recursal/Fanatic-Fandom huggingface dataset:
Kitsonar

Kitsonar is a dual Steel/Psychic type Pokemon.

It evolves into Metsune when traded while holding a metal coat.

## Biology

### Physiology

Kitsonar are small, gray quadrupeds with purple fur ringing their necks. They have large, bushy tails which fade from gray into purple, and large bat-like ears. Their wide eyes are bright gold in color and allow them an easier time while navigating in the dark.

### Special Abilities

Kitsonar are very good at navigating in the dark, using their large eyes and ears to detect their surroundings. They also have the ability to use echolocation, which is a crucial part of their hunting and fighting styles. When threatened, these Pokemon can release high-decibel sound waves with the capability to burst eardrums without fail.

### Behavior

Kitsonar are, ironically, quiet by nature. They spend their time in silence, occasionally chattering to one another. These Pokemon are very social and participate in grooming and hunting in groups. Leaving one alone will cause it to grow sick and die.

### Habitat

Kitsonar live in cave networks rich in minerals. They feed on these minerals along with small fish Pokemon found in the small ponds. Commonly, they reside in areas where larger predators won't harm them.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Kitsonar obtained at level 1
* **Bold** indicates a move that gets STAB when used by Kitsonar
* *Italic* indicates a move that gets STAB only when used by an evolution of Kitsonar

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Kitsonar
* *Italic* indicates a move that gets STAB only when used by an evolution of Kitsonar

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Kitsonar
* **Bold** indicates a move that gets STAB when used by Kitsonar
* *Italic* indicates a move that gets STAB only when used by an evolution of Kitsonar

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Kitsonar
* *Italic* indicates a move that gets STAB only when used by an evolution of Kitsonar

## Trivia

### Origin

Kitsonar is based off of a fox or kitsune with bat features to make them more adapted to dark caves.

Kitsonar was originally meant to be a standalone Pokemon. Metsune was not added until much later into development.

### Name Origin

Kitsonar's name comes from the terms *Kitsune* and *Sonar*.
Adaptavine

**Adaptavine**is a pure Grass-type Pokemon.

Depending on the way it's cared for, Adaptavine can take on one of seven possible flora forms: Coreeze, Lilace, Cannaze, Florpse, Toxira, Blossae, or Dralora.

## Biology

### Physiology

Adaptavine is a small, seed-like creature with a sprout growing atop its head. It draws in sunlight to grow and can change based on its habitat and diet. The skin of their bodies is tough to protect their vulnerable insides.

### Special Abilities

Adaptavine bury themselves in the earth in the morning, soaking in sunlight through their leaves and nutrients through their skin. At night they unearth themselves, wandering to find a new spot to settle.

### Behavior

Adaptavine tend to be rather calm. They become more alert at night, while still remaining calm and quiet.

### Habitat

Adaptavine can live in many places, changing based on their surroundings. Due to their frail states, these Pokemon are hard to find.

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Adaptavine obtained at level 1
* **Bold** indicates a move that gets STAB when used by Adaptavine
* *Italic* indicates a move that gets STAB only when used by an evolution of Adaptavine

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Adaptavine
* *Italic* indicates a move that gets STAB only when used by an evolution of Adaptavine

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Adaptavine
* **Bold** indicates a move that gets STAB when used by Adaptavine
* *Italic* indicates a move that gets STAB only when used by an evolution of Adaptavine

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Adaptavine
* *Italic* indicates a move that gets STAB only when used by an evolution of Adaptavine

## Trivia

### **Origin**

Adaptavine is based off a seed, with a lot of potential to grow and change.

#### **Name origin**

Adaptavine's name comes from the words *Adatable* and *Vine*.
ArmBorder

Determines whether a button is drawn with a border when armed.Syntax:

```
set the armBorder of <button> to {true | false}

```

Examples:

```
set the armBorder of button "Styles" to true

```

```
set the armBorder of button nextButton to false

```

```
if the armBorder of button ID 3 then add 1 to theCounter

```

Use the **armBorder** property to control the appearance of an armed
button.

The color and pattern of the border are specified by the button's
borderColor and borderPattern properties.

If the button's threeD or border property is true, the **armBorder**
property has no effect and the border does not appear.

See also: borderPattern (property),armFill (property),properties (property),
Begins with

The **begins with** operator takes two strings and returns true if the second string matches the start of the first string.Syntax:

```
<string> begins with <prefix>

```

Examples:

```
"foobar" begins with "foo" -- evaluates to true

```

```
"foobar" begins with "food" -- evaluates to false

```

For the expression to evaluate to true the whole of prefix must be
present at the beginning of string. For example, if prefix has three
characters these must match the first three characters of string (in
order).

