobjects (o)observationobtain a labeled readout which shows the object name and the name and value of this variableobtain an unlabeled readout which shows the value of this variableoffsetoffset (currently {1})okokay, this object is now named
openopen a button properties panel for the morphopen a lexicon that has a type-in pane for search (not recommended!)open a little window that shows the Smalltalk code underlying this script.open a main properties panel for the morphopen a text properties panel for the morphopen a window that shows the code for this object in traditional programmer formatopen lexicon with search paneopen or close the lower portion that shows individual scriptsopen standard lexiconopen the viewer of the object to which this script belongsopen this object's Vieweropen this script's Scriptoropen underlying scriptoropen vieweropen viewer for this objectopeningopens a Viewer directly on the rendered morph.other...parenthesesparenthesizedpaste book pagepatchpausedpen useplace in a functionplayplay frequency ofplayfield optionsprevious cardpropagate status to siblingspropertyput onto Backgroundrandomreadout stringready to run all the timerefer to mastersreinvigoraterelaunch this Viewerreload all from serverremainder when divided byremove "{1}"remove all vertices but cursorremove all viewersremove from Backgroundremove functionremove parameterremove parenthesesremove the vertex at cursorremove this entire Viewer from the screen
don't worry -- nothing will be lost!.remove this pane from the screen
don't worry -- nothing will be lost!remove this variable from this objectremove viewers of all playersrename  "rename objectrepeatrestore default tilereveal this objectrevert to tile versionrevert to tile version...round up straysrun all the timerun when calledrun when mouse goes down on mesave as new-page prototypesave this versionscriptscriptingscriptsscripts for this backgroundscript{1}searchsearch for textsend all pages to serversend this page to serversend to allsend to backset grid spacing...set thumbnail height...setting the thumbnail height is only
applicable when you are currently
showing thumbnails.show arrowsshow card controlsshow categoriesshow code textuallyshow designationsshow or hide the script named {1} show or hide the script named {1} in the object named {2} show viewers of all playersshuffle contentssiblings...simple watchersmaller valuesorry -- no variables of that type are available in this objectsort cards by...sort pagessoundsound effect for all backgroundssound effect for all pagessound effect this background onlysound effect this page onlysound librarystacks and cards...start holding separate data for each instancestart painting instart recordingstart using for reference thumbnailstatus of scriptsstopstop at last pagestop holding separate data for each instancestop using for reference thumbnailstrip away the function call, leaving just its former argument in its placestrip away the parenthesisesstruck out textsubtractsummary of scriptsswitch to next costumeswitch to previous costumetake out of windowtestteststhere was no conflict; this object is now named this tile is not actually suitable for use with this kind of objecttickers onlytickingtile for metile for this objecttile representing this objecttiles to get...timestrueturn byturtleuncache page sorterunderlined textunhide hidden objectsunlock locked objectsuse a pale yellow-and-blue background texture here.use standard texturevarvariablesversionview by iconview by nameview by sizeview morph directlyview trash contentsview with line layoutviewing options for "{1}"visual effect for all backgroundsvisual effect for all pagesvisual effect this background onlyvisual effect this page onlywhat do these mean?when I am being closedwhen I am being openedwhen mouse comes back upwhen mouse enters my bounds, button downwhen mouse enters my bounds, button upwhen mouse exits my bounds, button downwhen mouse exits my bounds, button upwhen this script should runwhere is this object?whether I should automatically strive exactly to fit my contentswhether auto-line-layout, resize-to-fit, and indicate-cursor should be set to true; useful for animation control, etc.whether dragging an object from the interior should produce a COPY of the objectwhether gridding should be used in my interiorwhether large objects should be represented by thumbnail miniatures of themselveswhether moving objects should stop at the edge of their containerwhether objects should put up halos when the mouse is over themwhether submorphs should automatically be laid out in lineswhether the "current" submorph should be indicated with a dark black borderwhether the cartesian origin of the playfield should be at its lower-left corner or at the center of the playfieldwhether the grid should be shown when gridding is onwhether tile phrases, dropped on me, should automatically sprout Scriptors around themwhile mouse still downwrap after last page{1} [or more] repair(s) made{1} is used for vector operations{1}'s {2}Project-Id-Version: eToys
Report-Msgid-Bugs-To: 
POT-Creation-Date: 2012-06-25 00:55-0000
PO-Revision-Date: 2012-06-25 07:08+0200
Last-Translator: Chris <cjl@laptop.org>
Language-Team: 
Language: en
MIME-Version: 1.0
Content-Type: text/plain; charset=utf-8
Content-Transfer-Encoding: 8bit
Plural-Forms: nplurals=2; plural=(n != 1);
X-Generator: Pootle 2.0.5
X-Etoys-Domain: Etoys
X-Etoys-SystemVersion: etoys5.0 of 25 June 2012 update 2407

