recursal/Fanatic-Fandom huggingface dataset:
Binfile

Used as a URL type with the get and put commands to designate a local file.

Examples:

```
answer myConversionFunction(URL "binfile:input")

```

```
put imageData into URL "binfile:/Main/project/test.gif"

```

Use the **binfile** keyword to work with binary files.

The binfile scheme indicates a binary file which is located on the user's system. The file is specified by either a full path starting with "/", or a relative path starting from the defaultFolder.

A URL container can be used anywhere another container type is used.

When you put data into a **binfile** URL or get data from it, LiveCode does not translate end-of-line markers (ASCII 10 and ASCII 13) between the current platform's standard and LiveCode's internal standard of a linefeed. This ensures that binary data, which may contain such characters, is not accidentally corrupted.

If you are working with text data (such as text in fields), use the file URL scheme instead.

See Also: delete URL Command, file Keyword, revCopyFile Command, fileType Property
Embyrd

**Embyrd** is a pure Fire type Pokemon.

It evolves into Igning at level 16, which evolves into Altiblaze at level 32.

Along with Spruppy and Eggagi, Embyrd 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

Embyrd is a small bird with bright orange feathers covering the majority of their bodies. Their beaks and feet are jet black, same as some of the feathers in the middle's of their tails. Their bright plumage glitters in the sunlight, causing people to regard it as a beauty.

### Special Abilities

Embyrd's are extremely fast and aerodynamic, allowing them to perform intricate maneuvers in the air. They use their flames to deter predators without actively engaging in battle.

### Behavior

Embyrd are very gentle Pokemon, loving to nuzzle up to others. They also sing beautiful, yet unique songs. However, the only sing to those they truly care for.

### Habitat

Embyrd soar through the skies unhindered, and commonly found in the southern part of Eterna nesting in berry trees. Seeing them in the wild is rare, and most are 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 Embyrd obtained at level 1
* **Bold** indicates a move that gets STAB when used by Embyrd
* *Italic* indicates a move that gets STAB only when used by an evolution of Embyrd

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Embyrd is based off of a humingbird with certain characteristics of a firebird or phoenix.

### Name Origin

Embyrd's name come from the words *Ember* and an alternative spelling of bird (*byrd*).
AccentColor

Specifies the highlight color used for the active menu item.Syntax:

```
set the accentColor to {<colorName> | <RGBColor>}

```

Examples:

```
set the accentColor to "blue"

```

```
set the accentColor to 255,0,0 -- bright red

```

```
set the accentColor to "#CC00FF" -- violet

```

Use the **accentColor** to hilite a menu item associated with a
button, when the user is in the process of choosing that [[menu
item]]--that is, when the menu is open and the mouse pointer is over
the menu item.

This property is used only when the lookAndFeel property is set to
"Macintosh" or "Windows 95". If the lookAndFeel property is set to
"Appearance Manager" or "Motif", the **accentColor** has no effect.

The **accentColor** property is copied from the system settings every
time LiveCode starts up, but can be changed by a handler.

See also: lookAndFeel (property),armFill (property),
BrowserDownloadRequest

Sent when a download has been requested in a browser object.Syntax:

```
XBrowser_DownloadRequest <url>, <instanceId>

```

Examples:

```
on browserDownloadRequest pInstanceId, pUrl
  if urlForbidden(pUrl) then
    global browserCancel
    put true into browserCancel
  end if
end browserDownloadRequest

```

The **browserDownloadRequest** message is sent to the current card of
stack containing a browser object when a url has been requested as a
download.

On Windows, if the browserCancel global is set to false on exit from
the callback, the browser proceeds to download the file.

On OS X, the callback is a notification only and downloading should be
performed by the host application.

For general information on using the browser library, see the
notes in the revBrowserOpen function reference.

Parameters:

* instanceId: The integer identifier of the browser object ]]\*Note:\* For generalinformation on using the browser library, see the notes in therevBrowserOpen function reference.
* url: The url of the resource about to be downloaded

See also: browserDocumentCompleteFrame (message),queryRecordChanged (message),browserBeforeNavigate (message),browserBeforeNavigateFrame (message),browserDocumentComplete (message),
Control

Designates all object types that can be placed or already placed on a card,

Synonyms: part

Examples:

```
put the number of controls into index

```

```
select control 5

```

A control is any object that can be placed on a card: a button, field, scrollbar, image, graphic, player, EPS object, or group.

You can refer to a control by number or by name. The expression **control 2** refers to the control whose layer is 2. The expression **control "myButton"** refers to the first control whose short name is "myButton".