This operator takes into consideration the current value of the
caseSensitive property.

* Description:For the expression to evaluate to true the whole of prefix must bepresent at the beginning of string. For example, if prefix has threecharacters these must match the first three characters of string (inorder).

See also: contains (operator),caseSensitive property (property),
Lilant

**Lilant** is a pure Bug-type Pokemon.

It evolves from Larvali starting at level 18, then evolves into Royant or Soliant dependent on its gender. Female Lilant evolve into Royant while Male Lilant evolve into Soliant.

## Biology

### Physiology

Lilant are still rather small, with an amber colored exoskeleton. Their legs and eyes are black and excellent for digging into the ground.

### Special Abilities

Lilant are excellent diggers and hunters. They make up for their small stature with speed and a wicked bite. This bite can inject venom and will stun even full grown humans.

### Behavior

While small, these Pokemon have a large personality. They won't hesitate to attack larger predators, attacking in large groups. At night they curl up together in underground burrows.

### Habitat

While commonly found in forests, Lilant can also be found in grasslands. They make their homes in underground burrows.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Lilant obtained at level 1
* **Bold** indicates a move that gets STAB when used by Lilant
* *Italic* indicates a move that gets STAB only when used by an evolution of Lilant

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Lilant
* *Italic* indicates a move that gets STAB only when used by an evolution of Lilant

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Lilant
* **Bold** indicates a move that gets STAB when used by Lilant
* *Italic* indicates a move that gets STAB only when used by an evolution of Lilant

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Lilant
* *Italic* indicates a move that gets STAB only when used by an evolution of Lilant

## Trivia

### Name Origin

Lilant's name is a mix of *Little* and *Ant*
Spruppy

**Spruppy**is a pure Grass-type Pokemon.

It evolves into Cavine starting at level 16, which evolves into Lycora starting at level 32.

Along with Embyrd and Eggagi , Spruppy is one of the starter Pokemon of the Eterna region, and is able to be chosen at the beginning of Pokemon Shining Light and Fading Darkness.

## Biology

### Physiology

Spruppy is a small, quadroped creature similar in structure to a wolf pup. They have green fur covering most of their bodies, with whitish-grey fur adorning their chest and paws. Their ears, which fade to a darker green at the tips, resemble leaves. Spruppy's coats help them blend into their grassy environments, allowing them to live in relative peace. Their eyes are a bright crimson color, showing their bright, competitive spirit.

### Special Abilities

Spruppy use their small size and speed to their advantage while in battle. When threatened, Spruppy race around their opponents until they tire before attacking with their teeth and claws.

### Behavior

Spruppy are extremely hyperactive, constantly darting from one place to the next. In the wild they prefer a nomadic lyfestyle, rather than settling in one place.

### Habitat

Spruppy reside in various forests throughout Eterna. Since they do not settle down, they tend to nest at the bases of large trees. However, they are extremely rare in the wild, and more likely to be seen in captivity.

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Spruppy
* **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

## Trivia

#### **Name origin**

Spruppy's name comes from the words *Sprout* and *Puppy*.
Haunub

**Haunub** is a dual Ghost/Normal type Pokemon.

It evolves into Bearoul starting at level 35.

## Biology

### Physiology

Haunub are small bear-like creatures with gray fur and large purple eyes. The large flame upon its head sucks in heat, giving off a cold chill. While small and oddly cute to some, these Pokemon are usually noted as giving trainers a strange feeling.

### Special Abilities

Haunub have very little physical form, allowing them to move through solid objects. The flame atop their head draws in heat to fuel their bodies, but legend says it sucks in souls as well.

### Behavior

These Pokemon are rather quiet, following people and Pokemon without making a sound. They tend to give people an uneasy feeling in their presence.

### Habitat

Haunub live in dark, secluded areas or around death sites. They tend to avoid humans, but will sometimes approach one they like.

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Haunub obtained at level 1
* **Bold** indicates a move that gets STAB when used by Haunub
* *Italic* indicates a move that gets STAB only when used by an evolution of Haunub

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Haunub
* *Italic* indicates a move that gets STAB only when used by an evolution of Haunub

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Haunub
* **Bold** indicates a move that gets STAB when used by Haunub
* *Italic* indicates a move that gets STAB only when used by an evolution of Haunub

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Haunub
* *Italic* indicates a move that gets STAB only when used by an evolution of Haunub

## Trivia

### Origin

Haunub is based off of a bear cub, but with supernatural elements.

