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t-b-07-lizards.html
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t-b-07-lizards.html
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<title>Storytron Tutorials - Lizards</title>
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<div align="center"><font face="Bookman Old Style" class="fsx06"><B>SWAT TUTORIAL<br>
Lizards<br></B></font></div>
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<font face="Bookman Old Style" class="fsx04">You know how so many programs come equipped with "Wizards" that will help you automagically do all sorts of wonderful things? You know how, when you try to use those "Wizards," they are often unable to solve your problem for you, because they're actually pretty stupid? Have you ever resented the hype that calls these stupid functions "Wizards?" <br>
<br>
Now you know why we call ours "Lizards."<br>
<br>
Lizards are special functions to assist the Author in creating a Storyworld. They provide you with special ways of examining your Storyworld and its performance. Scriptalyzer is a kind of lizard, but was kicked out of the Lizard Academy for being a nerd. The other Lizards are:<br>
<br>
<B>ComeFrom Lizard</B><br>
<br>
Whenever you look at a </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">, you can readily see where it goes by just looking at the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Options</font><font face="Bookman Old Style" class="fsx04"> under the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Roles</font><font face="Bookman Old Style" class="fsx04"> for that </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">. So it's easy to see where things go</font><font face="MS Sans Serif" class="fsx02">—</font><font face="Bookman Old Style" class="fsx04">but what if you want to know where they come from? What if you want to know how somebody could have gotten to the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> you're editing? That's what ComeFrom Lizard is designed to do. Just go to the Lizards menu and select the top item, "ComeFrom Lizard" and you'll see a new pink window pop up:</font><br>
<br>
<font face="Bookman Old Style" class="fsx04"><img src="images/t20-a.jpg" width="296" height="196" hspace="5" align="right"><br>
ComeFrom Lizard lists all the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04"> combinations that have the selected </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> as an </font><font face="Bookman Old Style" class="fsx04" color="#008000">Option</font><font face="Bookman Old Style" class="fsx04">. If you double-click on one of the listings, SWAT will jump to that </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04">. Whoosh!<br>
<br>
<BR clear="all"><br>
<B>Notes Lizard</B> <br>
<br>
Here's a little scripting trick we haven't told you about: you can annotate your scripts. Start with any Script in your storyworld and select any Operator. Hit the "return" key on your keyboard. Look! By the magic of modern technology, a little text box appears! Of course, you don't get a lot of space in which to work; although you are free to type as much as you want, only the first line of your text is visible when you're done. Still, it's a useful feature for two reasons:<br>
<br>
First, you can explain what you're doing in that part of the Script. This can be very useful when you come back several weeks later and ask, "What does this do?" Think of it as a little reminder.<br>
<br>
Second, you can use special terms that are unique to a certain type of calculation, and then later use can use them to find all the Scripts that include those special terms. This can be very handy, because after a while your storyworld gets full of thousands (we're not exaggerating: <I>thousands</I>) of Scripts and you forget what went where. <br>
<br>
Let's try it out. Go to the </font><font face="Bookman Old Style" class="fsx04" color="#008000">hit with</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">hittee</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#008000">hit with</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#ff00ff">4Prop</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#ff0000">Desirable</font><font face="Bookman Old Style" class="fsx04"> script in our testing storyworld. </font><br>
<br>
<font face="Bookman Old Style" class="fsx04" color="#ff0000">PickUpperIf of:</font><br>
<font face="Bookman Old Style" class="fsx04"> TopGreaterThanBottom(BNumber) of:<br>
</font><font face="Bookman Old Style" class="fsx04" color="#ff0000">Harmless_Lethal of:</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#ff00ff">CandidateProp</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#ff0000">Harmless_Lethal of:</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#ff00ff">This4Prop</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#ff0000">BInverse of:</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#ff0000">Harmless_Lethal of:</font><font face="Bookman Old Style" class="fsx04">:<br>
</font><font face="Bookman Old Style" class="fsx04" color="#ff00ff">CandidateProp</font><br>
<font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#c00000">-0.99</font><br>
<br>
<font face="Bookman Old Style" class="fsx04">What the heck did this script do? Oh, yes. It chose a weapon that did more damage than the weapon the hittee was just hit with.<br>
<br>
Click on </font><font face="Bookman Old Style" class="fsx04" color="#ff0000">PickerUpperIf of:</font><font face="Bookman Old Style" class="fsx04"> at the top of the script, and hit return. A Notes box appears. Type in: "choose a weapon that does more damage than the weapon I was hit with."<br>