See Also: layer Property, mouseControl Function, number Function, controlAtScreenLoc Function, controlAtLoc Function, relayer Command
CachedURLs

Returns a list of the URLs that have been downloaded and copied to the cache using the load command.Syntax:

```
cachedURLs()

```

Examples:

```
the cachedURLs

```

```
if myURL is not among the lines of the cachedURLs then load myURL

```

Use the **cachedURLs** function to determine which files have been
downloaded and are currently in the cache. A cached
URL(keyword) can be accessed more quickly than one that is not
cached.

The **cachedURLs** function includes all URLs that you
have successfully loaded with the load command. If an
unsuccessful attempt has been made to load a URL(keyword), it does
not appear in the **cachedURLs**. Only URLs whose
URLStatus is "cached" appear in the **cachedURLs**.

Cached files consume memory. To release this memory after you are
finished with a URL, use the unload command to remove it from the
cache. You can use this handler to unload all URLs:

```
   on unloadAll
   repeat for each line thisURL in the cachedURLs

```

```
   unload URL thisURL
   end repeat

```

```
   end unloadAll

```

The **cachedURLs** function is part of the
Internet library. To ensure that the function works in a
standalone application, you must include this
custom library when you create your
standalone. In the Inclusions pane of the
Standalone Application Settings window, make sure the "Internet"
script library is selected.

Changes:
The **cachedURLs** function became part of the Internet library in
version 1.1. In previous versions, it was not a library function.

See also: function (control structure),files (function),libURLErrorData (function),URLStatus (function),**cachedURLs** (function),Internet library (library),
CenturyCutoff

Specifies which century two-digit years are assumed to be in.Syntax:

```
set the centuryCutoff to <lastYearOfCentury>

```

Examples:

```
set the centuryCutoff to 45

```

Use the **centuryCutoff** property to interpret dates close to the
century mark.

The **centuryCutoff** specifies the two-digit year that ends the century.
Two-digit years less than or equal to the **centuryCutoff** belong to the
next century; two-digit years greater than the **centuryCutoff** belong to
the previous century.

For example, if the **centuryCutoff** is set to 50, and the current year
is 2000, then the date 4/12/51 is interpreted as being in the year 1951,
while the date 4/12/50 is interpreted as being in 2050. Since the
**centuryCutoff** is a local property, its value is reset to 35 when
the current handler finishes executing. It retains its value
only for the current handler, and setting it in one handler does not
affect its value in other handlers it calls.
Brush

Specifies the shape used for painting with the Brush tool.Syntax:

```
set the brush to {<brushID> | <imageID>}

```

Examples:

```
set the brush to 13

```

```
set the brush to the short ID of image "My Custom Brush"

```

Use the **brush** property to specify which shape is painted by the
Brush tool.

The entire area of the brush cursor is used as the brush shape. The
shape painted by the brush is drawn in the brushColor, regardless of
what colors might be in the image(keyword) used for the brush shape.

When the Brush tool is in use, the cursor is the same as the brush
shape. You can use any size image as a brush, but the cursor may appear
distorted on some systems if the image is not 16x16 pixels.

In order to use a brush, you must choose the Brush tool using
either the Paint Tools palette or the choose command.

If you want to change the **brush** property in a [[standalone
application]]--for example, to let the user paint in
images--you must copy the stack
"revCompatibilityBrushes1" into your application before you build the
standalone. (This stack includes the cursors
used for the brush tool.) To copy the stack, enter the following into
the message box or a handler :

```
   clone stack "revCompatibilityBrushes1"
   set the mainStack of this stack to "My Main Stack"
   -- (substitute your application's main stack name

```

A copy of "revCompatibilityBrushes1" is now a substack of your main
stack, and will be saved in the stack file the next time you save the
main stack.

* Tip:\* If you want to create your own brush cursors, clone the

"revCompatibilityBrushes1" stack and change the
images in it to the desired shapes. Make sure to
include the stack when you build the [[standalone
application|standalone]].

See also: stack (object),image (object),spray (property),eraser (property),
ColumnDelimiter

Specifies the character(s) used to separate columns in a stringSyntax:

```
the columnDelimiter

```

Examples:

```
set the columnDelimiter to comma

```

```
put the columnDelimiter into tColumnDelimiter

```

```
set the columnDelimiter to ";;"

```

Use the **columnDelimiter** property in conjunction with the [[split
command]] to divide text into an array of columns or with the [[combine
command]] to combine an array of columns into a string.