(currently {2})
Each row represents an object, or "player" in the project.
Click on the menu icon to get a menu of options concerning the player.
Click on a player's picture to reveal its location.
Click on the turquoise eye to open the player's viewer.
Click on a player's name to obtain a tile representing it.
and the object formerly known by this name
is now called
 Apply changes to entire text  Auto-Fit Drop shadow color Gradient fill Lock Radial gradient Rounded corners Solid fill Sticky Wrapping card(s) added card(s) and all of their data? dragNdrop or  to 's(none)2nd gradient color: exception in script A "stack" is a place where you can create, store, view and retrieve data "fields" from a set of "cards".  Data that you want to occur on every card (such as a name and an address in an Address Stack) are represented by objects such as "Simple Text", "Fancy Text", and "Scrolling Text" that you obtain from the Stack Tools flap.

When you look at a card in a Stack, you may be seeing three different kinds of material.  Press the § button in the stack's controls to see the current designations, and use the "explain designations" to get a reminder of what the three different colors mean.
·  Things that are designated to be seen on every card, and have the same contents whichever card is being shown. (green)
·  Things that are designated to be seen on every card, with each card having its own value for them. (orange)
·  Things that are designated to occur only on the particular card at hand. (red)

Use the "stack/cards" menu (in an object's halo menu) to change the designation of any object.  For example, if you have an object that is private to just one card, and you want to make it visible on all cards, use "place onto background".  If you further want it to hold a separate value for each separate card, use "start holding separate data for each instance".

The normal sequence to define a Stack's structure is to obtain a blank Stack, then create your fields by grabbing what you want from the Stack Tools flap and dropping it where you want it in the stack.  For easiest use, give a name to each field (by editing the name in its halo) *before* you put it onto the background..  Those fields that you want to represent the basic data of the stack need to be given names, placed on the background, and then told to hold separate data.

When you hit the + button in a stack's controls, a new card is created with default values in all the fields.  You can arrange for a particular default value to be used in a field -- do this either for one field at a time with "be default value on new card", or you can request that the all the values seen on a particular card serve as default by choosing "be defaults for new cards" from the stack's · menu.

It is also possible to have multiple "backgrounds" in the same stack -- each different background defines a different data structure, and cards from multiple backgrounds can be freely mixed in the same stack.