### Name Origin

Haunub's name comes from the words *Haunt* and *Cub*.
BufferMode

Reports the number of colors the screen can display.Syntax:

```
get the bufferMode

```

Examples:

```
set the label of button "Color Mode" to the bufferMode

```

Use the **bufferMode** property to determine the color capacity of the
screen. For example, you might display different images
depending on the number of colors available.

If the system has more than one monitor, the **bufferMode** property
reports the number of colors displayed on the main screen.

The value reported by the **bufferMode** property is updated only when
you start up the application. If you change the screen settings after
starting up the application, you must quit and restart to update the
**bufferMode**.

See also: colorWorld (property),
Larvali

**Larvali** is a pure Bug-type Pokemon.

It evolves into Lilant starting at level 18, which then evolves into Royant and Soliant dependent on its gender.

## Biology

### Physiology

Larvali is a rather small Pokemon, and much often has to hide from predators to avoid being eaten. They have light pinkish skin with big yellow eyes to help them see in the dim light of forests.

### Special Abilities

Larvali hide in holes beneath trees to avoid larger predators. If cornered, they'll spit a thick webbing to ensnare their opponents before evacuating the area.

### Behavior

These quiet Pokemon tend to stay alone, as even members of their evolutionary line pose a threat. Instead, they build leafy nests to hide in until they grow bigger.

### Habitat

Larvali live in forests where there's plenty of vegetation and berries. They feast upon these food sources to grow larger and evolve.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Larvali obtained at level 1
* **Bold** indicates a move that gets STAB when used by Larvali
* *Italic* indicates a move that gets STAB only when used by an evolution of Larvali

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Larvali
* *Italic* indicates a move that gets STAB only when used by an evolution of Larvali

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Larvali
* **Bold** indicates a move that gets STAB when used by Larvali
* *Italic* indicates a move that gets STAB only when used by an evolution of Larvali

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Larvali
* *Italic* indicates a move that gets STAB only when used by an evolution of Larvali

## Trivia

### Origin

Larvali is designed after a basic Larvae.
Igning

Igning is a pure fire type Pokemon.

It evolves from Embyrd at level 16, and into Altiblaze at level 32.

## Biology

### Physiology

Igning is a mid size bird with a mostly orange body. It's belly, face, inner wings, and tails are all covered with black feathers. The feathers on the top of their head stick up straight due to the heat running throughtheir bodies. Their long beaks and powerful talons make them powerful hunters.

### Special Abilities

Igning can not only spit fire from it's beak, but when it flies its entire body can catch flame. While aflame, these Pokemon will often do tricks in the air to impress one another.

### Behavior

Igning are rather erratic in nature, constantly darting about. Their hyperactive nature make them spontaniously combust at times, making them a danger for inexperienced trainers.

### Habitat

While Igning tend to travel long distances, they always return to their nest. They nest in rocky depressions rather than trees due to their unstable fire abilities. This is incredibly rare to see, as most Igning are kept in captivity.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Igning obtained at level 1
* **Bold** indicates a move that gets STAB when used by Igning
* *Italic* indicates a move that gets STAB only when used by an evolution of Igning

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Igning
* *Italic* indicates a move that gets STAB only when used by an evolution of Igning

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Igning
* **Bold** indicates a move that gets STAB when used by Igning
* *Italic* indicates a move that gets STAB only when used by an evolution of Igning

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Igning
* *Italic* indicates a move that gets STAB only when used by an evolution of Igning

## Trivia

### Origin

Igning is based off of a large hummingbird. However, it's abilities are those of a phoenix.

### Name Origin

Igning's name comes from the words *Ignite* and *Wing*.
Hokid

**Hokid** is a pure Grass type Pokemon.

It evolves into Horam at level 20, which evolves into Goatyera after leveling up with high friendship.

## Biology

### Physiology

Hokid is a small goat creature. White it's front half is white, it's back half along with its horns and the leaf on its head are green. It is considered incredibly cute by many trainers, and lots of people aim to have one as a pet.

### Special Abilities

Hokid mainly use their horns when they fight. However, they also fire off sharp leaves at their opponents from their tails. They are extremely durable Pokemon, often able to brush of most attacks without taking much damage.

### Behavior

Hokid are hyperactive Pokemon who constantly seek out new opponents to dual with. When two Hokid meet, they will dual one another using their horns. This is how they show affection, which often bothers many trainers.