From LiveCode 7.0, **columnDelimiter** can be a string of one or several
characters.

Since the **columnDelimiter** is a local property, its value is reset to
tab when the current handler finishes executing. It retains its value
only for the current handler and setting it in one handler does not
affect its value in other handlers called.

See also: split command (command),
BuildNumber

Returns the build number of the LiveCode engine.Syntax:

```
buildNumber()

```

Examples:

```
the buildNumber

```

```
if the buildNumber < 3 then
  answer "This version is too early."
end if

```

Use the **buildNumber** function to determine which engine version the
application is using. This is useful to figure out, for example,
whether a certain LiveCode feature is available.

The **buildNumber** of two copies of LiveCode or a [[standalone
application]] may be different, even if the version function
returns the same number. This is because new builds of the same
version may be released to provide fixes to specific problems.

When reporting a problem with LiveCode, please include the **buildNumber**
and version of the application.

See also: version (function),environment (function),platform (function),systemVersion (function),QTVersion (function),
Clone

Duplicates an object.

Syntax:

```
clone [invisible] object

```

Examples:

```
clone field 1

```

```
clone the selectedObject

```

```
clone this card

```

```
clone invisible stack "myStack"

```

Use the clone command to create a copy of an existing object.

The clone command places the long id property of the newly created object in the it Keyword.

If the object is a control, its copy is placed on the current card, 32 pixels below and to the right of the original object. The copy's name and other properties are the same as those of the original.

If the object is a grouped control, the clone is also owned by the group.

If **invisible** is specified the new object will have its visible property set to false.

If the object is a card, the copy becomes the current card.

If the object is a stack, the newly created stack is opened. It is named "Copy of" and the stack's name.
The clone command does not affect the contents of the clipboard.

See Also: create Command, copy Command, paste Command, newButton Message, newEPS Message, newPlayer Message, newField Message, newScrollbar Message, newGraphic Message, newImage Message, newCard Message, newGroup Message
Ravenice

Ravenice is a dual Ice/Ghost type Pokemon.

It is not known to evolve from or into any other Pokemon.

## Biology

### Physiology

Ravenice are tall bipedal creatures with long, thin limbs and an emaciated form. Their bodies are mostly gray in color, with coarse fur covering the lower half of their bodies. Their heads are covered in a thick skull, usually collected from fallen members of their kind or larger Pokemon.

### Special Abilities

Ravenice can mimic the cries of other Pokemon, and some can even imitate basic human speech. They are incredibly durable, and also incredibly violent. Their claws are sharp enough to tear through most substances, alive or otherwise.

### Behavior

Ravenice are incredibly erratic in their behavior and will attack most things on sight. Even once caught by a trainer, they can be extremely dangerous. Their ravenous hunger can almost never be sated.

### Habitat

Ravenice reside on high, frigid mountains located up north in Eterna where very few people travel. Their environment is harsh, and Ravenice live in underground tunnels or abandoned mine shafts to protect themselves.

## Game Data

### Held Items

Icy Rock

### 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 Ravenice obtained at level 1
* **Bold** indicates a move that gets STAB when used by Ravenice
* *Italic* indicates a move that gets STAB only when used by an evolution of Ravenice

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Ravenice is based off of the wendigo from Algonquian folklore.

* Originally Ravenice was meant to be more humanoid, but the design was changed to appear more like a Pokemon

### Name Origin

Ravenice's name comes from the words *Ravenous* and *Ice*.
COMn

Wird mit den Dateien open, lese von Datei, schreiben in Datei und schließen verwendet, um einen COM-Port auf Windows-Systemen anzugeben.

**Beispiele:**

```
read from file "COM1:" until end

```

```
read from file "COM5:" until end

```

Verwenden Sie das COM-Schlüsselwort, um über einen seriellen COM-Port zu kommunizieren.

Um die Portparameter (z. B. Baudrate, Handshake und Parität) festzulegen, legen Sie die Eigenschaft serialControlString fest, bevor Sie den Port mit dem Befehl open file öffnen.

Um Daten vom COM1: Port zu lesen, verwenden Sie den Befehl read from file unter Angabe des Schlüsselwortes COM1: als die zu lesende Datei.

Verwenden Sie den Befehl zum Schreiben in Datei, um Daten in den Port COM1: zu schreiben.