<br>
Now click TopGreaterThanBottom(BNumber) of: and add the note, "does the candidate prop do more damage than the prop I was hit with?"<br>
<br>
Next, add a note to </font><font face="Bookman Old Style" class="fsx04" color="#ff0000">BInverse of: </font><font face="Bookman Old Style" class="fsx04">that says "if yes, Desirability = BInverse of prop's damage potential."<br>
<br>
Finally, click on the </font><font face="Bookman Old Style" class="fsx04" color="#c00000">-0.99 </font><font face="Bookman Old Style" class="fsx04">in the last line and give it this note: "if no, Desirability = minimum."<br>
<br>
Now select "Notes Lizard" from the "Lizards" menu. A wide, short window appears. Type in the keyword "damage." Notes Lizard will search through all the annotations in all the Scripts and find every Script containing that word:<br>
<br>
<center><img src="images/t20-b.jpg" width="620" height="120"></center><br>
<br>
If you double-click on the Script identification, the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> Editor will jump directly to that </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04">, </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04">, and Script (in this case they're all the same). </font><font face="Bookman Old Style" class="fsx04">You can use this search-notes capability by using certain keywords in your script Notes, to help you find and edit similar scripts.</font><br>
<br>
<br>
<font face="Bookman Old Style" class="fsx04"><B>Search Lizard</B><br>
<br>
Suppose that you've been working on your scripts and you realize that have made a consistent mistake in the way you have used the Operator AdjustTired_Energetic. You want to correct those mistakes, but how can you find every instance of your use of AdjustTired_Energetic? Search Lizard is the lizard for you. Just select it from the Lizards menu and you'll see a window listing every single Operator you use in your Scripts, along with how many times you have used that Operator:<br>
<br>
<img src="images/t20-c.jpg" width="300" height="328" hspace="5" align="right">If you scroll down through the window, you can find AdjustTired_Energetic. Simply click on the button and you'll see a new window listing every single Script that uses AdjustTired_Energetic:<br>
<br>
<center><img src="images/t20-d.jpg" width="329" height="109"></center><br>
<br>
Just double-click on the Script listing and the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> Editor will jump directly to that Script so you can work with it.<br>
<br>
Search Lizard has other uses. At the very top of the Operator listing will be any "undefined element" Operators. These all begin and end with question marks. These are the prompt Operators that are automatically inserted into a Script when you add an Operator. You are supposed to fill them in with normal Operators, but sometimes we overlook these things. When the Engine tries to run them, it creates Poison, which kills that part of the story<B> </B></font><font face="Bookman Old Style" class="fsx04">(see <a href="t-d-02-poison.html">Poison</a> for further information)</font><font face="Bookman Old Style" class="fsx04">. Therefore, you can use Search Lizard to locate any of these incomplete Operators and fill them in with the proper values. <br>
<br>
<br>
<B>Rehearsal Lizard</B><br>
<br>
In creating a storyworld, you often set up <I>clusters</I> of </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04"> that link to each other. It's hard to know from looking at the Inclination Scripts just how often </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> A leads to </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> B. You could create a rich, dense cluster with all sorts of interesting possibilities, but in practice you might see all that richness ignored and the storytrace always traversing the same path through the cluster. How can you find out whether this happens? Turn to Rehearsal Lizard, and your problem will be solved.<br>
<br>
To use Rehearsal Lizard, you first select and jump to the first </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> in the cluster, the one that initiates the action. Then select Rehearsal Lizard. He'll show you a new window:<br>
<br>
<center><img src="images/t20-e.jpg" width="650" height="478"></center></font><br>
<br>
<font face="Bookman Old Style" class="fsx04">In the example above, the starting </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> was "hit with." That </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> was executed 10 times. It has two </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Roles</font><font face="Bookman Old Style" class="fsx04"> (</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">hittee</font><font face="Bookman Old Style" class="fsx04"> and </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">girlfriend</font><font face="Bookman Old Style" class="fsx04">). The black lines indicate how many times each of the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Roles</font><font face="Bookman Old Style" class="fsx04"> was activated. In this example, "</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">hittee</font><font face="Bookman Old Style" class="fsx04">" was activated four times and "</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">girlfriend</font><font face="Bookman Old Style" class="fsx04">" was activated the rest of the time.</font><br>