### Habitat

Hokid tend to frequent large grassy plains where ther can run freely. Sometimes a Hokid will accidentally wander into a town or city, looking for someone to challenge it.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Hokid obtained at level 1
* **Bold** indicates a move that gets STAB when used by Hokid
* *Italic* indicates a move that gets STAB only when used by an evolution of Hokid

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Hokid
* *Italic* indicates a move that gets STAB only when used by an evolution of Hokid

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Hokid
* **Bold** indicates a move that gets STAB when used by Hokid
* *Italic* indicates a move that gets STAB only when used by an evolution of Hokid

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Hokid
* *Italic* indicates a move that gets STAB only when used by an evolution of Hokid

## Trivia

### Name Origin

Hokid's name comes from the words *Horn* and *Kid* (the term for a baby goat).
CardNames

Lists the short name property of all the cards in a stack, or all the cards that contain a specified group.Syntax:

```
get the cardNames of {group | stack}

```

Examples:

```
put line 1 of the cardNames of this stack into firstCard

```

```
go card (line x of the cardNames of group "Stats")

```

Use the **cardNames** property to list the cards in a
stack.

Each line of the **cardNames** contains the short name of a
card(keyword).

The **cardNames** of a group(command) only reports card names for
top-level groups (that is, groups
that are not contained in another group(command)). The **cardNames**
property of a nested group(command) always reports empty.

See also: nameChanged (message),card (object),stack (object),name (property),
Cavine

**Cavine** is a pure Grass type Pokemon.

It evolves from Spruppy starting at level 16, and evolves into Lycora starting at level 32.

## Biology

### Physiology

Cavine is a mid sized quadruped similar in structure to a wolf. They have a mostly white body and green fur covering their back, tail, paws, and the top of their head. Their ears, which fade from white to green at the tips, look similar to leaves. Their coats no longer let them hide in the underbrush as easily, but with their newly developed speed and strength they are rarely challenged by other Pokemon. Their eyes are bright red in color.

### Special Abilities

Cavine use their superior strength and speed during battle. These Pokemon rarely pick fights, preferring instead to live in relative peace and solitude. Their loud howls often send most other Pokemon running, so they only do so when gathering with others of their kind.

### Behavior

While solitary in nature, Cavine tend to gather in groups when the full moon appears. These meetings are the only times Cavine will howl. While apparently dangerous in appearance, Cavine love to play and explore. Caution should be taken though, as they tend to be overly agressive in their attempts to play.

### Habitat

Cavine wander the forests of Eterna, constantly searching out something new and exciting. They have the tendance to settle beside bodies of water for a rest, often dipping their tails in to get them wet. This is rare to see in the wild, as most Cavine are now in captivity.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Spruppy obtained at level 1
* **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Spruppy
* **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Spruppy
* *Italic* indicates a move that gets STAB only when used by an evolution of Spruppy

## Trivia

### Name Origin

Cavine's name comes from the words *Canine* and *Vine*.
ArmFill

Determines whether a button menu is drawn with a border when armed.Syntax:

```
set the armFill of <button> to {true | false}

```

Examples:

```
set the armFill of button "Go Menu" to true

```

Use the **armFill** property to control the appearance of an armed
menu item.

When armed, the button is filled with the color specified by the
accentColor property.

If the button's style property is not set to "menu", you can set the
button's **armFill** property, but it has no effect.

If the button's showBorder property is true, the **armFill** property
has no effect and the button's fill color does not
change when the button(keyword) is armed.

See also: button (object),accentColor (property),armed (property),armBorder (property),autoArm (property),hiliteColor (property),
CustomProperties

Specifies all the custom properties of an object that are in the current customPropertySet, along with their settings.

Syntax:

```
set the customProperties[<propertySet>] of <object> to <propertiesArray>

```

Examples:

```
set the customProperties of this card to myPropertiesArray

```

```
put the customProperties["mySet"] of me into myArray

```

Use the **customProperties** property to set or retrieve all the custom properties of an object at once.

The **customProperties** specifies the properties in the
object's current customPropertySet. (The object
can have other custom properties, which are accessed
by switching to another customPropertySet.)

You can get or change the value of a single custom property using array
notation. For example, the following statement copies the entire set of
custom properties from one card to another, changing only the custom
property named "changedDate" :

```
   put the customProperties of this card into myCustomProps
   put field 3 into myCustomProps["changedDate"]
   set the customProperties of next card to myCustomProps

```

You can also set custom properties
individually using the set command.

To refer to a custom property set that is not the current
customPropertySet, use array notation. For example, to get an
array consisting of all the custom properties in a
custom property set called "MyProps", use a statement like the
following:

```
   get the customProperties["MyProps"] of this card

```

See also: propertyNames (function),properties (property),
Frozard

**Frozard**is a dual Ice/Dragon type Pokemon.

It evolves from Blizzile starting at level 40.