Tipp: Sie können auf jeden im System verfügbaren COM-Port zugreifen, indem Sie den entsprechenden Index verwenden, z. COM5 :, COM10: usw.
ControlAtScreenLoc

Syntax:

```
controlAtScreenLoc(loc)

```

Examples:

```
put controlAtScreenLoc((100,100))

```

```
get the name of (controlAtScreenLoc(the mouseLoc))

```

Returns the control at the specified location. Location points are not stack relative as in controlAtLoc, but are monitor screen relative.

If a control is invisible, it isn't considered by **controlAtScreenLoc**.

If more than one control is in the same point, only the topmost is return

The **controlAtScreenLoc** function returns the control at the given
location. The function returns the number of the control, below are
examples of getting the name or long id of the control

```
get the name of (controlAtScreenLoc(location))

```

```
get the long id of (controlAtScreenLoc(location))

```

Parameters:

* location: A location, relative to the screen
* Returns: The control at the given location, in the form: control control\_number.

See also: location (property), ControlAtLoc
Colors

Specifies all the colors of an object(glossary), in shorthand form.Syntax:

```
set the colors of <object> to <colorsList>

```

Examples:

```
put the colors of this stack into field "Colors"

```

```
put "blue" & return & \
  "#EE98AA" & return & \
  line 5 of the colorNames & return & \
  220,180,200 & return & \
  "yellow" & return & \
  200,200,60 & return & \
  "#334433" & return & \
  "pink" into field "colors"
set the colors of button "mybtn" to field "colors"

```

```
set the colors of this stack to the colors of stack "Home"

```

Use the **colors** property to get all eight basic color properties at
once, or to set the colors of one object(glossary) to be the same as
the colors of another object(glossary).

For objects other than images, you
can set all these colors individually; the **colors** property simply
provides a shorter method of dealing with all of them at once. Each
line of the **colors** corresponds to one of the following color
properties :

* Line 1: the foregroundColor
* Line 2: the backgroundColor
* Line 3: the hiliteColor
* Line 4: the borderColor
* Line 5: the topColor
* Line 6: the bottomColor
* Line 7: the shadowColor
* Line 8: the focusColor

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

If the **colors** property of an object(glossary) reports a blank
line, that color is not set for the individual object(glossary), but
is inherited from the object's owner.
Use the form the effective colors of object(glossary) to obtain the
colors used for the object, whether set for the object(glossary) or
inherited.

If a pattern is set for an object(glossary), that pattern is used
instead of the corresponding color for that object(glossary).

See also: foregroundColor (property),backgroundColor (property),hiliteColor (property),borderColor (property),topColor (property),bottomColor (property),shadowColor (property),focusColor (property),linkColor (property),linkHiliteColor (property),owner (property),patterns (property),properties (property),
Neotra

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

It is not known to evolve into or from any other Pokemon

## Biology

### Physiology

Neotra are small fish with a dark topside and white underbelly. They also have bright red eyes and a red stripe around their middle. Their large rudder-like tail helps them swim through the water with ease.

### Special Abilities

These small fish are easily frightened and avoid battle at all cost. They use their tiny teeth for defense before hiding in rocky outcroppings.

### Behavior

Neotra are rather docile and keep away from other Pokemon. They group together to keep themselves safe from predators.

### Habitat

These Pokemon live in tropical, coastal waters. They stay close to the beach, befriending humans who come close.

## 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 Neotra obtained at level 1
* **Bold** indicates a move that gets STAB when used by Neotra
* *Italic* indicates a move that gets STAB only when used by an evolution of Neotra

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Neotra is based off of a small tetra fish.

### Name Origin

Neotra's name comes from the words *Neon* and *Tetra*.
Metsune

Metsune is a dual Steel/Psychic type Pokemon.

It evolves from Kitsonar when traded while holding a metal coat.

## Biology

### Physiology

Metsune are large gray, fox-like creatures with violet fur on their legs chest, head, and tail. They are better proportioned that their pre-evolutions, with long legs built for running. Their large ears and big eyes help them navigate the dark.

### Special Abilities

Metsune use their speed to chase down enemies, cornering them in the dark tunnels of their homes and using their sound waves to incapacitate them. Metsune have much better control over these sound waves, meaning they are not as dangerous to humans and other Pokemon.

### Behavior

Metsune are sneaky Pokemon, using darkness as a cover. They are fairly noctural, hunting with other members of their group. While better with handling isolation, trainers should still take care not to leave them alone for extensive lengths of time.

### Habitat

These Pokemon mostly reside in cave systems though Metsune will regularly carve out new tunnels with its sonic blast. They only travel outside at night, or if they have to.

