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∙φo╕"{$&&P'╢(≥()0)T)x)w*z+|,n-╣2ß2Basic Help message #0


          --------------------------------------------------------
          This help message is not used by the system.  It is only
          shown here for clarity, and to make sure that all of the
          Help Messages are properly aligned......................
          --------------------------------------------------------
Help Table of Contents

         ~About RIPaint~007               ~Drawing Color Selection~028
         ~Online Demos~012                ~Fill Color Selection~029
         ~General Information~006         ~Fill Border Color Selection~030
         ~Multi-Window Editor~008         ~Set Color Palette~065

         ~Drawing Modes~674               ~Button Style Designer~391
         ~Edit Objects~591                ~Output File Options~566
         ~Move Objects~298                ~Scene Optimization~580

         ~Grid Snap~078                   ~Icon Editor~079
         ~Magnifying Mode~080             ~Line Pattern Editor~075
         ~Object Lister~100               ~Custom Pattern Editor~076
         ~ToolBox~231                     ~Pattern Selection~077

         ~Loading RIP scenes~102          ~Font Styles~085
         ~Saving RIP scenes~103           ~Font Sizes~086
         ~Loading Icons~087               ~Drawing Write Modes~083
         ~Saving Icons~109                ~Bitmap Paste Modes~084

         ~Show Invisible Points~579       ~Host Commands/Templates~724
         ~Status Bar~230                  ~Text Variables~726
~Drawing Mode:~ Box

        When drawing a box, you must set the ~OUTLINE COLOR~28
        and the ~FILL COLOR~29 of the box you wish to draw.

        To begin drawing a box, position the mouse cursor where
        the upper left corner of the box will be.  Press and hold
        the right mouse button to set the upper/left box corner.
        While continuing to hold down the right mouse button, move
        the mouse cursor to the position that will be the lower/right
        corner of the box, you will see the outline of the box as
        you move the cursor to its new location.  When you are
        satisfied with the shape of the box, release the mouse button
        to lock it into position.  The box will then be drawn to
        that shape using the current
        ~OUTLINE COLOR~28 / ~FILL COLOR~29 / ~FILL PATTERN~77
~Drawing Mode:~ Line

        To draw a line,  select the color of the line with the
        ~DRAW COLOR~28 selector, place the mouse cursor at the starting
        position of the line. Now, press and hold the button down.
        Move the mouse cursor to the ending position of the desired
        line,  you will notice a rubber band like line showing you
        the current line that would be drawn if you released the
        button. When you are satisfied with the line orientation,
        release the button to set its postion.
~Drawing Mode:~ Polygon

        This feature is used to create irregularly shaped object
        by plotting points on the screen that are connected by
        lines. Once this option has been selected, move the mouse
        cursor the position the first point is to be placed. Click
        and release the mouse button to set the first point of the
        polygon, continue to move the mouse cursor to the next
        position and continue clicking and releasing the mouse
        button to set the next point. When the desired shape has
        drawn, click the right mouse button to set the shape of the
        polygon. Any ~FILL PATTERN~77 and ~FILL COLOR~29 that is
        active will be used when the polygon has been set.
~Drawing Mode:~ Fill-mode

        The Fill Mode of RIPaint allows you to accomplish many
        different unusual affects.  You may fill using a default,
        Solid Fill, or you can choose from one of many pre-defined
        internal ~FILL PATTERN~77s.  If you are not happy with the
        built-in patterns, you can create your own custom patterns.
        You can even save the patterns for future use!

        Most of the graphics primitive objects like ~BOX~2, ~POLYGON~4,
        ~CIRCLE~56, etc, can operate in two modes: filled, and non-filled.
        The Filled Mode will display the object in the current
        foreground, ~Drawing Color~28.  Then the interior of the object is
        filled using the current "~FILL COLOR~29", using the most recently
        selected ~FILL PATTERN~77.

        In addition to the graphical primitives, which offer Fill modes
        of use,  you also have access to a "fill region" command.  This
        will fill an arbitrary, oddly shaped region on the screen in the
        current ~FILL COLOR~29 and pattern.  There is one twist though.
        RIPaint has to know when to stop filling, so that you don't
        obliterate other things on your screen.  You do this by telling
        RIPaint what color it should stop on!  So, if you have a white
        ~BOX~2, and you wish to fill the interior of it with blue, set your
        ~FILL COLOR~29 to blue, and your Fill Border to white.  Select
        Fill-Mode and click anywhere in the box.
General Information

        You can draw in many different modes.  For instance, the ~BOX~2
        mode allows you to "drag out" boxes on your screen with your
        mouse.  The ~LINE~3 option allows you to draw straight lines,
        whereas ~POLYGON~4 mode allows you to draw multi-faceted, complex
        shapes.

        Another "type" of mode is ~FILL-MODE~5.  This mode allows you to
        fill enclosed objects with a particular color and ~FILL PATTERN~77
        as you draw them.
RIPaint Copyright Information




                        -----------------------
                           RIPaint v1.50.00
                        -----------------------



               "Remote Imaging Protocol"  Paint System


         Copyright (c) 1992-93, TeleGrafix Communications, Inc.
                         All Rights Reserved



                    TeleGrafix Communications, Inc.
                        16458 Bolsa Chica, #15
                      Huntington Beach, CA 92649



     VOICE: (714) 379-2131
     FAX  : (714) 379-2132
     Data : (714) 840-3520 - ArenaBBS, Online Demos ----- 32 lines MBBS
     Data : (714) 840-8641 - Nova Central, Tech Support -  4 lines NLP
     Data : (708) 978-2777 - RIP Demo Midwest, Demos ----  2 lines TBBS
Graphics and Text Windows

        Both a graphics and text window/region are defined on the screen
        at any time. Any text that is streamed across the screen that is
        detected as being a valid graphics command is converted and
        displayed in the ~Graphics Window~8, such as the ~CIRCLE~56 command.
        All other text is sent to the text window allowing you intermix
        graphics commands and plain text together.
UNREGISTERED DEMO VERSION
   You are using an  Unregistered  "Demo"  copy of RIPaint.   This is a
   fully functional version of RIPaint Professional, except there is NO
   ability to save.  This should allow you to evaluate the software for
   its  merits and determine  whether or not  you find it useful.   The
   examples provided were created with the registered copy to show just
   how powerful it can be.   You can generate very  complex scenes with
   the version you have now, but until you register your copy, you will
   be unable to save anything to disk.

     RIPaint Professional ................................... $200.00
     ----------------------------------------------------------------
         All the features of the "RIPaint Standard Edition"
         Full Icon Support with a built-in editor
         Clipboard support (Cut & Paste)
         Powerful Mouse Region Support
         Text file import (for Sysops)
         Save Icons to "Turbo C" format



                              ~MORE~11
HOW TO GET THE LATEST HELP FILE

     You can obtain the latest RIPaint or RIPterm HELP files from:

          TeleGrafix Communications, Inc.
          16458 Bolsa Chica, #15
          Huntington Beach, CA 92649

          ArenaBBS (32 lines, The MajorBBS)
          (714) 840-3520 ... 3/12/2400 baud, 8/N/1

          Nova Central (4 lines, Nova Link Professional)
          (714) 840-8641 ... 3/12/24/9600 baud, 8/N/1
Purchasing RIPaint Professional

   To purchase one of the registered versions of RIPaint, contact:

     TeleGrafix Communications, Inc.   Voice: (714) 379-2131
     16458 Bolsa Chica, #15            Fax  : (714) 379-2132
     Huntington Beach, CA 92649        BBS  : (714) 840-3520 - 32 lines
                                              ArenaBBS ... The MajorBBS


     ResNova Software                  Voice: (714) 840-6082
     16458 Bolsa Chica, #193           Fax  : (714) 840-0488
                                       BBS  : (714) 840-8641 -  4 lines
                                              Nova Central ... Nova Link Pro


     RIP Demo Midwest                  Data : (708) 978-2777 -  2 lines
                                              RIP Demo Midwest ... TBBS
Online Demos

     For an online demonstration of RIPscrip graphics, you may call
     the following BBS numbers with RIPterm.  You already have the
     necessary Icons to view the system in graphics mode for
     ArenaBBS.  For the remaining systems, you will have to obtain
     the Icons from them yourself.


        1. ~ArenaBBS~13 - 32 line MajorBBS system
           This is TeleGrafix's Tech Support/Entertainment BBS

             PHONE: (714) 840-3520
               > Create an account.  At the Main Menu, type "RIP ON"
               > then tap the <ENTER> key for the graphical menus...


        2. ~Nova Central~14 - 4 line Nova Link Professional BBS
           This is ResNova's Technical Support BBS

             PHONE: (714) 840-8641
               > Create an account.  Go into the Product Information
               > area, choose the RIPterm graphics menu option and
               > you can view a demo there as well.


        3. ~RIP Demo Midwest~15 - 2 line TBBS system.  This system is
           a full RIP Demo System, and is one of our distributers.

             PHONE: (708) 978-2777
               > Signup in "text mode" if you do not have the RDM
               > Icons.  Download the System Icons and away you
               > go.  Be sure to see the Message Forums and other areas.
ArenaBBS

     ArenaBBS is a 32-line MajorBBS system.  It is operated by the
     authors of RIPscrip Graphics, Jeff Reeder [Covenant], Mark
     Hayton [Necron], Mara Ward [Kytty], and Jim Bergman [Bergie].
     This system demonstrates the usefulness of RIPscrip graphics
     in conjunction with standard MajorBBS Menuing software.