Besides text fields, it is also possible to have picture-valued fields -- and potentially fields with data values of any other type as well.A Kedama World with pre-made componentsA Scriptable buttonA button that takes the user to the next card in the stackA button that takes the user to the previous card in the stackA button to use with tile scripting; its script will be a method of its containing playfieldA button whose script will be a method of the background PlayerA database of any sort -- slide show, rolodex, and any point in betweenA multi-card data baseA number readout for a Stack.  Shows current value.  Click and type the value.A number readout for a Stack.  Shows current value.  Click and type the value.  Shift-click on title to edit.A random-number tile for use with tile scriptingA scriptable calendarA searchable source of new objects.A tile holding a plain numberA tile representing a function call.  Click on the function name or the arrows to change functions.A tile representing the object being scriptedA tile that will produce a random number in a given rangeA tile that will produce a random number in a given range.A tool allowing you to monitor and change the status of all scripts in your projectA tool showing all the players in your projectA tool that lets you control all the running scripts in your worldA tool that lets you find out about all the players used in this projectA tool that lets you navigate back to recently-visited projectsA tool that lets you see and control all the running scripts in your projectA tool that lets you see and manage all the sounds in the sound libraryA window set up for simple scripting.AcceptAdd a new card after this oneAdd a new patch variableAdd a new script that will work for this object and all of its siblingsAdd a new turtleAdd a new variable to this object and all of its siblings.  You will be asked to supply a name for it.Add new variableAll ScriptsAllow this area to be separately governed by its own controls.Allows you to view all the scripts in the project in a traditional programmers' "browser" formatAlready in the TrashAn object you can use to make pictures represent the speech of a character in a comicAn object you can use to make pictures represent the thoughts of a character in a comicAn object you can use to make words represent the speech of a character in a comicAn object you can use to make words represent the thoughts of a character in a comicAt this time, there IS only one kind of
background in this stack, so that's
what you'll getAuthorBBackground field, individual valuesBackground field, shared valueBasicBorder ColorBorder styleBorder widthBring back all objects whose current coordinates keep them from being visible, so that at least a portion of each of my interior objects can be seen.ButtonCalendarCancelCancel this Publish operation.Cannot "tell " Caution -- DANGER. Change the order of the variables on the cardsCaution -- every card of this background
formerly had its own value for this
item.  If you put it on the foreground,
the values of this item on all other
cards will be lostCaution -- this destroys this script
permanently; are you sure you want to do this?Caution -- this script was changed
textually; if you revert to tiles at this
point you will lose all the changes you
may have made textually.  Do you
really want to do this?Caution!  References in textually-coded scripts won't be renamed.Caution!  There may be scripts belonging to
other objects that may rely on the presence of
this variable.  If there are, they may now be broken.
You may need to fix them up manually.Caution!  This is irreversibly destructive -- it removes the script from the system.Change my name and continue publishing.Choose a different vocabulary for this Viewer.Choose a vocabularyChoose frequency (current: {1})Choose one of the following conditionsChoose the TYPE
for the parameter (currently {1})Choose the TYPE
for {1}
Choose the TYPE
of data to get from
{1}'s {2}Choose the datum
you want to extract from {1}'s {2}Click here to edit the name of the script.Click here to edit the player's name.Click here to get a menu for this stack.Click here to get a menu of options for this stack.Click here to remove this tool from the screen; you can get another one any time you want from the Widgets flapClick here to reveal this objectClick here to run this script once; hold button down to run repeatedlyClick to select a complex framed borderClick to select a complex inset borderClick to select a complex raised borderClick to select a simple colored borderClick to select a simple inset borderClick to select a simple raised borderColorCreate new cards from a formatted string on the clipboardCreate new cards from data in a fileDecimal places:Delete this cardDescriptionDesign your own graph paper and use it as the background texture here.DirectionDisplays a summary of all the pre-defined commands and properties in the pre-defined EToy vocabulary.Dividing by zero makes a number too
				large for even a Sorcerer to handle.
				Please change your script.Dividing by zero makes a number too
large for even a Sorcerer to handle.
Please change your script.DoDrag from here to get a parameter tileDrag here to tear off a Repeat/Times unit which you can drop into your scriptDrag in here to change the border widthDrag in here to change the direction of the gradientDrag in here to change the margins of the textDrag in here to change the offset of the shadowDrag in here to change the origin of the gradientEToy VocabularyEach row represents an object, or "player" in the project.
Click on the menu icon to get a menu of options concerning the player.
Click on a player's picture to reveal its location.
Click on the turquoise eye to open the player's viewer.
Click on a player's name to obtain a tile representing it.Empty out all the morphs that have accumulated in the trash can.Ensure that all script editors are referring to the first (alphabetically by external name) Player of their typeEnter a new label for this buttonEnter things to search forExpected a Point but instead got Fewer controls
(if shift key pressed,
deletes controls)Final cardFirst cardFunctionGold BoxHow many decimal places? (currently {1})II do need a name for the projectIP Address\Project\OwnerIf any items on the world desktop are currently hidden, make them visible.If any items on the world desktop are currently locked, unlock them.If checked, then entries for all instances will be shown, but if not checked, scripts for only one representative of each different kind of object will be shown.  Consult the help available by clicking on the purple ? for more information.If checked, then only scripts that are paused or ticking will be shownIf you have misplaced the object bearing this script, use this item to (try to) make it visibleIf you have misplaced the object that this Viewer is looking at, use this item to (try to) make it visibleIf you want to give this object a name which conflicts with the name of some other object in the project, use this command.  The other object with the same name will in the process be given a different name.Jump...Just for FunKedamaWorldKern+Kern-Key:LTREnglishLets you choose how many decimal places should be shown in readouts for this variableLets you view the status of all the scripts belonging to all the scripted objects of the project.MainMake any number of sibling instances all at onceMake the status of this script in all of my sibling instances be the same as the status you see hereMake these current field values be the defaults for their respective fields on new cardsMake viewers for all players which have user-written scripts in this playfield.Makes another morph whose player is of the same class as this one.  Both siblings will share the same scriptsMarginsMethodModify variableMoreMore controls
(if shift key pressed,
deletes controls)More events:NName:New height for thumbnails? Next CardNext cardNoNo matches found for "No matches were found.
Be sure the current card is mostly blank
and only has text you want to match.Number (bare)Number (fancy)Number (mid)Number of firings per tick: Number of ticks per second: OKOffsetOops, object "{1}" no longer has
a script named "{2}".
It must have been deleted or renamed.Open up a Viewer for this objectOpen up the Scriptor for this scriptOriginParticlesPause all ticking scripts.PhraseTilePick a name 24 characters or less and avoid the following characters:

 : < > | / \ ? * " .PlayerPlayersPlayers in this ProjectPlease a new label for this buttonPlease be reasonable!Please choose a variablePlease click on a StackPlease describe this event:Please describe this projectPlease enter a new label for this buttonPlease enter your login namePlease make the name 24 characters or lessPlease remove any funny charactersPlease remove any funny characters from the namePlease type the arguments to be sent to the target
when this button is pressed separated by periodsPlease type the selector to be sent to
the target when this button is pressedPress here to get a menuPress here to tear off a TEST/YES/NO unit which you can drop into your scriptPress mePress new keyPress to toggle ticking state. Hold down to set tick rate.Previous CardPrevious cardProduces a summary of scripted objects in the project, and all of their scripts.Project NameProjectHistoryRandomReally delete Really delete this card and all of its data?Rearranges my contents in random orderRemove all the Viewers from this project.Remove the viewers for all players in this playfield. This will save space before you publish this projectRemove this script
from the screen
(you can open it
again from a Viewer)RepeatRepeat TileReports whether the mouse button is downReports whether the mouse button is upResume running all paused scriptsRun every paused script exactly once.  Keep the mouse button down over "Step" and everything will keep running until you release itRun this command once.SScript EditorScript NameScript StatusScript to repeatScriptable ButtonScriptingSearchSet the number of pixels per patch (a number between 1 and 10)?Set the spacing to be used when gridding is onShow designationsShow more info on this project.SizeSome hints about how to use StacksSorry that name is already usedSorry, no help available hereSorry, this script is being called
from another script.Sorry, we do not permit you to rename
classic-tiled scripts that are currently
textually coded.  Go back to tile scripts
and try again.  Humble apologies.Sorry, {1} is in
use in a script.Sort all the cards of the current background using some field as the sort keySorted bySpecify what the limitClass should be for this Viewer -- i.e., the most generic class whose methods and categories should be considered here.Speech bubbleSpeech bubble (graphic)Sprout a new scriptor around this phraseStackStack / BookStack HelpStyleSuppliesTagsTake measures that may help fix up some things about a faulty or problematical project.TestTest/Yes/No panes for testing a condition.TestTileTextText ColorThat event is already defined.The "more..." branch offers you menu items that are less frequently used.The name of the script to which this operation appliesThe place where all your trashed morphs go.There is presently no
background painting
to delete.This border style cannot be used hereThis is a variable defined by you.  Please edit this into your own meaningful documentation.This is the name of the player to which this script belongs; if you click here, you will get a menu of interesting options pertaining to this player and scriptThis is the name of the script to which this entry pertains.This tile refers to an actual graphical object; use this menu item to grab that object.  Caution!  This may remove the object from a place it really ought to stay.This tool allows you to see all the scripts for all the objects in this project.