## Game Data

### Game Locations

Has Yet to be determined

### 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 Metsune obtained at level 1
* **Bold** indicates a move that gets STAB when used by Metsune
* *Italic* indicates a move that gets STAB only when used by an evolution of Metsune

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Metsune is based off of a fox or a kistune, but looks more like a wolf.

Metsune was not originally going to exist. The developers determined Kitsonar would be better with an evolution, and thus Metsune was born.

### Name Origin

Metsune's name comes from the terms *Metal* and *Kitsune*.
BrowserNewUrlWindow

Sent when a url has been opened in a new window.Syntax:

```
XBrowser_NewUrlWindow <url>, <instanceId>

```

Examples:

```
on browserNewUrlWindow pInstanceId, pUrl
  go stack (the owner of me)
end browserNewUrlWindow

```

The **browserNewUrlWindow** message is sent to the current card of a stack
containing a browser object when the browser object has opened a url in
a new window.

For general information on using the browser library, see the
notes in the revBrowserOpen function reference.

Parameters:

* instanceId: The integer identifier of the browser object ]]\*Note:\* For generalinformation on using the browser library, see the notes in therevBrowserOpen function reference.
* url: The url that has opened in a new window

See also: revBrowserOpen function (function),browserNewInstance (message),browserBeforeNavigate (message),
Ask

**ask** is a command to create a ready to use window with a field:

```
ask "What is your name?"

```

 Datei:Ask.jpg
The text entered by the user is stored in the **it** variable.

Moreover you can add an icon, Livecode has the following predefined icons:

* information
* question
* error
* warning

```
ask information "What is your name?"

```

 Datei:AskInformation.jpg
 Datei:AskQuestion.jpg
 Datei:AskError.jpg
 Datei:AskWarning.jpg
Byte

Designates a single byte as part of a chunk expression.

Examples:

```
get byte 1 of tString

```

```
put byte 12 to 14 of it into tAnswer

```

```
get the first byte to tString

```

```
repeat for each byte tByte in tString
  put numToByte(byteToNum(tByte) + 1) after newString
end repeat

```

Use the byte keyword to refer to a specific byte or bytes in a container.

A byte is an 8-bit unit and can only be reliably used with binary data. In UTF-8 text each char is a byte.

The hierarchy of the new and altered chunk types is as follows:

```
byte w of codeunit x of codepoint y of char z of word ...

```

See Also: character Keyword, characters Keyword, bytes Keyword, codepoint Keyword, codepoints Keyword, codeunit Keyword, codeunits Keyword
AltID

Specifies an alternate ID for objects.

Syntax:

```
set the altID of <object> to <IDNumber>

```

Examples:

```
put the altID of this card into myID

```

```
repeat while the altID of stack myStack <> 0

```

Use the **altID** property to specify an additional ID for an
object. Both the ID and the **altID** property are checked
when you refer to an object by ID.

This property can be used to ensure compatibility with imported
SuperCard and HyperCard stacks that assume buttons and fields are
created with sequential IDs. You can also use the **altID** of a stack
as a consistent way of referring to it, since the ID of a stack
changes every time an object is created.

Be careful not to set an object's **altID** property to the ID of an object of the same type.
Since both properties are checked when you refer to an
object by ID, doing this may cause the wrong
object to be found because its **altID** property is the
same as the ID of the object you want.

See also: stack (object), properties (property), ID (property), windowID (property)
BottomRight

Specifies the location of the specified object's lower right corner.Syntax:

```
set the bottomRight of <object> to right,bottom

```

Examples:

```
set the bottomRight of scrollbar "Master" to 400,200

```

```
set the bottomRight of field "Follower" to the mouseLoc

```

Use the **bottomRight** property to change the placement of a control
or window.

The **bottomRight** of a stack is in [[absolute (screen)
coordinates(glossary)]]. The first item (the right) of a
card's **bottomRight** property is always the width of the [[stack
window]]; the second item (the bottom) is always the height of the
stack window. The **bottomRight** of a group or control is in
relative (window) coordinates(glossary).

In window coordinates, the point 0,0 is at the top left of the stack
window. In screen coordinates, the point 0,0 is at the top left of the
screen.

Changing the **bottomRight** of an object(glossary) moves it to the new
position without resizing it. To change an object's size, set
its height, width, or rectangle properties.

```
The order of the bottom and right parameters

```

is reversed compared to the property name: right comes first, then
bottom.