     ArenaBBS is also the Technical Support system for TeleGrafix and
     CovyWare products for The MajorBBS.  CovyWare products have been
     available for The MajorBBS Sysops for several years now.


               TeleGrafix Communications, Inc.
               16458 Bolsa Chica, #15
               Huntington Beach, CA 92649

               Voice    : (714) 379-2131
               Fax      : (714) 379-2132
               Data/BBS : (714) 840-3520 [3-2400, 8N1]
               Stats    : 32 lines, The MajorBBS [ibm]
               Owner(s) : Jeff Reeder and Mara Ward


                        ~Online Demo Systems~12
Nova Central

     ResNova Software is a distributer of RIPscrip Graphical products.
     They are the authors of Nova Link Professional, a Macintosh based
     multi-user graphical BBS system.


               ResNova Software
               16458 Bolsa Chica, #193
               Huntington Beach, CA 92649

               Voice    : (714) 840-6082
               Fax      : (714) 840-0488
               Data/BBS : (714) 840-8641 [3-9600, 8N1]
               Stats    : 4 lines, Nova Link Professional [mac]
               Owner(s) : Len Anderson


                    ~Online Demo Systems~12
RIP Demo Midwest

     RIP Demo Midwest is a RIPscrip Graphics distributer for TeleGrafix
     Communications, Inc.  They sell and perform Technical Support on RIPscrip
     products.  Their BBS, called "RIP Demo Midwest", is a TBBS based
     system that provides an incredible display of what RIPscrip
     graphics can do you a System Operator.  For anybody wanting to see
     awesome online graphics, this system is a must see!


               RIP Demo Midwest

               Voice    : (708) 820-8875
               Fax      : (708) 898-4994
               Data/BBS : (708) 978-2777 [3-14,400, 8N1]
               Stats    : 2 lines, TBBS [ibm]
               Owner(s) : Bernal Schooley


                    ~Online Demo Systems~12
Icon Mask Creation

        An icon mask allows an image to be displayed with a selected color
        in the picture not to be shown (made invisible). This allows
        pictures to be displayed without having a square shape to them,
        for instance, a company logo can be placed over an existing
        graphics image an be trimmed to the edge of the logo. This also
        allows holes to be created in the image such as the hole in a
        captial "A" would show whatever was originally behind it.

        To create a icon mask select the "Mask" button when in the Icon
        editor. You will then be asked to select the color that is to be
        made invisible, such as "Blue". The editor will then scan the
        image for any black pixels because all black pixels in the image
        will be part of the mask. If the editor finds black pixels in the
        image it will prompt you and ask if you wish to make them part of
        the mask, in most cases you would not want them as part of the mask.
        If you select "NO", the editor will ask you to select a color to
        replace the black pixels with, any color will do and will not
        effect the final masking effect.

        You will then notice the image being converted to black and white
        which is the masking image, once the conversion is complete, save
        the mask image with the same name as the original icon only with
        an .MSK extension.

        When you load this mask image first before you load the original
        icon in the same spot, the color you selected to be invisible will
        not show up.
Icon Color Replacement - Original

         Selecting the "REPLACE" button in the icon editor will
         allow you to quickly replace one color in the icon image
         with another.

         Once this button is selected, you will be prompted to
         select the color you wish to replace. When this color has
         been selected, you are then prompted to select the color
         that your first selection is to be replaced with.

         The editor will then scan the image an make all the
         requested color replacments.
Icon Color Replacement - New Color


        This feature allows the designer to quickly replace any color
        in an existing ICON image with another for instance replacing
        all red pixels with blue. After clicking the mouse on the replace
        button, you will be prompted with two consecutive color selectors.

        The first color selector is to choose the color you wish to have
        replaced, and the second is to pick the color the first color is
        to be replaced with.
Drawing Color Selection


         Selecting this button or menu option allows the user to select
         the color that will be used for all drawing commands
         (~Line~3, Pixel, etc.).  It is also used as the ~OUTLINE COLOR~28
         for the ~BOX~2 command. The currently selected drawing color is
         shown on the ~STATUS BAR~230 at the bottom of the screen (when active).
Fill Color Selection

         Selecting this option allows you to change the color that
         will be used to fill the interior of all commands that use
         a fill option:

         ~BOX       Mode~2
         ~POLYGON   Mode~4
         ~RECTANGLE Mode~51
         ~BAR       Mode~54
         ~CIRCLE    Mode~56
         ~ELLIPSE   Mode~57
Fill Border Color Selection

         Whenever you use the fill option, you must click somewhere on
         the screen to start the fill "center point".  This will tell
         the Paint Program to start filling with the current fill
         color and pattern until it reaches a certain color, the
         Fill Border Color.  This is the "stopping point" for all fill
         operations.

         The ~Drawing Color~28 is used for the outline when an object
         is drawn.  Select the ~DRAWING COLOR~28 and select the color
         for the outline before drawing the object.

         The currently selected ~OUTLINE COLOR~28 border color is
         displayed on the right side of the ~STATUS BAR~230 when it is
         active.

         Do not confuse "Toggle FILL ON/OFF" with FILL MODE.  The Toggle
         option will "fill" any enclosed object like a BOX or a CIRCLE.
         The latter, FILL mode, simply starts at a given point, and fills
         an area radiating out from the point you click on.
Dropshadow Label Foreground Color

        The foreground color option determines the color of the text
        label of the Button.  Change this color to make your text
        appear in a color of your own choosing.

Dropshadow Label Background Color

        You also have the option of making your label look like
        it is 3D.  You accomplish this with the "Dropshadow"
        feature.  This will draw the Label first, using the
        "Background" color (ie, the Shadow), then draw the same
        label on top of the first one, except one pixel to the
        left, and one pixel higher, giving it the impression that
        the text is "hovering" above the screen, casting a shadow
        on it.

        Use the "Background" button to determine what color the
        shadow should be.  If you have "Dropshadow" disabled,
        then the "Background" button does nothing.

Bright Special Effects Color

Dark Special Effects Color

Surface Special Effects Color

Underline Color

Corner Special Effects Color

TEXT

        This option works in conjunction with the ~Font Style~85 and
        DRAWING COLOR commands. When in the text mode the mouse cursor
        will form a retangle the size of the currently selected ~Font Style~85.
        Move the retangle to the position where you want the first
        character to be placed on the screen, click the left mouse button
        to start the text placement mode. Begin typing the text string
        on the keyboard, you will see the text in the selected ~Font Style~85
        style and color on the screen as you type. You can cancel the
        current text string from being placed by hitting the Escape key.

        To lock the text string in place, hit the return key when the
        text string is complete.

        The current Font size and Style is displayed on the ~STATUS BAR~230
        at the bottom of the screen when active (Hitting the space bar).
RECTANGLE

        This feature allows the placment of a color / pattern / none
        filled rectangle in the ~Graphics Window~8. Once selected, move
        the mouse cursor to the position that will be the one of the
        corners of the rectangle, press and hold the left mouse button
        and move the mouse to the position that is to be the adjacent
        corner of the rectangle, you will see the rectangles shape at
        all times when moving the mouse. When the desired shape is
        reached, release the mouse button to set the rectangles
        position. The rectangle will be automatically filled with the
        any selected pattern and color if these have been selected.
ARC

        To draw and arc, activate the arc option on the toobox
        or in the pulldown menu system. Move the mouse cursor
        to the screen position that will be the center point
        the arc will be based around. Click and release the left
        mouse button to set the center point. Then, move the
        mouse cursor to the point where the arc will start.
        Click and hold the left mouse button to set the starting
        arc point and move the cursor to the ending arc point
        before releasing the mouse button to draw the arc.
POLYGON

        This feature is used to create irregularly shaped object
        by plotting points on the screen that are connected by
        lines. Once this option has been selected, move the mouse
        cursor the position the first point is to be placed. Click
        and release the mouse button to set the first point of the
        polygon, continue to move the mouse cursor to the next
        position and continue clicking and releasing the mouse
        button to set the next point. When the desired shape has
        drawn, click the right mouse button to set the shape of the
        polygon. Any ~FILL PATTERN~77 and ~FILL COLOR~29 that is
        active will be used when the polygon has been set.
BAR

       This feature allows the placment of a color / pattern
       filled ~Rectangle~51 in the ~Graphics Window~8. Once selected, move
       the mouse cursor to the position that will be the one of the
       corners of the ~Rectangle~51, press and hold the left mouse button
       and move the mouse to the position that is to be the adjacent
       corner of the ~Rectangle~51, you will see the ~Rectangle~51s shape at
       all times when moving the mouse. When the desired shape is
       reached, release the mouse button to set the ~Rectangle~51s
       position. The ~Rectangle~51 will be automatically filled with the
       any selected pattern and color if these have been selected.