Sometimes you are only interested in those scripts that are ticking, or that are *ready* to tick when you hit the GO button (which are said to be "paused.")

* Check "tickers only" if you only want to see such scripts -- i.e., scripts that are either paused or ticking.

* If "tickers only" is *not* checked, then all scripts will be shown, whatever their status.

* The other checkbox, labeled "all instances", only comes into play if you have created "multiple sibling instances" (good grief) of the same object, which share the same scripts; if you have such things, it is often convenient to see the scripts of just *one* such sibling, because it will take up less space and require less mindshare -- and note that you can control a script for an object *and* all its siblings from the menu of that one that you see, via menu items such as "propagate status to siblings".

* If "all instances" is checked, scripts for all sibling instances will be shown, whereas if "all instances" is *not* checked, only one of each group of siblings will be selected to have its scripts shown.

But how do you get "multiple sibling instances" of the same object?  There are several ways:

(1)  Use the "make a sibling instance" or the "make multiple siblings..." menu item in the halo menu of a scripted object.

(2)  Use the "copy" tile in a script.

(3)  Request "give me a copy now" from the menu associated with the "copy" item in a Viewer.

If you have on your screen multiple sibling instances of the same object, then you may or may want to see them all in the All Scripts tool, and that is what the "all instances" checkbox governs.

Set "all instances" if you want a separate entry for each instance, as
opposed to a single representative of that kind of object.

Note that if you obtain a copy of an object by using the green halo handle, it will *not* be a sibling instance of the original.  It will in many ways seem to be, because it will start out its life having the same scripts as the original.  But it will then lead an independent life, so that changes to scripts of the original will not be reflected in it, and vice-versa.