## Biology

### Physiology

Frozard is a large, pale-blue Wyvern. The belly and membrane of its wings are pale white. Their long tails help them steer in the air, while their thick skin helps them live in cold environments.

### Special Abilities

Their frigid temperatures cause snow to fall as they fly. This makes it incredibly tough to ride them without proper gear and training. They use their sharp claws to break through frozen lakes and rivers.

### Behavior

Despite their rather frightening appearances, these Pokemon are actually rather gentle. They constantly keep an eye out for danger, flaring out their wings when threatened.

### Habitat

They live far from human civilization, hiding high in the icy mountains in Eterna's north. Their rare appearance makes them somewhat of a legend.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Frozard obtained at level 1
* **Bold** indicates a move that gets STAB when used by Frozard
* *Italic* indicates a move that gets STAB only when used by an evolution of Frozard

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Frozard
* *Italic* indicates a move that gets STAB only when used by an evolution of Frozard

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Frozard
* **Bold** indicates a move that gets STAB when used by Frozard
* *Italic* indicates a move that gets STAB only when used by an evolution of Frozard

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Frozard
* *Italic* indicates a move that gets STAB only when used by an evolution of Frozard

## Trivia

### Origin

Frozard is based off of a Wyvern, yet with more dragon-like characteristics.

### Name Origin

Frozard's name comes from the words *Frozen* and *Shard*.
ColorMap

Lists the colors in the current color table.Syntax:

```
set the colorMap to <colorsList>

```

Examples:

```
set the colorMap to myMap

```

```
if the colorMap is fixed then usePhotoIcons

```

Use the **colorMap** property to specify what colors LiveCode uses to
draw its windows when the bit depth of the screen is 8 bits or
less.

If the bit depth is greater than 8 bits, the **colorMap** property
always reports "fixed".

The number of lines in the **colorMap** property is set when the
application starts up, and does not change if you change color depths
while running the application.

If you leave a line blank when setting the **colorMap**, the color
corresponding to that line is left unchanged.

```
On Windows systems, colors 110 and

```

246256 cannot be changed.

On Unix systems, setting the **colorMap** property sets the
privateColors property to true.

See also: colorWorld (property),borderPixel (property),dontDither (property),privateColors (property),remapColor (property),
Magean

Magean is a pure Water type Pokemon.

It evolves from Eggagi at level 16, and into Corian at level 32.

## Biology

### Physiology

Magean is a quadropedwith with a structure similar to a turtle. It's body is blue, with a lighter blue belly. Their shells are brown with a stipe of coral growing along it. Two pieces of coral adorn its head like spikes.

### Special Abilities

Their heavy shells slow their movement in the water. However they provide ample protection while on land. They hide in their shells, laying in wait until they can attack with a torrent of water.

### Behavior

Magean are extremely intelligent. While less shy than Eggagi, they still tend to avoid other Pokemon. They often approach humans out of curiosity, observing their actions on beaches or in small villages.

### Habitat

Magean tend to reside near oceans, spending much of their time buried in the sand or swimming in the crystal clear waters off Eterna's shores. Magean explore more than their pre-evolutions, yet they always return to the ocean. They are rare to see in the wild, with the majority of them being in captivity.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Eggagi obtained at level 1
* **Bold** indicates a move that gets STAB when used by Eggagi
* *Italic* indicates a move that gets STAB only when used by an evolution of Eggagi

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Magean
* *Italic* indicates a move that gets STAB only when used by an evolution of Magean

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Magean
* **Bold** indicates a move that gets STAB when used by Magean
* *Italic* indicates a move that gets STAB only when used by an evolution of Magean

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Magean
* *Italic* indicates a move that gets STAB only when used by an evolution of Magean

## Trivia

### Origin

Magean is based off of a sea turtle, with coral from its tropical home.

### Name Origin

Magean's name comes from the words *Mage* and *Ocean*.
Coloroverlay

Specifies the color overlay to use for an object.Syntax:

```
set the colorOverlay[<propertyName>] of object to <propertyValue>

```

Examples:

```
set the colorOverlay of button "Ok" to tOverlayPropertiesArray

```

```
set the colorOverlay["color"] of me to "255,0,0"

```

Use the colorOverlay property to overlay a flat color on an object.
The colorOverlay is an array style property, each key of the array
controls a different colorOverlay parameter that will affect its final
appearance. The easiest way to adjust these properties is by using the
Graphic Effects card of the property inspector which has full control
over each parameter. To control the effect by script use the following
properties:

colorOverlay["color"]

     The color of the overlay, in the format
red,green,blue where each value is between 0 and 255.

colorOverlay["blendMode"]

     How the overlay is blended with the
object. This is one of the following values:

          - "normal" :
the glow is laid directly over the object.