       The color of the bar is selected by the ~FILL COLOR~29 button,
       the bar does not have a ~OUTLINE COLOR~28 like the ~Rectangle~51
       command.
LINE

        To draw a line,  select the color of the line with the color
        selector, place the mouse cursor at the starting position of
        the line. Now, press and hold the button down. move the mouse
        cursor to the ending position of the desired line,  you will
        notice a rubber band like line showing you the current line
        that would be drawn if you released the button. When you are
        satisfied with the line orientation, release the button to
        set its postion.
CIRCLE

        A circle is currently drawn by sizing a square on the screen that
        the circle will fit exactly into.

        To begin drawing a circle, place the mouse cursor at the upper
        left corner of the rectangle that will help indicate the size
        of the circle. Press and hold the left mouse button and move the
        cursor to the lower right postion of the sqaure. The square will
        continue sizing itself until the desired size has been reached.

        Once the requested size has been reached, release the mouse button
        to set the size of the circle in place.  Then circle will use the
        current ~FILL COLOR~29/~FILL PATTERN~77/~OUTLINE COLOR~28 when the FILL MODE
        is active. Otherwise, and outline of the circle will drawn with
        the current ~DRAWING COLOR~28.
ELLIPSE

        Drawing and ellipse is accomplished by selecting the Ellipse
        button on the ~ToolBox~231 or selecting the ellipse command from
        pulldown menu system. Once activated, move the mouse cursor to
        the position that is to be the upper left corner of the rectangle
        that is drawn to size the ellipse being created. Press and hold
        the left mouse button and move the mouse to the position that
        will be the lower/right extent of the ellipse. The ellipse will
        fit exactly into the retancle that is on the screen when the
        mouse button is released.  When you are satisfied with the size
        of the rectangle, release the mouse button to set the size and
        shape of the ellipse. The ellipse will use any ~OUTLINE COLOR~28
        ~FILL COLOR~29 and ~FILL PATTERN~77 when drawn if these have been
        previously activated.
FILL

        The Fill Mode of RIPaint allows you to accomplish many different
        unusual affects.  You may fill using a default, Solid Fill, or
        you can choose from one of many pre-defined internal ~FILL PATTERN~77s.
        If you are not happy with the built-in patterns, you can create
        your own custom patterns.  You can even save the patterns for
        future use!

        Most of the graphics primitive objects like ~BOX~2, ~POLYGON~4, ~CIRCLE~56,
        etc, can operate in two modes: filled, and non-filled.  The
        Filled Mode will display the object in the current foreground,
        ~Drawing Color~28.  Then the interior of the object is filled using
        the current "~FILL COLOR~29", using the most recently selected Fill
        Pattern.

        In addition to the graphical primitives, which offer Fill modes
        of use, you also have access to a "fill region" command.  This
        will fill an arbitrary, oddly shaped region on the screen in the
        current ~FILL COLOR~29 and pattern.  There is one twist though.
        RIPaint has to know when to stop filling, so that you don't
        obliterate other things on your screen.  You do this by telling
        RIPaint what color it should stop on!  So, if you have a white ~BOX~2,
        and you wish to fill the interior of it with blue, set your fill
        color to blue, and your Fill Border to white.  Select Fill-Mode
        and click anywhere in the box.
COPY TO CLIPBOARD

        This command allows a section of the screen to be loaded
        into the paint programs clip buffer. This clipped region
        can then be placed (pasted) at other location in the
        ~Graphics Window~8.

        Select the copy to clipboard button to activate the command.
        Once selected, place the mouse cursor in the position that
        will the upper left corner of the region that is to be copied
        to the clip buffer. Press and hold the mouse button and move
        the mouse pointer to the lower right corner of the region
        that is to be clipped. A rectangle showing the currently
        selected clipping area will be shown while the mouse button
        is depressed. Release the mouse button when the desired region
        is attained. The section of the screen that was outlined will
        be copied to the clipboard and will be used when the PASTE
        function is active.
PASTE FROM CLIPBOARD

     After selecting the area of the screen to ~COPY TO CLIPBOARD~59
     the clipped area of the screen is stored in the clip buffer.  To
     paste a copy of the buffer to a new screen location, select the
     paste from clipboard command, then press and hold down the right
     mouse button, you will see a rectangle appear at the cursor that
     is the size of the clipped image. While still holding the mouse
     button down, move the rectangle to the area of the screen it is to
     be pasted. When you are satisfied with the placment, release the
     button to set the clip image in place. A menu will then appear
     that allows the image to be placed in several different ways:

     NORMAL: Will overwrite any image that was previously at that
             screen region, erasing the old image completely.

     XOR   : Useful for Animations, XOR mode will merge the image onto
             the current scene in such a way, that if you paste it
             again using XOR, in the same place, it un-does the first
             image leaving the original background undamaged.

     AND   : Performs a logical "and" of the clipboard with the image
             currently on the screen.  This is basically shows the
             differences between the two images.

     OR    : Performs a logical "or" of the clipboard with the image
             currently on the screen.  This is like merging the two
             images.

     NOT   : This pastes the Clipboard's negative-image onto the
             screen.
MOUSE REGION

     After selecting this option, move the mouse cursor to the screen
     postion that is to be the upper left corner of the rectangular
     area you want to be activated with a mouse.  Press and hold left
     mouse button and move the cursor to the bottom right corner of the
     new mouse activate area.  Release the mouse button when you have
     made the shape of the rectangle the size you want, this will set
     the active mouse area in place.  You will then be prompted to enter
     the text string that will be sent back to the HOST/BBS, such as
     "GO EMAIL", "EXIT" or "YES". Hit the return key when you have
     entered the text string to complete the process.  After that, you
     will be asked to whether the area should be "inverted" while it is
     being clicked.  This gives a visual "click" impression to the user
     when he/she clicks on the designated area.  Finally, you will be
     asked if the text window should be zoomed to full screen and the
     screen cleared.  This is useful if the command takes the user into
     an area of the Host that does not support RIPscrip.
ZOOM & EDIT ICON AREA

        Activate this function by selecting the zooming square button
        from the ~ToolBox~231. Once activated, move the mouse cursor to
        the screen area that is to be the upper left corner of the icon
        area. Press and hold the left mouse button and move the mouse
        cursor the screen area that is to be the lower right corner of
        the icon area. A rectangle will continuously be drawn to show
        the area that will be zoomed. When the user is satified with
        the size of the zoom region,  release the mouse button to
        activate the zoom window/icon editor.

        Once the zoom window is active,  the user will be shown an
        enlarged section of the selected screen region. This allows
        for detailed editing of the screen at the pixel level.

        Movement and color selection tools are available in the
        editor to change color and screen postion without leaving
        the zoom window.

        Several Advanced Features are located in the Zoom Editor:

        MASK    - ~Icon Mask Creation~25
        REPLACE - ~Icon Color Replacement - Original~26
        REPLACE - ~Icon Color Replacement - New Color~27

        To view the original screen, press the SPACE bar to
        temporarily remove the zoom window from the screen. Pressing
        the space bar again returns the user to the zoom window.

        To deactivate the zoom window, press the Escape key on the
        keyboard.
MAGNIFY A SCREEN AREA

        For a magnified view of a specified area of the screen,
        select the Magnifying Glass from the ~ToolBox~231 and
        place the mouse cursor on the screen region that is to
        be the upper left corner of the magnify area. Press and
        Hold the left mouse button and place the mouse cursor
        at the screen location that is to be the lower right
        corner of the magnify area. A rectangle will be continuously
        drawn as the user moves the cursor to the lower right location
        to shown the current size of the magnify area. Once satisfied
        with the size and shape of the magnify area, release the mouse
        button to activate the magnify window for the specified area.

        The paint system will bring up a window that shows a enlarged
        image of the specified screen area.

        This allows the user to examine drawings very closely when
        working with highly detailed or complex scenes.
PIXEL

        The pixel command allows the placement of single pixels
        (one dot on a computer monitor) to be set to the
        current ~DRAWING COLOR~28. This allows for fine detailed
        graphics to be created.

        Activate the pixel command by selecting the pixel button from
        the ~ToolBox~231 or highlighting the pixel option from the pulldown
        menu system. Once activated, move the mouse cursor to the
        desired screen location within the ~Graphics Window~8 and click
        and release the left mouse button to place the pixel.
SET COLOR PALETTE

     This option allows you to customize the 16 colors that will be used
     in the current scene.  You have a maximum of 64 colors to choose
     from in the Master EGA color palette.  You can also use this command
     in mid-stride in your Scene to generate a "cycled" effect.  In other
     words, you can get special effects by simply changing the color
     palette to one or more different colors, and anything already on the
     screen will instantly change to that new color.
IMPORT RAW TEXT REGION

     The IMPORT TEXT feature allows ASCII text files that have been
     created from word processors and editors to be read onto the screen
     and justified within a specified area.

     Start by moving the mouse cursor to the upper left corner of the area
     that is to be the text import region. Press and hold the left button
     and move the cursor to the postion that will be the lower right
     corner of the text area. A rectangular area will be continuously
     drawn as you move the mouse cursor. When you are satisfied with the
     size and shape of the text area, release the mouse button to set its
     shape. A browse list of the available files for importing will be
     display, allowing the user to select the document to import. After
     selecting the file the text from the document will be formatted to
     fit into the specifed text region. If the document is longer than the
     window can hold, the file will be truncated at the bottom of the text
     region.

     This function will use the current ~Font Style~85 and size when
     importing the text into the specified region.