<font face="Bookman Old Style" class="fsx04">From the </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Roles</font><font face="Bookman Old Style" class="fsx04"> we branch out to the </font><font face="Bookman Old Style" class="fsx04" color="#008000">Options</font><font face="Bookman Old Style" class="fsx04">. The "</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">hittee</font><font face="Bookman Old Style" class="fsx04">" </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04"> leads to two </font><font face="Bookman Old Style" class="fsx04" color="#008000">Options</font><font face="Bookman Old Style" class="fsx04"> (</font><font face="Bookman Old Style" class="fsx04" color="#008000">hit with </font><font face="Bookman Old Style" class="fsx04">and </font><font face="Bookman Old Style" class="fsx04" color="#008000">punch</font><font face="Bookman Old Style" class="fsx04">), or which </font><font face="Bookman Old Style" class="fsx04" color="#008000">hit with </font><font face="Bookman Old Style" class="fsx04">was chosen three times and </font><font face="Bookman Old Style" class="fsx04" color="#008000">punch</font><font face="Bookman Old Style" class="fsx04"> was chosen once. For the "</font><font face="Bookman Old Style" class="fsx04" color="#0000ff">girlfriend</font><font face="Bookman Old Style" class="fsx04">" </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04">, the only </font><font face="Bookman Old Style" class="fsx04" color="#008000">Option</font><font face="Bookman Old Style" class="fsx04"> possible was </font><font face="Bookman Old Style" class="fsx04" color="#008000">plead to desist</font><font face="Bookman Old Style" class="fsx04">, which was chosen six times.</font><br>
<br>
<font face="Bookman Old Style" class="fsx04" color="#0000ff">Roles</font><font face="Bookman Old Style" class="fsx04"> are drawn in blue (they represent </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actors</font><font face="Bookman Old Style" class="fsx04">) and </font><font face="Bookman Old Style" class="fsx04" color="#008000">Options</font><font face="Bookman Old Style" class="fsx04"> are drawn in green (they represent </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04">). The number of occurrences of the central </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> is presented inside its circle. The width of the line indicates the number of times a </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04"> was assumed or an </font><font face="Bookman Old Style" class="fsx04" color="#008000">Option</font><font face="Bookman Old Style" class="fsx04"> chosen. Clicking on an </font><font face="Bookman Old Style" class="fsx04" color="#008000">Option</font><font face="Bookman Old Style" class="fsx04"> jumps to a new display showing that </font><font face="Bookman Old Style" class="fsx04" color="#008000">Option</font><font face="Bookman Old Style" class="fsx04"> in the central position with its results.<br>
<br>
The buttons in the upper left corner provide details on some of the common problems with storyworlds:<br>
<br>
<U>Poison</U><br>
Lists all instances of Poison and which Script generated it.<br>
<br>
<U>ThreadKillers</U><br>
Lists all </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verbs</font><font face="Bookman Old Style" class="fsx04"> whose execution failed to generate a reaction, killing that thread.<br>
<br>
<U>Loopy-Boobies</U><br>
Lists all </font><font face="Bookman Old Style" class="fsx04" color="#008000">Verb</font><font face="Bookman Old Style" class="fsx04"> sequences in which </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actors</font><font face="Bookman Old Style" class="fsx04"> got caught in a loop.<br>
<br>
<br>
<B>Storyteller Lizard</B></font><br>
<br>
<font face="Bookman Old Style" class="fsx04">This Lizard runs the Storyteller package inside SWAT. Storyteller is the software the player uses to experience your storyworld. The Storyteller Lizard allows you to make test runs of your storyworld without having to leave the storyworld development environment.</font><br>
<br>
<br>
<font face="Bookman Old Style" class="fsx04"><B>Log Lizard</B><br>
<br>
This is the single most powerful analytical tool for understanding the operation of storyworlds. Every time the Engine makes a critical decision, including every single Operator of every Script, it logs its decision and the basis for making that decision. This allows you to review the </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Events</font><font face="Bookman Old Style" class="fsx04"> that took place during a storyworld and figure out why things happened the way they did. <br>
<br>
The amount of information generated by the logging is enormous. This takes a lot of memory and slows down the CPU, so we urge you to keep Storyteller Lizard sessions to less than a thousand </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Events</font><font face="Bookman Old Style" class="fsx04">. Moreover, the amount of information that Log Lizard generates is humongous, so we present it to you in an organized fashion that makes it easier to find what you're looking for:<br>
<br>
<center><img src="images/t20-f.jpg" width="512" height="206"></center><br>
<br>