          - "multiply"

this results in a darkening effect
"colorDodge" : this results in a lightening effect

colorOverlay["opacity"]

     How opaque the overlay is. The value is
between 0 (fully transparent) and 255 (fully opaque).

See also: dropShadow (property),outerGlow (property),blendLevel (property),ink (property),
Royant

**Royant** is a dual-type bug/fairy Pokemon.

It evolves from a female Lilant at level 30, which evolves from Larvali at level 18.

## Biology

### Physiology

Royant's have a reddish body with big black eyes, black pincers, and black arms. Adorning their back are two large wings with amber colored patterns.

### Special Abilities

Their wings shed a silvery powder as they fly. This powder can be used in different medicines, so breeders often collect it to sell to Pokemarts.

### Behavior

While stubborn to new trainers, these Pokemon are rather elegant in nature. They overlook their colonies, and will not hesitate to defend their territory.

### Habitat

Royant settles high in tree branches in forests that are abundant with berries. They were once more abundant, but have since been nearly entirely removed from the wild.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Royant obtained at level 1
* **Bold** indicates a move that gets STAB when used by Royant
* *Italic* indicates a move that gets STAB only when used by an evolution of Royant

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Royant
* *Italic* indicates a move that gets STAB only when used by an evolution of Royant

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Royant
* **Bold** indicates a move that gets STAB when used by Royant
* *Italic* indicates a move that gets STAB only when used by an evolution of Royant

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Royant
* *Italic* indicates a move that gets STAB only when used by an evolution of Royant

## Trivia

### Origin

Royant was based on a queen ant, given more exaggerated wings to help cement its fairy typing.

### Name Origin

Royant's name is a mix of *Royal* and *Ant*
Lycora

Lycora is a dual Grass/Fighting type Pokemon.

It evolves from Cavine at level 32. It is the final form of Spruppy.

## Biology

### Physiology

Lycora is a bipedal creature with wolf-like characteristics. Their bodies are mostly covered in white fur, with green fur on their necks, shoulders, tails, and the tops of their heads. Their claws and eyes are a dusky brown color. Their ears, which fade from white to green, resemble leaves.

### Special Abilities

Lycora use their claws as their primary weapons. Their speed makes them formidible opponents, although they prefer to stay out of conflict.

### Behavior

Lycora are fairly calm compared to the rest of their evolutionary line. They are gentle Pokemon, often caring for and protecting young or injured Pokemon. If they bond to their trainer, they will not hesitate to fight relentlessly to protect them.

### Habitat

Lycora reside in forests throughout Eterna. They tend to sleep during the day under the shade of big trees. At night, they travel in search of those in need. They are extremely rare in the wild, and are more often found in captivity.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Lycora obtained at level 1
* **Bold** indicates a move that gets STAB when used by Lycora
* *Italic* indicates a move that gets STAB only when used by an evolution of Lycora

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Fighting
* *Italic* indicates a move that gets STAB only when used by an evolution of Fighting

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Fighting
* **Bold** indicates a move that gets STAB when used by Fighting
* *Italic* indicates a move that gets STAB only when used by an evolution of Fighting

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Fighting
* *Italic* indicates a move that gets STAB only when used by an evolution of Fighting

## Trivia

### Origin

Lycora is based off of the concept of the bipedal werewolf which changes only at the full moon.

### Name Origin

Lycora's name comes from the words *Lycanthropy* and *Flora.*
BeepSound

Specifies the method used to produce sound when the beep command is used.Syntax:

```
get the beepSound

```

Examples:

```
set the beepSound to "system"

```

```
set the beepSound to "internal"

```

```
set the beepSound to "vibrate"

```

Use the **beepSound** property to change the sound made when the beep
command is used.

When the beep command is executed, LiveCode makes a sound using the
method specified by the **beepSound** property.

Setting the **beepSound** property only has an effect on the
Windows desktop platform. On other desktop platforms the "system"
method is used regardless of its setting.

The iPhone does not have a default system alert sound so if a
sounds is required one must be specified by using the **beepSound**
property.

If you use beep with **beepSound** set to "internal" be sure
to test your program on the machines you will be running it on. Some
Windows machines have faulty drivers for the motherboard speaker which
can cause applications using it to crash.
Eggagi

**Eggagi** is a pure Water type Pokemon.

It evolves into Magean at level 16, which evolves into Corian at level 32.