PENCIL OPTION (not available)
BUTTON COMMAND
   A "button" is probably one of the most advanced features of RIPscrip
   graphics, combining an "Icon", with a "Mouse Field", and optionally a
   text "label" to create one self-contained clickable button.

   When you choose "button" mode, one of three things will happen
   depending on what type of a Button you have chosen to create.

   If you have chosen a "USER ICON" button style, then when you select
   Button Mode, a list of available Icons will appear to choose from.
   Select an Icon, and you are allowed to place the Icon on the screen.
   This is the foundation image for the Button.  You are then presented
   with a series of questions which will characterize the Button.  Once
   the Button is created, you'll automatically be switched to LINE mode.

   If you have chosen a "CLIPBOARD" button style, then when you select
   Button Mode, you will be allowed to place the current contents of the
   Clipboard onto the screen just as any Paste command would let you.
   Once you have placed the image on the screen, you will be presented
   with a series of questions which will configure the particular button
   you're creating.  Once you place one Button, you will remain in
   Button mode until such time as you either create the 128th Button
   (the most you can have), or until you change modes.

   If you have chosen a "PLAIN" button style, one of two things will
   happen.  If you specified a HEIGHT and WIDTH in the BUTTON DESIGNER,
   then this mode will act just as if you were trying to place a
   Clipboard Button on the screen.  The Height/Width of the Button are
   already known so all you have to do is just place it on the screen
   and answer the questions.  If the Height & Width in the Button
   Designer are set to zero (0), then you are allowed to "drag" the
   Button as large as you want it.  This allows you to create buttons of
   different sizes quickly and easily.
BEZIER CURVES
   A Bezier Curve is created by placing four "control points" on the
   screen.  These four points determine the overall shape of the curve.
   Two of the points are the beginning and ending points of the curve.
   The Curve DOES begin and end on these points.  The other two points,
   often referred to as the Adjuster Points, allow you to custom tailor
   the shape of one half of the curve.

   When in Bezier Curve mode, you must first draw a line out which
   determines the beginning and ending points of the Curve.  Don't
   worry, once these points are placed on screen you can edit them and
   move them around with ease.  After you place the initial line on
   screen, you will see four hilighted points on that line, one on each
   end, and two at 1/3 and 2/3 through the line.  These points on the
   inside of the line are your Adjuster Points.  Simply click on (or
   nearby) one of them, and drag them to a new location.  You will see
   the curve miraculously shape itself before your very eyes!  Just pick
   up the points and have fun!

   Bezier curves are drawn in segments.  The more segments, the smoother
   the curve appears.  Also, the more points, the slower the curve will
   display on your screen.  You may edit the smoothness factor of a
   Bezier Curve from the "Curve Smoothness" option in the OPTIONS
   pull-down menu.  A good setting for this would be say, 10 for very
   small curves, 25 for large, simple curves, and say, 35-40 for a large
   "complex" curve.

   You can place Bezier Curves end-on-end to make up complex curves if
   you wish.  To do this, place the START point of one curve on top of
   the END point of another.  Use the first Adjuster Point in the new
   curve and try and make it align with the last part of the previous
   curve you're trying to connect to.  This will make the intersection
   point of the two curves as smooth as possible.
ELLIPTICAL ARC

   This command functions a lot like combining the Ellipse command with
   the Arc command.  The first thing you are allowed to do is defined
   the size of the ellipse that will be used for the arc.  In this
   manner, it is identical in user interface to the Ellipse command.
   Once you have det- ermined the size of the ellipse, you will then be
   placed in "arc" mode where you can specify the starting and ending
   angle of the arc.  An "elliptical arc" will be drawn when you release
   the mouse cursor.

         NOTE:  This command only uses line "thickness".  It
                does not use line patterns.
PIE SLICE

   This command is identical in nature to a circular Arc,
   except that instead of simply drawing a Curve, it draws
   a pie-slice from the center-point of the circle from
   the starting angle over to the ending angle.  The interior
   of the pie slice is filled in with the current fill pattern
   and fill color.  The outline of the pie slice is drawn using
   the current line thickness and drawing color.  Sorry, XOR
   write mode does not apply to pie slices.
ELLIPTICAL PIE SLICE

   This command is identical in nature to a Elliptical Arc, except that
   instead of simply drawing a Curve, it draws an elliptical pie-slice
   from the center-point of the ellipse from the starting angle over to
   the ending angle.  The interior of the pie slice is filled in with
   the current fill pattern and fill color.  The outline of the pie
   slice is drawn using the current line thickness and drawing color.
   Sorry, XOR write mode does not apply to pie slices.
MOVE REGION

     This is the "MOVE REGION" command

     This is the "EDIT REGION" command
Custom Line Style

        The custom line style editor allows you to select from
        several built in line styles or define a custom line
        style to be used on functions that use lines or have
        borders.

          ~LINE      Mode~3
          ~BOX       Mode~2
          ~RECTANGLE Mode~51
          ~CIRCLE    Mode~56  (thickness only)
          ~ELLIPSE   Mode~57  (thickness only)
          ~ARC       Mode~52  (thickness only)

        You can choose one of the default line styles from the menu
        by clicking the right mouse button on the line style displayed
        in the uppper part of the editor, then clicking the "OK" button
        at the bottom of the editor.

        If you wish to create a custom line style, simply click the
        right mouse button when the mouse cursor is positioned on
        any of the small square buttons near the bottom of the line
        style editor. You should notice the 2 bottom line style selectors
        that were probably previously blank will now show you that line
        you are creating the line selector on the left of the menu is the
        thin version of your custom line and the right selector is the
        thick version of your custom line. Activate or deactivate the
        small buttons until the desired line style is acheived. At this
        time you can save the line style to a file to load later or use
        it in you current drawing with any of the commands listed above.
Custom Pattern Editor

        After Selecting this function from the ~ToolBox~231 or menu system,
        you will be givin a editor with 2 square boxes. Place the
        mouse cursor in the left square and click and release the right
        mouse button on the pixel in the square you wish to turn off.
        As you turn the pixels in the left square on or off, you can
        see what the pattern looks like. This utility is best learned
        by experimenting with differrent arrangments of activated and
        deactivated pixels to see what effect they have on the pattern.

        Once you have created a pattern you wish to keep, select the
        SAVE button and enter a name for the pattern or select from
        the list of names of existing patterns. Note that selecting
        and existing pattern from the list will erase the pattern that
        was previously saved with that name and give your pattern that
        name.

        The currently selected ~FILL PATTERN~77 is shown on the ~STATUS BAR~230
        at the bottom of the screen (when activate).
Default Pattern Selection

        Several built in ~FILL PATTERN~77s can be used by selecting the
        stock ~FILL PATTERN~77 button from the ~ToolBox~231. An example of
        each of the fill styles are diaplayed when activating this
        feature, clicking the right mouse button on one of the choices
        selects that pattern. The default pattern is the SOLID pattern.


        The currently selected ~FILL PATTERN~77 is shown on the ~STATUS BAR~230
        at the bottom of the screen (when activate).
Grid Snap Dialog

     Grid Snap allows you to draw objects along EXACT lines without
     having to worry about whether or not you got the pointer on the
     right pixel.  You can set the "snap" on in either the X or the Y
     directions or both if you wish to have a SNAP GRID.  With this
     mode, you can draw grids, boxes which intersect, or make technical
     drawings.  You can set the Grid Snap area only to a particular
     "region" of the full screen like say, grid snap in the rectangle
     defined by (100, 100) to (500, 300).  Anything outside of this
     rectangle will not be "snapped" to the next closest snap mark.  An
     extra option was added for utter flexibility: an INSET option.  An
     INSET is probably best explained with an example:  Let's say you
     have defined your Grid Snap Height to be 15 (H=15), and your Grid
     Snap Width  to be 30 (W=30).  An Inset is the "offset" from the
     end of one box to the beginning of the next box as shown below:

                      ----W--- I
                     +--------+-+--------+-+--------+-+
                 H | |        | |        | |        | |
                     +--------+-+--------+-+--------+-+
                 I | +--------+-+--------+-+--------+-+
                     |        | |        | |        | |
                     +--------+-+--------+-+--------+-+
                     +--------+-+--------+-+--------+-+

     When using INSETs as shown above, any line drawn in the grid is a
     "snap line".  This makes objects like bricks (with the grouting),
     etc. a piece of cake to draw out.

     One final option is the BEFORE button. When clicked, RIPaint will
     display the grid BEHIND the image.  By default, this option is not
     selected which will place the Grid "on top" of your scene.  Use
     the Behind mode if the Grid obstructs too much of your scene.
Icon Editor (Zoom Mode)

        Activate this function by selecting the zooming square button
        from the ~ToolBox~231. Once activated, move the mouse cursor to the
        screen area that is to be the upper left corner of the icon
        area. Press and hold the left mouse button and move the mouse
        cursor the screen area that is to be the lower right corner of
        the icon area. A rectangle will continuously be drawn to show
        the area that will be zoomed. When the user is satified with
        the size of the zoom region,  release the mouse button to
        activate the zoom window/icon editor.

        Once the zoom window is active,  the user will be shown an
        enlarged section of the selected screen region. This allows
        for detailed editing of the screen at the pixel level.

        Movement and color selection tools are available in the
        editor to change color and screen postion without leaving
        the zoom window.