See also: stack (object),card (object),pixels (property),height (property),topRight (property),properties (property),bottom (property),width (property),
AccelerationChanged

Sent to the current card of the defaultStack at the interval specified by the mobileEnableAccelerometer command.Syntax:

```
accelerationChanged <x>, <y>, <z>

```

Examples:

```
on accelerationChanged pXAccel, pYAccel, pZAccel
   -- display the acceleration along the x axis
   put pXAccel into tXAxisAcceleration
end accelerationChanged

```

Handle the **accelerationChanged** message if you want to perform an
action when the acceleration along any axis changes

The **accelerationChanged** message is sent to the current card of the
defaultStack at the interval specified by the mobileEnableAccelerometer
command.

You can use the difference between the time values in two
**accelerationChanged** events to give an indication of how much time
passed between the samples.

Parameters:

* x: the acceleration along the x axis relative to gravity
* y: the acceleration along the y axis relative to gravity
* z: the acceleration along the z axis relative to gravity

See also: mobileStartTrackingSensor (command),
ControlAtLoc

Syntax:

```
controlAtLoc(loc)

```

Examples:

```
put controlAtLoc((10,10))

```

```
 put controlAtLoc("10,10")

```

```
get the name of (controlAtLoc(the mouseLoc))

```

```
if controlAtLoc("10,10") is not empty then
   put the name of controlAtLoc("10,10") into temp
   answer "In position 10,10 there is " & temp
end if

```

Returns the top visible control at the specified location.

If a control is invisible, it isn't considered by **controlAtLoc**.

If more than one control is in the same point, only the topmost is returned.

If no control are in that position, **controlAtLoc** returns empty

It's recommended to check if the **controlAtLoc** is not empty with:

```
if controlAtLoc("10,10") is not empty then ...

```

The **controlAtLoc** function returns the control at the given location.
The function returns the number of the control, below are examples of
getting the name or long id of the control

```
get the name of (controlAtLoc([[location]]))

```

```
get the long id of (controlAtLoc([[location]]))

```

Parameters:

* location: A location, relative to the current stack
* Returns: The control at the given location, in the form: control control\_number.

See also: location (property),
Altiblaze

Altiblaze is a dual Fire/Dark type Pokemon.

It evolves from Igning at level 32. It is the final form of Embyrd.

## Biology

### Physiology

Altiblaze is a large avian creature with orange and black feathers. The ring of puffed out feathers around their necks help hold in heat and allows them to produce their flames. Their dual tails are orange at the base, fading to black towards the tip.

### Special Abilities

Altiblaze will regularly combust to show its own strength. When they fight, they often wrap themselves in flames in order to ward off most opponents. Then they attack ruthlessly with their sharp talons and beak.

### Behavior

Altiblaze are proud Pokemon, constantly challenging one another over territory or food. This territorial behavior can often cause forest fires. However, their flames will not harm a trainer that it loves.

### Habitat

Altiblaze have adapted to living near the bases of volcanos. Many of the trees around their habitats are scorched, and their cries can be heard for miles. This is a rare occurance nowdays, due to most 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 Altiblaze obtained at level 1
* **Bold** indicates a move that gets STAB when used by Altiblaze
* *Italic* indicates a move that gets STAB only when used by an evolution of Altiblaze

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Unlike its evolutionary line, Altiblaze is more based off of a Phoenix rather than a hummingbird.

### Name Origin

Altiblaze's Name comes from the words *Altitude* and *Blaze*.
CantAbort

Specifies whether the user can halt a handler with a key combination.Syntax:

```
set the cantAbort of <stack> to {true | false}

```

Examples:

```
set the cantAbort of stack "Critical Functions" to true

```

Use the **cantAbort** property to prevent users from interrupting any of
the handlers in a stack.

If a stack's **cantAbort** property is set to false, the user can halt a
running handler in the stack by pressing Control-period or
Control-break (on Windows or Unix) or Command-period (on Mac OS).

If the **cantAbort** is true, the user cannot interrupt a handler.

* Warning:\* Before setting a stack's **cantAbort** property to true,

make sure all handlers that may be affected have been
thoroughly tested. If **cantAbort** is set to true, you cannot interrupt
a runaway handler with the standard key combination.

See also: stack (object),allowInterrupts (property),
Roter

**Roter** is a pure Normal type Pokemon.

It evolves into Aquara at level 18.

## Biology

### Physiology

Roter is a small brown rodent with a blue stripe of fur along its spine. It's belly and inner ears are pale white. Their small whiskers help them feel their way around in the dark, and their dark eyes are well adapted for various environments.