This is an important distinction, and an unavoidable one because people sometimes want the deep sharing of sibling instances and sometimes they clearly do not.  But the truly understandable description of these concepts and distinctions certainly lies *ahead* of us!This view is ALREADY
behaving like a holder, which
is to say, it is set to indicate the
cursor and to have auto-line-layout.This will actually pick up the object bearing this script and hand it to you.  Click the (left) button to drop itThis will actually pick up the object this Viewer is looking at, and hand it to you.  Click the (left) button to drop itThought bubbleThought bubble (graphic)Ticks (now: {1}/sec)TileTimesTimesRepeat panes for running a section of code repeatedly.To resize the script, uncheck the box belowTurn auto-fit on or offTurn drop shadows on or offTurn gradient fill on or offTurn line wrapping on or offTurn lock on or offTurn radial gradient on or offTurn rounded corners on or offTurn solid fill on or offTurn stickiness on or offTurtleType a number into the pane to specify the individual turtle.Type new name:Type some letters into the pane at right, and then press this Search button (or hit RETURN) and all tiles that match what you typed will appear in the list below.Type the name you insist uponType:UUser custom events:What is the name of your new event?What should we call this new background?When should this script run?Wherever this object currently is, the "grab" command will rip it out, and place it in your "hand".  This is a very drastic step, that can disassemble things that may be very hard to put back together!Whether to apply style changes to entire text or just selectionWhich card number? Yesa variable defined by this objectabandon unsituated playersabcaddadd a card of background...add a card of this backgroundadd a new breed of turtleadd a new patch variableadd a new scriptadd a new variableadd a search paneadd a vertex at beginningadd a vertex at endadd parameteralign afterall instancesalternateBackgroundapply my status to all siblingsapply status to all siblngsapply the current status of all of my scripts to the scripts of all my siblingsas objectattach an unlabeled readout to the object which shows the value of this variableattached labeled watcherattached watcherattempt misc repairsattempt repairsauthoring tools...auto fitauto-phrase-expansionautomatic viewingbackground color for all pages...basicbatch pen trailsbe a card in an existing stack...be default value on new cardbe defaults for new cardsbecome a stack of cardsbehave like a holderbold textbook...bookish items...bring all siblings to my locationbrowse classbrowser for scriptsbuttonbutton down?button to fire this scriptbutton to show/hide this scriptbutton up?can be found in the following categoriescancel changes made and close panelcategorychange the name, type, and/or decimal places settings for this variablechoose a costumechoose attachment edge (now {1})choose limit class...choose this to obtain a tile which represents the object associated with this scriptchoose type...choose vocabulary...classic tilesclear all pen trailsclear new-page prototypeclear pen trailsclick here to add
another category paneclick here to add a variable
to this object.click here to choose a new type for this parameterclick here to get a menu
that will allow you to
locate this object,
tear off a tile, etc..click here to get a palette of useful tiles to use in your script.click here to obtain a tile that refers to this player.click here to obtain this object's Viewerclick to run the script "{1}" in player named "{2}"closeclosingcolorcolor seescommandcopy object's name to clipboardcopy page url to clipboarddebug...decimal places...decrease kerndefine a new custom eventdelete a custom eventdelete all cards *except* this onedelete background paintingdelete the graphic that forms the background for this me.delete this carddestroy "destroy all this object's scriptsdestroy this objectdestroy this scriptdetached method panedetailed watcherdial todistance todividedivide & truncatedivisible bydodrag & dropdrag and drop to 
add a new scriptdrag from here to obtain an assignment phrase.edit balloon helpedit balloon help for this scriptempty scriptempty trash canenclose within parenthesesequalerroretoy vocabulary summaryevaluation errorexplain designationsexplain status alternativesexpunge empty scriptsfalsefence enabledfewer card controlsfill & borderfind all sibling instances and bring them to mefind via this templatefind...fine-tune the position of this watcher relative to its chosen attachment edgefires per tick...first cardfont changingforcibly rename objectforget other costumesforward byfunctiongallery of playersgeometrygive me a copy nowgo to card...gold boxgold box itemsgoverns whether, when an object is touched inside me, a viewer should automatically be launched for itgrab morphgrab this objectgreater thangreater than or equalhand me a "button down?" tilehand me a "button up?" tilehand me a "function" tilehand me a "random number" tilehand me a "repeat..times" tilehand me a numeric-constant tilehand me a picture of pen trailhand me a test-yest-no tilehand me a tile for self	hand me this objecthide card controlsif currently showing thumbnails governs the standard height for themimpart scripts to...include at beginninginclude at endincrease kernindicate all siblingsinsert a cardinsert a vertex at cursorinsert cards from a file...insert cards from clipboard datainspectinspect classinspect morphinspect objectinspect playerinspect this Viewerinspect this Vocabularyinstance variable order...is in the following categoryis over coloritalic textkeep changes made and close panelkeep in one filelarger valuelast cardlayoutless thanless than or equalline is curvedline is openedlisteningload PPT images from slide #1look