        Several Advanced Features are located in the Zoom Editor:

                          ~MASK~25 ... Icon Mask Creation
          ~REPLACE (base color)~26 ... Icon Color Replacement - Original
          ~REPLACE  (new color)~27 ... Icon Color Replacement - New Color

        To view the original screen, press the space bar to
        temporarily remove the zoom window from the screen. Pressing
        the space bar again returns the user to the zoom window.

        To deactivate the zoom window, press the Escape key on the
        keyboard.

          ~ZOOM & EDIT ICON AREA~62
Magnify Window

     For a magnified view of a specified area of the screen, select the
     Magnifying Glass from the ~ToolBox~231 and place the mouse cursor on
     the screen region that is to be the upper left corner of the magnify
     area. Press and Hold the left mouse button and place the mouse cursor
     at the screen location that is to be the lower right corner of the
     magnify area. A rectangle will be continuously drawn as the user
     moves the cursor to the lower right location to shown the current
     size of the magnify area. Once satisfied with the size and shape of
     the magnify area, release the mouse button to activate the magnify
     window for the specified area.

     The paint system will bring up a window that shows a enlarged image
     of the specified screen area.

     This allows the user to examine drawings very closely when working
     with highly detailed or complex scenes.

Color Palette Editing

     You may customize the 16 colors that RIPaint (and RIPterm) will use
     for the graphical scenes drawn.  Simply selecting ALT-P will bring
     you into the Color Palette Editor.  On the top of the screen, you
     will see four colored squares with left and right arrows on either
     side.  This is a "window" into your existing 16 color palette.  Only
     four colors are shown at any one time.  At the bottom of the screen,
     you will see an eight colored buttons.  These buttons are your Master
     Color Palette.  You have a Master Palette of 64 colors.  This is like
     having 64 different tubes of paint, all in different colors to choose
     from, but only being able to use 16 of them at any one time in a
     scene.  Simply click on one of the buttons at the top to select which
     Color Slot (out of 16) you wish to edit, then select which Master
     Color you wish to use and you're done.  You may save Color Palettes
     if you wish for future use.  Clicking on the OK button will
     physically save the new color palette information into your Scene
     (even if you made no changes), so if you do not wish to edit your
     palette (you changed your mind), use the CANCEL button instead to
     keep your file size down.
Setting Mouse Borders



     ****************************************************
     *** Help not currently available on this subject ***
     ****************************************************

Select Write Mode Popup

     This option allows you to specify which "drawing mode" will be used
     when drawing things like lines, boxes and other basic objects.  This
     mode does not affect CIRCLEs, ELLIPSEs, or ARCs.  There are two
     modes available, NORMAL (copy) and COMPLIMENT (xor):

       NORMAL: Will overwrite any image that was previously at that
               screen region, erasing the old image completely.

       XOR   : Useful for Animations, XOR mode will merge the image onto
               the current scene in such a way, that if you paste it
               again using XOR, in the same place, it un-does the first
               image leaving the original background undamaged.
Paste Mode

     After selecting the area of the screen to ~COPY TO CLIPBOARD~59
     the clipped area of the screen is stored in the clip buffer.
     To paste a copy of the buffer to a new screen location, select
     the paste from clipboard command, then press and hold down the
     right mouse button, you will see a rectangle appear at the cursor
     that is the size of the clipped image. While still holding the
     mouse button down, move the rectangle to the area of the screen
     it is to be pasted. When you are satisfied with the placment,
     release the button to set the clip image in place. A menu will
     then appear that allows the image to be placed in several different
     ways:

     NORMAL: Will overwrite any image that was previously at that
             screen region, erasing the old image completely.

     XOR   : Useful for Animations, XOR mode will merge the image onto
             the current scene in such a way, that if you paste it
             again using XOR, in the same place, it un-does the first
             image leaving the original background undamaged.

     AND   : Performs a logical "and" of the clipboard with the image
             currently on the screen.  This is basically shows the
             differences between the two images.

     OR    : Performs a logical "or" of the clipboard with the image
             currently on the screen.  This is like merging the two
             images.

     NOT   : This pastes the Clipboard's negative-image onto the
             screen.
Font Choices

        Several built in font styles are available in the paint system.
        The user can choose from these by selecting the FONT STYLE option
        from the main menu. A pick list of the available fonts will then
        be displayed on the screen for the user to select from. Select
        the desired font by moving through the picklist with the UP/DOWN
        arrows on the keyboard to highlight the font name and pressing
        the enter key or selecting the font choice with the mouse.

        An example of the font style is shown on the ~STATUS BAR~230 at the
        bottom of the screen when it is active.
Font Sizes

     There are 10 basic Font Sizes.  Each size is different for whichever
     font is currently selected.  For the basic fonts TRIPLEX, SANS-SERIF,
     SMALL and GOTHIC, the sizes will create a smoothly enlarged font.  For
     the DEFAULT font, which is a bitmap font, the pixels will look fat if
     you use a size larger than 1.
Load Icon Placement

        Selecting the "Load Icon" option will activate the
        icon file browser to allow you to easily view the
        filenames and load any previously saved icon images.

        You can select an icon file for loading by either
        double clicking the mouse cursor on the filename in
        the file browser or enter the name of the file in the
        box at the bottom of the file browser and pressing enter.

        When an icon file is selected, the mouse cursor will have
        a box attached to it that is the size of the icon image.
        Position the box where you want the icon to appear and
        press the left mouse button. This will bring up a menu
        to allow you to paste the image on the scene in several
        ways.

          COPY  Mode
          XOR   Mode
          MASK  Mode
          MERGE Mode
          NOT   Mode

        You can select one of these option by clicking on the
        menu option you want.
Entering Text Line

        This option works in conjunction with the ~Font Style~85 and
        DRAWING COLOR commands. When in the text mode the mouse cursor will
        form a retangle the size of the currently selected ~Font Style~85.
        Move the retangle to the position where you want the first character
        to be placed on the screen, click the left mouse button to
        start the text placement mode. Begin typing the text string
        on the keyboard, you will see the text in the selected ~Font Style~85
        style and color on the screen as you type. You can cancel the
        current text string from being placed by hitting the Escape key.

        To lock the text string in place, hit the return key when the
        text string is complete.

        The current Font size and Style is displayed on the ~STATUS BAR~230
        at the bottom of the screen when active (Hitting the space bar).
Drawing Polygon

        This feature is used to create irregularly shaped object
        by plotting points on the screen that are connected by
        lines. Once this option has been selected, move the mouse
        cursor the position the first point is to be placed. Click
        and release the mouse button to set the first point of the
        polygon, continue to move the mouse cursor to the next
        position and continue clicking and releasing the mouse
        button to set the next point. When the desired shape has
        drawn, click the right mouse button to set the shape of the
        polygon. Any ~FILL PATTERN~77 and ~FILL COLOR~29 that is
        active will be used when the polygon has been set.
Drawing an Arc

        To draw and arc, activate the arc option on the toobox
        or in the pulldown menu system. Move the mouse cursor
        to the screen position that will be the center point
        the arc will be based around. Click and release the left
        mouse button to set the center point. Then, move the
        mouse cursor to the point where the arc will start.
        Click and hold the left mouse button to set the starting
        arc point and move the cursor to the ending arc point
        before releasing the mouse button to draw the arc.
Paste Clipboard to Screen

     After selecting the area of the screen to ~COPY TO CLIPBOARD~59
     the clipped area of the screen is stored in the clip buffer.
     To paste a copy of the buffer to a new screen location, select
     the paste from clipboard command, then press and hold down the
     right mouse button, you will see a rectangle appear at the cursor
     that is the size of the clipped image. While still holding the
     mouse button down, move the rectangle to the area of the screen
     it is to be pasted. When you are satisfied with the placment,
     release the button to set the clip image in place. A menu will
     then appear that allows the image to be placed in several different
     ways:

     NORMAL: Will overwrite any image that was previously at that
             screen region, erasing the old image completely.

     XOR   : Useful for Animations, XOR mode will merge the image onto
             the current scene in such a way, that if you paste it
             again using XOR, in the same place, it un-does the first
             image leaving the original background undamaged.

     AND   : Performs a logical "and" of the clipboard with the image
             currently on the screen.  This is basically shows the
             differences between the two images.

     OR    : Performs a logical "or" of the clipboard with the image
             currently on the screen.  This is like merging the two
             images.

     NOT   : This pastes the Clipboard's negative-image onto the
             screen.
Paste Lock Modes

     This option is useful if you are pasting a lot of Icons onto the screen
     using the same Paste Mode.  Simply choose Paste Lock and select the
     mode you wish to use, and from then on out, when you paste your Icon,
     you will not be prompted to enter the Paste Mode.  This can be a big
     time-saving option.  To disable this mode, simply select "Disable Lock"
     from the Paste Lock menu.
Paste New Icons onto the Clipboard automatically?

     If you specify YES to this question, then the given Icon will auto-
     matically be placed onto the Clipboard, discarding any previous
     image that might have been on it (if any).  If you specify NO, then
     the current Clipboard contents will be untouched.

        NOTE:  Specifying NO requires extra RAM to load the image.
               If your memory is running low, you may get an error
               message saying "Insufficient Memory".