### Special Abilities

Roter are extremely tiny Pokemon, and ill suited for battle. Instead they burrow underground, only attacking if they're in large groups. They also hunt in groups to better protect themselves.

### Behavior

Roter, despite their avoidance of fighting, are very social Pokemon. They interract both within their own species as well as with other Pokemon. When they sense danger, they release short but loud chirps to alert others.

### Habitat

Roter live on river or lake-sides within a forest. Between the cover of the trees and the safety of the water, they settle there for their own safety.

## 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 Roter obtained at level 1
* **Bold** indicates a move that gets STAB when used by Roter
* *Italic* indicates a move that gets STAB only when used by an evolution of Roter

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Roter is based primarily off of a water vole but with hamster like characteristics.

### Name Origin

Roter's name comes from the words *Rodent* and *Terra*.

* Ironically, despite Roter's name deriving from the word *Terra*, neither it nor its evolution are a ground or rock type.
CopyKey

Sent when the user presses the key combination equivalent to the Copy menu item.Syntax:

```
copyKey

```

Examples:

```
on copyKey
  if the selection is empty then beep -- nothing to copy
  pass copyKey
end copyKey

```

Handle the **copyKey** message if you want to change the normal copying
process, or prevent use of the Copy key combination without changing
the menu.

The LiveCode development environment traps the **copyKey** message,
unless "Suspend LiveCode UI" is turned on in the Development menu. This
means that the **copyKey** message is not received by a stack if it's
running in the development environment.

The **copyKey** message is sent when the user presses Command-C (on [[Mac
OS|Mac OS systems]]), Control-C (on Windows systems),
Control-Insert (on Unix systems), or the keyboard Copy key.

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

See also: pasteKey (message),cutKey (message),undoKey (message),stack (object),
BackScripts

Returns a list of objects that have been inserted into the message path after the stack the target object(glossary) belongs to.Syntax:

```
backScripts()

```

Examples:

```
put the backScripts

```

```
if the long ID of me is not among the lines of the backScripts then beep

```

Use the **backScripts** function to find out which scripts receive
messages and function calls after the current object, the
objects that own the current object, and any stacks in
the stacksInUse.

A script inserted into the back with the insert script command
receives messages after all objects in the message path,
just before the application itself receives the message.

If more than one object is in the **backScripts**, their order in the
message path is the same as their order in the list. For example, the
first object in the **backScripts** receives messages before
the second object. This order is the reverse of the order in which
the objects were added with the insert script command.

See also: [[]] dispatch(command),frontScripts (function),insert script (command),pass (control structure),remove script (command),send (command),stacksInUse (property),start using (command),
ArmedIcon

Specifies an image to display in a button when the mouse pointer enters it.Syntax:

```
set the armedIcon of <button> to {<imageID> | <imageName>}

```

Examples:

```
set the armedIcon of button "Trigger" to 2245

```

Use the **armedIcon** property to change a button's appearance
when it is armed. Do not use this property to create hover icon
effects, instead use the hoverIcon property.

If the button's autoArm property is false, the setting of the
**armedIcon** property has no effect.

See also: button (object),name (property),showIcon (property),ID (property),armed (property),autoArm (property),hoverIcon (property),icon (property),
Choose

Selects a tool or paint tool.

Examples:

```
choose browse tool

```

```
choose tSavedTool tool

```

Use the choose command to select objects, create objects, or paint under scripted control.

Parameters:
The toolName is one of the basic tools from the Tools palette, or one of the paint tools from the Paint palette. The basic tools are:

* browse: perform actions such as clicking buttons and typing in fields
* pointer: select, move, or resize objects
* button: create all styles of button objects
* field: create all styles of field objects
* scrollbar: create all styles of scrollbar objects
* graphic: create all styles of graphic objects
* image: create paint images
* player: create sound and video player objects

The paint tools are:

* select: select a rectangle in an image
* pencil: draw freehand in an image
* bucket: fill a shape in an image
* brush: draw brushstrokes in an image
* eraser: erase an area in an image
* spray can: draw airbrush strokes in an image
* rectangle: draw a rectangle or square shape
* line: draw a straight line in an image
* round rect: draw a rectangle with rounded corners in an image
* oval: draw an oval or circle shape in an image
* polygon: draw a polygon in an image
* curve: draw a curved line in an image
* regular polygon: draw a regular polygon shape in an image
* dropper: pick up a color from an image

The tool you choose is effective for all editable windows, until you choose another tool. (The Browse tool is always in effect for stacks whose cantModify property is true, and for stacks being displayed as a palette, modeless dialog, or modal dialog.)