likemake a new background...make a readout showing the name and value of this variable, and attach it to the object itselfmake a sibling instancemake all my sibling instances look like me.make all pages this sizemake all siblings look like memake an instance for my datamake detachablemake graph paper...make multiple siblings...make soundmiscellaneousmodify "{1}"momentarily show, by flashing , all of my visible siblings.more geometrymore...more... motionmouseDownmouseEntermouseEnterDraggingmouseLeavemouseLeaveDraggingmouseStillDownmouseUpmove card one position earliermove card one position latermove card to back of stackmove card to front of stackmultiplynnarrow textnew scripting areanext cardno arrowheads on pensno changeno path obtainedno pen trails presentno such cardnormalnormal textnot equalnumberobjects (o)observationobtain a labeled readout which shows the object name and the name and value of this variableobtain an unlabeled readout which shows the value of this variableoffsetoffset (currently {1})okokay, this object is now named
openopen a button properties panel for the morphopen a lexicon that has a type-in pane for search (not recommended!)open a little window that shows the Smalltalk code underlying this script.open a main properties panel for the morphopen a text properties panel for the morphopen a window that shows the code for this object in traditional programmer formatopen lexicon with search paneopen or close the lower portion that shows individual scriptsopen standard lexiconopen the viewer of the object to which this script belongsopen this object's Vieweropen this script's Scriptoropen underlying scriptoropen vieweropen viewer for this objectopeningopens a Viewer directly on the rendered morph.other...parenthesesparenthesizedpaste book pagepatchpausedpen useplace in a functionplayplay frequency ofplayfield optionsprevious cardpropagate status to siblingspropertyput onto Backgroundrandomreadout stringready to run all the timerefer to mastersreinvigoraterelaunch this Viewerreload all from serverremainder when divided byremove "{1}"remove all vertices but cursorremove all viewersremove from Backgroundremove functionremove parameterremove parenthesesremove the vertex at cursorremove this entire Viewer from the screen
don't worry -- nothing will be lost!.remove this pane from the screen
don't worry -- nothing will be lost!remove this variable from this objectremove viewers of all playersrename  "rename objectrepeatrestore default tilereveal this objectrevert to tile versionrevert to tile version...round up straysrun all the timerun when calledrun when mouse goes down on mesave as new-page prototypesave this versionscriptscriptingscriptsscripts for this backgroundscript{1}searchsearch for textsend all pages to serversend this page to serversend to allsend to backset grid spacing...set thumbnail height...setting the thumbnail height is only
applicable when you are currently
showing thumbnails.show arrowsshow card controlsshow categoriesshow code textuallyshow designationsshow or hide the script named {1} show or hide the script named {1} in the object named {2} show viewers of all playersshuffle contentssiblings...simple watchersmaller valuesorry -- no variables of that type are available in this objectsort cards by...sort pagessoundsound effect for all backgroundssound effect for all pagessound effect this background onlysound effect this page onlysound librarystacks and cards...start holding separate data for each instancestart painting instart recordingstart using for reference thumbnailstatus of scriptsstopstop at last pagestop holding separate data for each instancestop using for reference thumbnailstrip away the function call, leaving just its former argument in its placestrip away the parenthesisesstruck out textsubtractsummary of scriptsswitch to next costumeswitch to previous costumetake out of windowtestteststhere was no conflict; this object is now named this tile is not actually suitable for use with this kind of objecttickers onlytickingtile for metile for this objecttile representing this objecttiles to get...timestrueturn byturtleuncache page sorterunderlined textunhide hidden objectsunlock locked objectsuse a pale yellow-and-blue background texture here.use standard texturevarvariablesversionview by iconview by nameview by sizeview morph directlyview trash contentsview with line layoutviewing options for "{1}"visual effect for all backgroundsvisual effect for all pagesvisual effect this background onlyvisual effect this page onlywhat do these mean?when I am being closedwhen I am being openedwhen mouse comes back upwhen mouse enters my bounds, button downwhen mouse enters my bounds, button upwhen mouse exits my bounds, button downwhen mouse exits my bounds, button upwhen this script should runwhere is this object?whether I should automatically strive exactly to fit my contentswhether auto-line-layout, resize-to-fit, and indicate-cursor should be set to true; useful for animation control, etc.whether dragging an object from the interior should produce a COPY of the objectwhether gridding should be used in my interiorwhether large objects should be represented by thumbnail miniatures of themselveswhether moving objects should stop at the edge of their containerwhether objects should put up halos when the mouse is over themwhether submorphs should automatically be laid out in lineswhether the "current" submorph should be indicated with a dark black borderwhether the cartesian origin of the playfield should be at its lower-left corner or at the center of the playfieldwhether the grid should be shown when gridding is onwhether tile phrases, dropped on me, should automatically sprout Scriptors around themwhile mouse still downwrap after last page{1} [or more] repair(s) made{1} is used for vector operations{1}'s {2}