Graphics Object Listing

        Every function or event that is executed in the paint system
        is considered an object and is recorded in a list, the
        OBJECT LIST. This list can be viewed by pressing the ALT
        key and "O" key at the same time. This list shows all the
        objects on the screen.  If you click on an object in the
        listing, you will be shown a pop-up window with the description
        of the command.  You will be given the option to delete this
        object from the screen if you wish.  Deleting the object will
        physically remove it from your scene Permanently!  When you exit
        the object lister, your scene will be redrawn to accomodate the
        deleted object(s).
Loading Text Import-Region

        The IMPORT TEXT feature allows ASCII text files that have
        been created from word processors and editors to be read
        onto the screen and justified within a specified area.

        Start by moving the mouse cursor to the upper left corner
        of the area that is to be the text import region. Press
        and hold the left button and move the cursor to the
        postion that will be the lower right corner of the text
        area. A rectangular area will be continuously drawn as you
        move the mouse cursor. When you are satisfied with the size
        and shape of the text area, release the mouse button to set
        its shape. A browse list of the available files for importing
        will be display, allowing the user to select the document
        to import. After selecting the file the text from the document
        will be formatted to fit into the specifed text region. If
        the document is longer than the window can hold, the file will
        be truncated at the bottom of the text region.

        This functino will use the current ~Font Style~85 and size when
        importing the text into the specified region.
Loading a RIP-File

        Selecting the "Load Scene" option will activate the
        scene file browser to allow you to easily view and
        select previously saved scene files to load into the
        editor.

        If you already have objects loaded in the editor, you
        will be prompted wether you wish to erase those objects
        and load the objects from the selected scene or add the
        objects in the selected scene to the ones youve already
        drawn. This allows you to load several complex images
        together to make one main image.
Saving a RIP-File

        Selecting the "Save Scene" option will allow you to save
        your scene to a .RIP file for future use.  The file
        created will be a RIPscrip file that utilizes the OUTPUT
        FILE WIDTH.  Files output will NOT be wider than this
        width.

        A Pop-Up file browser will appear on your screen showing
        you the previously saved RIP files.  Simply click on one
        of those files if you wish to overwrite it, or start
        typing in the filename.  You do not have to select the
        filename field (bottom) before typing - it will auto-
        matically select itself if you begin typing.
Saving Color Palette

     After you create Custom Color Palette, you can save it for future
     use by choosing the "save" option.  You can later on, choose
     "load" to activate the special palette for your Scene.  We
     recommend that you load palettes at the beginning of your scene
     for the best visual appeal.  However, you may wish to load palettes
     in the middle of your scene if you wish to get a "cycled" effect.
Loading Color Palette

     Choose this option if you wish to load a previously defined set
     of 16 colors.  The currently defined 16-color palette will be
     overwritten with the new colors and anything on the screen will
     automatically be changed to the new color set.  Normally, you
     would want to load a color palette at the beginning of your
     scene to prevent things from changing color in mid-stride while
     your scene is displaying.  However, this may be a desirable
     effect if you want to obtain a "cycled" look and feel.
Loading Custom Pattern

     This feature will activate the file browser for the
     previously saved custom ~FILL PATTERN~77s. Select the file
     for loading by double clicking the mouse on the filename
     or entering the filename in the lowest text box on the
     file browser. Once the pattern has been loaded, you can
     use it as the ~FILL PATTERN~77 with any of the commands that
     support the fill option.
Saving Custom Pattern

     After you have created a Custom Fill Pattern, you may save it for
     use in future scenes.  Simply choose the "save" option and a file
     browser of previously saved patterns will appear allowing you to
     select a filename to overwrite.  If you do not wish to overwrite
     an existing file, simply begin typing a filename and hit <ENTER>.
     When you finish typing in your filename, the pattern will be saved
     to disk and can then be utilized in the future in new scenes.
Loading an Icon

        Selecting the "Load Icon" option will activate the
        icon file browser to allow you to easily view the
        filenames and load any previously saved icon images.

        You can select an icon file for loading by either
        double clicking the mouse cursor on the filename in
        the file browser or enter the name of the file in the
        box at the bottom of the file browser and pressing enter.

        When an icon file is selected, the mouse cursor will have
        a box attached to it that is the size of the icon image.
        Position the box where you want the icon to appear and
        press the left mouse button. This will bring up a menu
        to allow you to paste the image on the scene in several
        ways.

          COPY Mode
          XOR  Mode
          AND  Mode
          OR   Mode
          NOT  Mode

        You can select one of these option by clicking on the
        menu option you want.
Saving an Icon

     While in the Icon Editor, you can save the currently zoomed-in
     Icon to a disk based .ICN file.  You should be aware, that if
     you do not do this, your Icon modifications could be lost
     entirely!  After creating an Icon, you should then choose the
     "Load Icon" option and stamp it into your Scene (if you wish
     to utilize the Icon immediately of course).  If you do not do
     this, when you choose Redraw, or any option that would other-
     wise redraw the screen, what you did in the Icon Editor will
     be lost.  When you redraw your scene, any "loaded" Icons will
     be re-loaded from disk and drawn to screen.
Saving a "C" Icon buffer

     One final, hidden option is the "Save to C format".  This option is
     of use primarily for C programmers using the Turbo C programming
     language.  This command will physically save the Icon Contents to a
     .SPC file in your CSPRITES directory.  The contents of this file are
     an "unsigned char" array that can be then utilized with the Turbo C
     built-in command putimage().  This allows you to link in Icons
     directly into your .EXE file without having to load them from disk
     prior to stamping them on the screen.
Discard Icon Modifications?

     This safety measure is used to prevent you from unknowingly
     destroying any modifications you have done to one or more Icons
     while you were in the Icon Editor.  If you have edited one or
     more Icons and NOT saved them to disk, and you perform any
     operation that would redraw the scene, this option will appear
     giving you a last ditch method of saving your Icon changes.  If
     you choose to discard the modifications, then the scene will be
     redrawn and the changes lost forever.
Re-Edit last edited Icon?

     This option will zoom in on the last-most edited Icon.  This
     makes it so you do not have to continually re-specify the zoom
     area time and time again which can be a repetitive and error-
     prone operation.
Reset Windows after mouse click?

     Choose "YES" if you want to zoom the text window to full screen
     size and clear the screen.  This option is useful if you have
     defined a Mouse Region that would take the User to an area of
     the Host BBS that does not support RIPscrip graphics.  The basic
     idea behind this is that you do not have to modify each and
     every area of the Host to go into full-screen text mode when
     RIPscrip graphics are undesirable, or not needed.
~Object Listing:~ Home













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~Object Listing:~ Erase EOL













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~Object Listing:~ Erase view

     This command will physically erase the currently defined Graphics
     Window using the current background color (default=BLACK).  This
     will not affect the actual Text Window unless the Text and Graphics
     Windows overlap.
~Object Listing:~ Erase window

     This command will physically erase the currently defined Text
     Window.  The window will be erased to BLACK and the cursor placed
     in the upper-left corner of the window.  This will not affect the
     Graphics Window unless the two windows overlap.
~Object Listing:~ Drawing Color

     This command is used to select the current Drawing Color for
     objects like ~BOX~2, ~LINE~3, etc.  It is used as the ~OUTLINE COLOR~28
     for the ~BOX~2 command.
~Object Listing:~ Background Color













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~Object Listing:~ Move













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~Object Listing:~ Goto XY













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~Object Listing:~ Display Text

     This command will display the given text string at the current
     graphics drawing position.
~Object Listing:~ Font Style

     Several built in font styles are available in the paint system.
     The user can choose from these by selecting the FONT STYLE option
     from the main menu. A pick list of the available fonts will then
     be displayed on the screen for the user to select from. Select
     the desired font by moving through the picklist with the UP/DOWN
     arrows on the keyboard to highlight the font name and pressing
     the enter key or selecting the font choice with the mouse.

     An example of the font style is shown on the ~STATUS BAR~230 at the
     bottom of the screen when it is active.
~Object Listing:~ Font size

     You have up to 10 different font sizes to choose from for your
     currently selected font.  Each size affects fonts differently.
     NOTE: DEFAULT font is a bitmap font, not a normal scalable font
     and as such will show "fat" pixels when you choose a size greater
     than 1.
~Object Listing:~ Text window

     From the Pulldown menu system under "WINDOWS", you can select
     option that allow the alteration in the size and shape of the
     text and ~Graphics Window~8s on the screen. Select the text window
     option with the mouse and move the cursor to the screen postion
     that will be the upper left corner of the text window. Press and
     hold the left mouse button down and move the mouse cursor to the
     lower right corner of the new text window area. As you move the
     mouse to the lower corner, you will see the outline of the text
     region as you go to get an idea of how the region will be shaped
     when you release the mouse button.

     Once you release the mouse button, the text window will be set
     to that position and size on the screen. Any text that is sent
     across the terminals screen that is not recognised as a RIP
     graphical command will be sent to this region of the screen and
     will rap to the next line when the text reaches the right side
     of the text window. This allows you to have a scrolling text
     window and a graphical window on the screen at the same time.