Along with Spruppy and Embyrd, Eggagi is one of the starter Pokemon of the Eterna Region, and is able to be chosen at the beginning of Pokemon Shining Light and Fading darkness.

## Biology

### Physiology

Eggagi is a small blue turtle with a brown shell. Two, pink pieces of coral sit upon their heads, with the one in the back being small, and the one in the front branches off. Their eyes are rather large and bright gold in color.

### Special Abilities

Eggagi are fast swimmers, and will use this speed to flee from danger. If they cannot run away, Eggagi will cower under their shells in an attempt to protect themselves. Their shells are extremely hard, and nearly impossible to damage.

### Behavior

Eggagi tend to be shy by nature, allowing themselves to float in gentle river currents. They are very cautious of humans, a trait that has arose from humans seeking pieces of the coral that grows from their heads.

### Habitat

Eggagi live on beaches or river-sides, burrowing into the earth in order to sleep. They will commonly find one place to settle in, and not leave that place until their deaths. They are extremely rare to be seen in the wild, and more likely to be seen in captivity.

## Game Data

### Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Learnset

#### By Leveling Up

 * A level of "Start" indicates a move that will be known by a Eggagi obtained at level 1
* **Bold** indicates a move that gets STAB when used by Eggagi
* *Italic* indicates a move that gets STAB only when used by an evolution of Eggagi

#### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Eggagi
* *Italic* indicates a move that gets STAB only when used by an evolution of Eggagi

#### By Breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Eggagi
* **Bold** indicates a move that gets STAB when used by Eggagi
* *Italic* indicates a move that gets STAB only when used by an evolution of Eggagi

#### By Move Tutor

 * **Bold** indicates a move that gets STAB when used by Eggagi
* *Italic* indicates a move that gets STAB only when used by an evolution of Eggagi

## Trivia

### Origin

Eggagi is based of a small turtle, similar to ones you'd find in a pet store.

### Name Origin

Eggagi's name comes from the words *Egg* and *Magi*.
Answer folder

Displays a standard file dialog for the user to choose a folder.

Syntax:

```
answer folder prompt [with defaultPath] [as sheet]

```

 Datei:LcanswerFolder.png

Examples:

```
answer folder "Please choose a folder:"

```

```
if it is empty then answer folder chooseMsg as sheet

```

```
answer folder "Where is the data?" with "../data_stacks/recent"

```

Use the answer folder command when you want the user to choose a folder, for example, as a destination for exported files.

Parameters:
The **prompt** is a string (or any expression that evaluates to a string). If you specify empty, no prompt appears.

The **defaultPath** is the name and location of the folder whose contents are listed when the dialog box appears. If no *defaultPath* is specified, the dialog box lists the contents of the last folder you used with a file dialog box.

The absolute file path of the folder the user selects is placed in the it variable. If the user cancels the dialog, the it variable is set to empty, and the result function returns "cancel".

If the **as sheet** form is used, the dialog box appears as a sheet on OS X systems. On other systems, the as sheet form has no effect and the dialog box appears normally. Attempting to open a sheet from within another sheet displays the second stack as a modal dialog box instead. To give a dialog box a prompt when using the as sheet form a non-empty title must be provided. This will cause the prompt to appear in the same place it would if as sheet was not being used.

If the systemFileSelector property is set to false, LiveCode's built-in dialog box is used instead of the operating system's standard file dialog.

See Also: revDeleteFolder Command, answer file Command
CompositorCacheLimit

Specifies the maximum number of bytes the engine should use to cache content for the stack.Syntax:

```
set the compositorCacheLimit of <stack> to <cacheLimit>

```

Examples:

```
set the compositorCacheLimit of this stack to 8388608 -- 8Mb

```

```
put 4 *1024 * 1024 into tCacheLimit -- 4Mb
set the compositorCacheLimit of this stack to tCacheLimit

```

Use the compositorCacheLimit property to specify the maximum number of
bytes the engine should use to cache content for the stack. If the limit
is not big enough to render the stack, accelerated rendering is not used
and the default rendering used instead.

The required size of the **compositorCacheLimit** can be
determined by the objects whose layerMode property is set to
'dynamic'. The compositorCacheLimit should be set to the amount of
memory the LiveCode engine needs to cache them. If you have 10 layers
all 400x400 pixels, you need roughly 10\*400\*400\*4 bytes.
Experimentation is required to find the optimal value.

Set the compositor properties in a preOpenStack or preOpenCard
handler - they are not persistent (not saved into the stackfile).

Parameters:

* Stack: The name or ID of the stack.
* cacheLimit: A number containing the maximum number of bytes to be used when cachingdynamic content.