This is the basic Log Lizard window. Five </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Events</font><font face="Bookman Old Style" class="fsx04"> took place during the storyworld; each </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> has its own "Page" in the HistoryBook. The time at which the </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> took place is listed along the left edge. The </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> itself is presented in abbreviated form, followed by the name of the </font><font face="Bookman Old Style" class="fsx04" color="#ff8000">Stage</font><font face="Bookman Old Style" class="fsx04"> on which the </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> took place and the page number of the </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> that caused this </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> to take place. For example, at time 2 and page 2, </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#008000">punched</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fred</font><font face="Bookman Old Style" class="fsx04">. This took place on the </font><font face="Bookman Old Style" class="fsx04" color="#ff8000">Stage</font><font face="Bookman Old Style" class="fsx04"> called "</font><font face="Bookman Old Style" class="fsx04" color="#ff8000">Joe's Bar</font><font face="Bookman Old Style" class="fsx04">" and was a response to </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> 1, when </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fred</font><font face="Bookman Old Style" class="fsx04"> </font><font face="Bookman Old Style" class="fsx04" color="#008000">punched </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04">. Let's analyze how that happened. We do so by clicking on the sideways lollipop icon by </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Event</font><font face="Bookman Old Style" class="fsx04"> 1, on the extreme left edge:<br>
<br>
<center><img src="images/t20-g.jpg" width="512" height="196"></center><br>
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This expands the "node" for Page 1, so we can see how each </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx04"> reacted to </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Fred</font><font face="Bookman Old Style" class="fsx04">'s action. You can see that both </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Mary</font><font face="Bookman Old Style" class="fsx04"> and </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04"> considered reacting, but only </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom </font><font face="Bookman Old Style" class="fsx04">actually did react. Let's examine that process by clicking on the lollipop on the left edge of </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04">'s line:<br>
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<center><img src="images/t20-h.jpg" width="512" height="203"></center><br>
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This doesn't add much new information; let's examine the first item more closely. This time we'll double-click on the line starting with "Script Other," which opens up everything underneath that node. (This way we don't have to single-step opening the whole thing up):<br>
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<center><img src="images/t20-i.jpg" width="512" height="250"></center><br>
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This is the AssumeRoleIf Script that determines whether an </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx04"> assumes a </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04">. You can see that it generated an AssumeRoleIf value of true</font><font face="Bookman Old Style" class="fsx04">—</font><font face="Bookman Old Style" class="fsx04">it decided that yes, it would assume that </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Role</font><font face="Bookman Old Style" class="fsx04">. How did it decide that? Because the Operator underneath it (AreSameActor) had a value of true. And how did AreSameActor get a value of true? Because when it compared </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">ReactingActor</font><font face="Bookman Old Style" class="fsx04"> (whose value is </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04">) with </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">ThisDirObject</font><font face="Bookman Old Style" class="fsx04"> (whose value is also </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04">), it found that the two </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actors</font><font face="Bookman Old Style" class="fsx04"> are in fact the same </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Actor</font><font face="Bookman Old Style" class="fsx04">: </font><font face="Bookman Old Style" class="fsx04" color="#0000ff">Tom</font><font face="Bookman Old Style" class="fsx04">!<br>
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You can learn more about the operation of the Engine by digging into some of the other </font><font face="Bookman Old Style" class="fsx04" color="#00c0ff">Events</font><font face="Bookman Old Style" class="fsx04">. It's all laid out there for you in complete detail. If ever you have a problem, you can see exactly how it happened with Log Lizard.<br><br></font><div align="left"><font face="Bookman Old Style" class="fsx04"><hr></font><br>
<font face="Bookman Old Style" class="fsx03">Previous tutorial: <a href="t-b-06-scriptalyzer.html">Scriptalyzer</a> This is the last tutorial in Group 2, <B>Tools</B>. <br></div><div align="right">Group 3, <B>Operators</B>, begins with <a href="t-c-01-operators.html">Operators</a><br><br></div><div align="left"><hr><br></font></div>
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