     You will also be asked if text that is "wider" than the window
     should be wrapped to the next line, or chopped (truncated) at the
     right margin.
~Object Listing:~ Viewport













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~Object Listing:~ Line

     Selecting this drawing function from the ~ToolBox~231 or the pulldown
     menu system will allow you to draw a straight line in the current
     ~DRAWING COLOR~28 and current line style. Move the mouse to the screen
     position where the line is to start. Press and hold the left mouse
     and move the mouse cursor to the ending position of the line.

     You will see a line being created between the first point and the
     mouse cursor as you move to the ending postion of the line.
     Releasing the Mouse button will set the line in place.

     The current ~DRAWING COLOR~28 and line style can be seen on the status
     bar at the bottom of the screen when it is active (SpaceBar).
~Object Listing:~ Rectangle

     This feature allows the placment of a color / pattern / none
     filled retanagle in the ~Graphics Window~8. Once selected, move
     the mouse cursor to the position that will be the one of the
     corners of the rectangle, press and hold the left mouse button
     and move the mouse to the position that is to be the adjacent
     corner of the rectangle, you will see the rectangles shape at
     all times when moving the mouse. When the desired shape is
     reached, release the mouse button to set the rectangles
     position. The rectangle will be automatically filled with the
     any selected pattern and color if these have been selected.
~Object Listing:~ Circle

     A circle is currently drawn by sizing a square on the screen that
     the circle will fit exactly into.

     To begin drawing a circle, place the mouse cursor at the upper
     left corner of the rectangle that will help indicate the size
     of the circle. Press and hold the left mouse button and move the
     cursor to the lower right postion of the sqaure. The square will
     continue sizing itself until the desired size has been reached.

     Once the requested size has been reached, release the mouse button
     to set the size of the circle in place.  Then circle will use the
     current ~FILL COLOR~29/~FILL PATTERN~77/~OUTLINE COLOR~28 when the FILL MODE
     is active. Otherwise, and outline of the circle will drawn with
     the current ~DRAWING COLOR~28.
~Object Listing:~ Arc

     To draw and arc, activate the arc option on the toobox
     or in the pulldown menu system. Move the mouse cursor
     to the screen position that will be the center point
     the arc will be based around. Click and release the left
     mouse button to set the center point. Then, move the
     mouse cursor to the point where the arc will start.
     Click and hold the left mouse button to set the starting
     arc point and move the cursor to the ending arc point
     before releasing the mouse button to draw the arc.
~Object Listing:~ Ellipse

     Drawing and ellipse is accomplished by selecting the Ellipse
     button on the ~ToolBox~231 or selecting the ellipse command from
     pulldown menu system. Once activated, move the mouse cursor to
     the position that is to be the upper left corner of the rectangle
     that is drawn to size the ellipse being created. Press and hold
     the left mouse button and move the mouse to the position that
     will be the lower/right extent of the ellipse. The ellipse will
     fit exactly into the retancle that is on the screen when the
     mouse button is released.  When you are satisfied with the size
     of the rectangle, release the mouse button to set the size and
     shape of the ellipse. The ellipse will use any ~OUTLINE COLOR~28
     ~FILL COLOR~29 and ~FILL PATTERN~77 when drawn if these have been
     previously activated.
~Object Listing:~ Polygon

     This feature is used to create irregularly shaped object
     by plotting points on the screen that are connected by
     lines. Once this option has been selected, move the mouse
     cursor the position the first point is to be placed. Click
     and release the mouse button to set the first point of the
     polygon, continue to move the mouse cursor to the next
     position and continue clicking and releasing the mouse
     button to set the next point. When the desired shape has
     drawn, click the right mouse button to set the shape of the
     polygon. Any ~FILL PATTERN~77 and ~FILL COLOR~29 that is active will
     be used when the polygon has been set.
~Object Listing:~ Bar

     This feature allows the placment of a color / pattern
     filled rectangle in the ~Graphics Window~8. Once selected, move
     the mouse cursor to the position that will be the one of the
     corners of the rectangle, press and hold the left mouse button
     and move the mouse to the position that is to be the adjacent
     corner of the rectangle, you will see the rectangles shape at
     all times when moving the mouse. When the desired shape is
     reached, release the mouse button to set the rectangles
     position. The rectangle will be automatically filled with the
     any selected pattern and color if these have been selected.

     The color of the bar is selected by the ~FILL COLOR~29 button,
     the bar does not have a ~OUTLINE COLOR~28 like the rectangle
     command.
~Object Listing:~ Fill

     The Fill Mode of RIPaint allows you to accomplish many different
     unusual affects.  You may fill using a default, Solid Fill, or
     you can choose from one of many pre-defined internal ~FILL PATTERN~77s.
     If you wish to something other than the built-in patterns, you can
     create your own custom patterns.  You can even save the patterns
     for future use!

     Most of the graphics primitive objects like ~BOX~2, ~POLYGON~4, ~CIRCLE~56,
     etc, can operate in two modes: filled, and non-filled.  The Filled
     Mode will display the object in the current foreground, drawing
     color.  Then the interior of the object is filled using the current
     "~FILL COLOR~29", using the most recently selected ~FILL PATTERN~77.

     In addition to the graphical primitives, which offer Fill modes
     of use, you also have access to a "fill region" command.  This
     will fill an arbitrary, oddly shaped region on the screen in the
     current ~FILL COLOR~29 and pattern.  There is one twist though.
     RIPaint has to know when to stop filling, so that you don't
     obliterate other things on your screen.  You do this by telling
     RIPaint what color it should stop on!  So, if you have a white
     ~BOX~2, and you wish to fill the interior of it with blue, set your
     ~FILL COLOR~29 to blue, and your Fill Border to white.  Select
     Fill-Mode and click anywhere in the box.
~Object Listing:~ Write mode

     This option allows you to specify which "drawing mode" will be used
     when drawing things like lines, boxes and other basic objects.  This
     mode does not affect CIRCLEs, ELLIPSEs, or ARCs.  There are two
     modes available, NORMAL (copy) and COMPLIMENT (xor):

       NORMAL: Will overwrite any image that was previously at that
               screen region, erasing the old image completely.

       XOR   : Useful for Animations, XOR mode will merge the image onto
               the current scene in such a way, that if you paste it
               again using XOR, in the same place, it un-does the first
               image leaving the original background undamaged.
~Object Listing:~ Filled oval

     This command will generate a filled Ellipse.  The outline of the
     Ellipse will use the current drawing color.  The interior will be
     filled using the current fill pattern and fill color.
~Object Listing:~ Fill style

     This command determines which pre-defined fill pattern and color
     will be used in subsequent fill operations.  There are twelve
     built-in fill patterns to choose from.  For more diverse fill
     pattern effects, there is a Custom Fill Pattern option.
~Object Listing:~ Fill pattern

     Several built in ~FILL PATTERN~77s can be used by selecting the
     stock ~FILL PATTERN~77 button from the ~ToolBox~231. An example of
     each of the fill styles are diaplayed when activating this
     feature, clicking the right mouse button on one of the choices
     selects that pattern. The default pattern is the SOLID pattern.


     The currently selected ~FILL PATTERN~77 is shown on the ~STATUS BAR~230
     at the bottom of the screen (when activate).
~Object Listing:~ Fill poly

     This feature is used to create irregularly shaped object
     by plotting points on the screen that are connected by
     lines. Once this option has been selected, move the mouse
     cursor the position the first point is to be placed. Click
     and release the mouse button to set the first point of the
     ~POLYGON~4, continue to move the mouse cursor to the next
     position and continue clicking and releasing the mouse
     button to set the next point. When the desired shape has
     drawn, click the right mouse button to set the shape of the
     ~POLYGON~4.

     This feature is the same as the DRAW ~POLYGON~4 command only is
     uses the ~FILL PATTERN~77 and ~FILL COLOR~29 options that are
     currently set.
~Object Listing:~ Line style

     The custom line style editor allows you to select from
     several built in line styles or define a custom line
     style to be used on functions that use lines or have
     borders.

       ~LINE      Mode~3
       ~BOX       Mode~2
       ~POLYGON   Mode~4
       ~RECTANGLE Mode~51
       ~CIRCLE    Mode~56 (thickness only)
       ~ELLIPSE   Mode~57 (thickness only)
       ~ARC       Mode~52 (thickness only)

     You can choose one of the default line styles from the menu
     by clicking the right mouse button on the line style displayed
     in the uppper part of the editor, then clicking the "OK" button
     at the bottom of the editor.

     If you wish to create a custom line style, simply click the
     right mouse button when the mouse cursor is positioned on
     any of the small square buttons near the bottom of the line
     style editor. You should notice the 2 bottom line style selectors
     that were probably previously blank will now show you that line
     you are creating the line selector on the left of the menu is the
     thin version of your custom line and the right selector is the
     thick version of your custom line. Activate or deactivate the
     small buttons until the desired line style is acheived. At this
     time you can save the line style to a file to load later or use
     it in you current drawing with any of the commands listed above.
~Object Listing:~ 3D bar













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~Object Listing:~ Pixel

     The pixel command allows the placement of single pixels
     (one dot on a computer monitor) to be set to the
     current <~drawing color~28>. This allows for fine detailed
     graphics to be created.