All types of graphics are drawn with the single Graphic tool. To draw a specific shape, first draw with the Graphic tool, then set the style property of the new graphic to the shape you want. (You can also set the style of the templateGraphic to the shape you want, then draw the graphic with the Graphic tool. The graphic icons on the Tools palette work this way: each one sets the style of the templateGraphic, then chooses the Graphic tool.)

Similarly, all types of buttons, fields, and scrollbars can be drawn with the single tool for that object type. You specify a particular kind of button, field, or scrollbar by setting its style property.

**Note:** You must choose tools by name. The old HyperCard method of choosing tools by number is not supported in LiveCode.
Cyberill

**Cyberill**is a dual Ice/Steel type Pokemon.

It is not known to evolve into or from any other Pokemon.

## Biology

### Physiology

Cyberill is a man-made Pokemon created by combining human DNA, Pokemon DNA, and machinery. It's body is primarily made from some form of metal, with ice covering parts where its cooling chambers lie. The power cell in its center is its primary life force.

### Special Abilities

This Pokemon can chill the air around it to nearly -60 degrees Celcius. Its frigid metal exterior should not be handled by human hands for fear of frostbite.

### Behavior

Being man-made, this Pokemon shows no sign of emotion or self-preservation instinct. It will follow the orders of its trainer without question, remaining motionless without orders.

### Habitat

Cyberill was created inside a laboratory. It has no need to eat or sleep, and no known natural habitat. It can survive most environments with ease.

### 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 Cyberill obtained at level 1
* **Bold** indicates a move that gets STAB when used by Cyberill
* *Italic* indicates a move that gets STAB only when used by an evolution of Cyberill

#### By TM/HM

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

#### By Breeding

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

#### By Move Tutor

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

## Trivia

### Origin

Cyberill has no real origin, other than the fact that it's based off of cybernetics.

### Name Origin

Cyberill's name comes from the words *Cyber* and *Chill*.
Bytes

Used with:

* the sort command,
* number function,
* is among and is not among operators

to designate each byte as a separate portion of a string.

Examples:

```
get the number of bytes of field "Entry"

```

```
get the number of bytes of the compress of tString

```

Use the **bytes** keyword to sort or select individual bytes.

On UTF-8 text, a byte is a single letter, digit, punctuation mark, or control character.

See Also: is among Operator, is not among Operator, byte Keyword, character Keyword, characters Keyword, codepoints Keyword, codeunits Keyword, codeunit Keyword, codepoint Keyword
Changing field font without changing scroll position

If you try to change font size of a very long field text (with a vertical scroller), you'll notice that text position change. This behavior happen because you change text size, but the current scroll number (pixels) remains the same.

The following code will maintain text position displayed, whatever font size or type you'll choose:

```
  lock screen
  put the textSize of field myField into temp
  put  (the effective textheight of fld myField) * (the number of lines in fld  myField) into totalscroll
  put the vscroll of field "testo" into currScroll
  put currScroll / totalScroll into percentscroll
  set the textSize of field testo to anotherNumber #here we change text size
  put  (the effective textheight of fld myField) * (the number of lines in fld myField) into totalscroll
  set the vscroll of fld "testo" to trunc( totalScroll * percentScroll  )
  unlock screen

```
ArrowKey

Sent to the active control, or to the current card if no control is focused, when the user presses an arrow key.

Syntax:

```
arrowKey {up | down | left | right}

```

Examples:

```
on arrowKey theKey -- make Up arrow go to the first card
  if theKey is "up" then go to card 1
  else pass arrowKey
end arrowKey

```

The parameter indicates which arrow key was pressed.

Handle the **arrowKey** message if you want to do something special when
the user presses an arrow key.

If the **arrowKey** handler does not pass the message or send it
to a further object in the message path, LiveCode does not
perform the usual arrow key action (moving the insertion point, moving
the selected object(glossary), or navigating to another card).
Passing the message lets the arrow key action take place.

If the focused control is part of a group, and the group's
tabGroupBehavior property is set to true, no **arrowKey** message is
sent when the user presses an arrow key.

Sending an **arrowKey** message does nothing unless there is an
**arrowKey** handler in the message path. This is a difference from
HyperTalk's handling of the **arrowKey** message.

See also: functionKey (message), selectionChanged (message), navigationArrows (property), textArrows (property), selected (property),