See also: layerMode (property),
By

Used with:

* the divide and multiply commands to specify a number;
* used with the rotate command to specify how far to rotate;
* used with the sort and to specify the sort key;
* used with the combine and split commands to specify the delimiters for transforming a variable between an array and a string.

Examples:

```
divide myVariable by 2

```

```
rotate image "Calliope" by -45

```

```
sort lines of field "Data" by item 2 of each

```

See Also: using Keyword
BackSize

Specifies the width and height of the specified background.Syntax:

```
set the backSize of <group> to <width>, <height>

```

Examples:

```
set the backSize of group "Nav Bar" to 160,20

```

Use the **backSize** property to hide members of a group from view.

The first item of the **backSize** is the width of the group in pixels.
The second item is the height of the group in pixels.

If you change the **backSize** of a group, the position of its top left
corner remains unchanged.

This property is included in LiveCode for compatibility with imported
SuperCard projects.

See also: height (property),formattedRect (property),rectangle (property),width (property),
ClipsToRect

Specfies whether the rectangle of the group or the union of the rectangles of the child controls of the group governs the groups displayed rectangle.Syntax:

```
set the clipsToRect of <group> to {true | false}

```

Examples:

```
set the clipsToRect of group "ScrollingList" to true

```

Use the **clipsToRect** property to make a group rectangle property
clip the objects within the group and prevent resizing of the group when
its child objects are moved or resized. The behavior of the group when
**clipsToRect** is true mirrors the behavior of a group with the
lockLocation property true with the exception that the selection
handles can be freely moved. By default, the **clipsToRect** property of
a newly created group is set to false.

See also: lockLocation (property),boundingRect (property),
ControlKeyDown

Sent when a Control key combination is pressed.Syntax:

```
controlKeyDown <keyName>

```

Examples:

```
on controlKeyDown pKey -- make Control-D delete the current card
  if pKey is "D" then
    delete this card
  else
    pass controlKeyDown
  end if
end controlKeyDown

```

Handle the **controlKeyDown** message if you want to provide Control-key
shortcuts on Mac OS systems.

The message is sent to the active (focused) control, or to the current
card if no control is focused.

If the Control key is pressed along with the Return key, Tab key, or
Enter key, or with an arrow key, no **controlKeyDown** message is sent.
Instead, the returnKey, tabKey, enterKey, or arrowKey message
is sent. To trap a combination such as Control-Return, use a returnKey
handler and check the controlKey function inside the handler.

```
On Mac OS systems, the

```

**controlKeyDown** message is sent when a control key combination is
pressed. On Windows systems, a control key combination
sends a commandKeyDown message instead, and the **controlKeyDown**
message is never sent. On Unix systems, the **controlKeyDown**
message is sent only if Mod2 has been defined.

Parameters:

* keyName: The actual character of the pressed key.

See also: keysDown (function),enterKey (message),optionKeyDown (message),tabKey (message),commandKeyDown (message),keyDown (message),arrowKey (message),returnKey (message),
Contains

Ist ein Vergleichsoperator, der zwei Strings (=Zeichenketten) vergleicht. Das Ergebnis der Auswertung dieses Operators ergibt "`true`" wenn der zweite String im ersten enthalten ist - sonst "`false`". Syntax:

```
<string> contains <substring>

```

Verwende diesen Operator (contains), wenn du herausfinden möchtest, ob die Zeichenkette `<substring>` in der Zeichenkette `<string>` enthalten ist.

Wird die Zeichenkette `<substring>` in der Zeichenkette `<string>` gefunden, so liefert der Operator `true` (=wahr) als Ergebnis.

Wenn zwar jedes Zeichen der Zeichenkette `<substring>` in der Zeichenkette `<string>` gefunden werden kann, die einzelnen Zeichen jedoch durch andere Zeichen getrennt voneinander vorkommen, so ist das Ergebnis des contains-Operator `false` (=falsch).

Die folgenden Beispiele sollen diese Sachverhalte verdeutlichen:

```
"ABC" contains "A" -- ergibt true

```

```
"123" contains "13" -- ergibt false

```

Parameter der Operation:

* string (string): Die Parameter <string> und <substring> sind beides Zeichenketten oder LiveCode Ausdrücke (expressions), deren Auswertung eine Zeichenkette als Ergebnis liefert.
* substring (string):
* Beschreibung: Verwende diesen Operator (contains), wenn du herausfinden möchtest, ob die Zeichenkette `<substring>` in der Zeichenkette `<string>` enthalten ist..

Siehe auch: = (operator),[[<>]] (operator),is in (operator),is among (operator),is not among (operator),ends with (operator),is not in (operator),