     Activate the pixel command by selecting the pixel button from
     the ~ToolBox~231 or highlighting the pixel option from the pulldown
     menu system. Once activated, move the mouse cursor to the
     desired screen location within the ~Graphics Window~8 and click
     and release the left mouse button to place the pixel.
~Object Listing:~ Set color palette

     This command will alter the 16-color EGA palette to a new set of 16
     colors.  This allows you to utilize colors other than the normal,
     default EGA colors you are used to.  Use this command to generate
     multi-colored scenes that use many different colors you normally
     wouldn't see in EGA mode.  You have 64 colors to choose from in
     the master color palette.
~Object Listing:~ Text @ XY

     This command will display the given text string at the designated
     (X,Y) coordinates in graphics mode.
~Object Listing:~ Animate sprite













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~Object Listing:~ Show icon













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~Object Listing:~ Load icon

     Selecting the "Load Icon" option will activate the
     icon file browser to allow you to easily view the
     filenames and load any previously saved icon images.

     You can select an icon file for loading by either
     double clicking the mouse cursor on the filename in
     the file browser or enter the name of the file in the
     box at the bottom of the file browser and pressing enter.

     When an icon file is selected, the mouse cursor will have
     a box attached to it that is the size of the icon image.
     Position the box where you want the icon to appear and
     press the left mouse button. This will bring up a menu
     to allow you to paste the image on the scene in several
     ways.

       COPY Mode
       XOR  Mode
       AND  Mode
       OR   Mode
       NOT  Mode

     You can select one of these option by clicking on the
     menu option you want.
~Object Listing:~ Mouse Region

     After selecting this option, move the mouse cursor to the screen
     postion that is to be the upper left corner of the rectangular
     area you want to be activated with a mouse Press and hold left
     mouse button and move the cursor to the bottom right corner of the
     new mouse activate area.  Release the mouse button when you have
     made the shape of the rectangle the size you want, this will set
     the active mouse area in place.

     You will then be prompted to enter the text string that will be
     sent back to the HOST/BBS, such as "GO EMAIL", "EXIT" or "YES".
     Hit the return key when you have entered the text string to
     complete the process.
~Object Listing:~ Noise (sound)













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~Object Listing:~ Beep (simple sounds)













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~Object Listing:~ Copy image to Clipboard

     This command allows a section of the screen to be loaded into the
     paint programs clip buffer. This clipped region can then be placed
     (pasted) at other location in the ~Graphics Window~8.

     Select the copy to clipboard button to activate the command.  Once
     selected, place the mouse cursor in the position that will the
     upper left corner of the region that is to be copied to the clip
     buffer. Press and hold the mouse button and move the mouse pointer
     to the lower right corner of the region that is to be clipped. A
     rectangle showing the currently selected clipping area will be
     shown while the mouse button is depressed. Release the mouse
     button when the desired region is attained. The section of the
     screen that was outlined will be copied to the clipboard and will
     be used when the PASTE function is active.
~Object Listing:~ Paste Clipboard

     After selecting the area of the screen to ~COPY TO CLIPBOARD~59
     the clipped area of the screen is stored in the clip buffer.
     To paste a copy of the buffer to a new screen location, select
     the paste from clipboard command, then press and hold down the
     right mouse button, you will see a rectangle appear at the cursor
     that is the size of the clipped image. While still holding the
     mouse button down, move the rectangle to the area of the screen
     it is to be pasted. When you are satisfied with the placment,
     release the button to set the clip image in place. A menu will
     then appear that allows the image to be placed in several different
     ways:

     NORMAL: Will overwrite any image that was previously at that
             screen region, erasing the old image completely.

     XOR   : Useful for Animations, XOR mode will merge the image onto
             the current scene in such a way, that if you paste it
             again using XOR, in the same place, it un-does the first
             image leaving the original background undamaged.

     AND   : Performs a logical "and" of the clipboard with the image
             currently on the screen.  This is basically shows the
             differences between the two images.

     OR    : Performs a logical "or" of the clipboard with the image
             currently on the screen.  This is like merging the two
             images.

     NOT   : This pastes the Clipboard's negative-image onto the
             screen.
~Object Listing:~ Write icon to disk

     This command will instruct both RIPaint and RIPterm to write the
     current contents of the Clipboard to a local Icon File.  This
     can be useful for Install menus where you draw the Icons via
     RIPscrip commands then save them to the end-user's disk drive
     for remote Icon Loading ability.
~Object Listing:~ Kill mouse fields













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~Object Listing:~ Begin text region













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~Object Listing:~ End text region













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~Object Listing:~ Region text













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~Object Listing:~ Reset Window Layout













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~Object Listing:~ End of RIP command
~Object Listing:~ Pencil
~Object Listing:~ Button Style Definition
~Object Listing:~ Bezier Curve
~Object Listing:~ Elliptical Arc
~Object Listing:~ Pie Slice
~Object Listing:~ Elliptical Pie Slice
~Object Listing:~ Button
~Object Listing:~ Define text variable
~Object Listing:~ Query Text Variable
Zooming Windows now ON or OFF













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Specified File Width is not valid













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Setup Information Saved













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Cannot write the Setup File













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Error writing to the Setup File













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Error writing to the Setup File













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Unable to read data from Import File













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Unable to Word Wrap import file













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Insufficient Memory for Import object













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Invert Icon Area when clicked?













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Mouse Fields in use information













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Help getting help on pull down menus













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Discard Icon Modifications, or Re-Edit the Icon













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~Project:~ About RIPaint


                        -----------------------
                           RIPaint v1.50.00
                        -----------------------




               "Remote Imaging Protocol"  Paint System


         Copyright (c) 1992-93, TeleGrafix Communications, Inc.
                         All Rights Reserved
~Project:~ System Info

                        -----------------------
                           RIPaint v1.50.00
                        -----------------------




               "Remote Imaging Protocol"  Paint System


         Copyright (c) 1992-93, TeleGrafix Communications, Inc.
                         All Rights Reserved
~Project:~ Help on Menus

        The pull down menu system is activated by pressing and
        holding the right mouse button down. You will notice the
        menu bar appear at the top of the screen. While holding
        down the right mouse button, move the mouse cursor to the
        top of the screen and position it over any of the displayed
        function catagories. When the mouse cursor is positioned
        over any function catagory, a listing of features available
        in that catagory will appear below. Still holding the mouse
        button down, move the cursor down to the option you wish to
        choose and release the mouse button to activate it.
~Project:~ New

        Selecting this option will clear the editor of all the
        current objects in the scene and reset the system colors,
        patterns and ~LINE~3 styles to the default settings.

        Use this option when you want to start with a fresh screen
        for a new drawing or graphics image.
~Project:~ Load Scene...

        Selecting the "Load Scene" option will activate the
        scene file browser to allow you to easily view and
        select previously saved scene files to load into the
        editor.

        If you already have objects loaded in the editor, you
        will be prompted wether you wish to erase those objects
        and load the objects from the selected scene or add the
        objects in the selected scene to the ones youve already
        drawn. This allows you to load several complex images
        together to make one main image.
~Project:~ Save Scene...

        Selecting the "Save Scene" option will activate the
        scene file browser to allow you to easily view and
        save you current scene to a RIP file or select from
        previously saved scene files to overwrite with your
        current scene.

        Enter the filename you wish to call your current
        scene in the bottom bezeled box within the file
        browser then click the "OK" button.

        To overwrite an existing scene with your current scene,
        just click on an existing file name in the list of
        previously saved scenes and the current scene will be
        saved to that name. WARNING! all the objects that were
        saved in the selected file name will be erased and the
        current objects in scene will be saved to that filename.
        Be sure you want to erase the previous objects before
        overwriting the file.
~Project:~ Load Icon...

        Selecting the "Load Icon" option will activate the
        icon file browser to allow you to easily view the
        filenames and load any previously saved icon images.

        You can select an icon file for loading by either
        double clicking the mouse cursor on the filename in
        the file browser or enter the name of the file in the
        box at the bottom of the file browser and pressing enter.

        When an icon file is selected, the mouse cursor will have
        a box attached to it that is the size of the icon image.
        Position the box where you want the icon to appear and
        press the left mouse button. This will bring up a menu
        to allow you to paste the image on the scene in several
        ways.

        COPY MODE
        XOR  MODE
        MASK MODE
        etc.

        You can select one of these option by clicking on the
        menu option you want.
~Project:~ Exit

        To exit the program and return to DOS, select this option.
        You will be asked if you want to save any existing objects
        currently loaded in the editor before exiting. Then you
        will be asked if you are sure you wish to exit. Selecting
        "YES" will exit you to DOS and selecting "NO" will return
        you back to the paint program.
~Misc:~ Choose Color













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~Misc:~ Modify palette













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~Misc:~ Set default palette













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~Modes:~ Line

        To draw a line,  select the color of the line with the color
        selector, place the mouse cursor at the starting position of
        the line. Now, press and hold the button down. move the mouse
        cursor to the ending position of the desired line,  you will
        notice a rubber band like line showing you the current line
        that would be drawn if you released the button. When you are
        satisfied with the line orientation, release the button to
        set its postion.
~Modes:~ Draw Pixel

        The pixel command allows the placement of single pixels
        (one dot on a computer monitor) to be set to the
        current ~DRAWING COLOR~28. This allows for fine detailed
        graphics to be created.

        Activate the pixel command by selecting the pixel button from
        the ~ToolBox~231 or highlighting the pixel option from the pulldown
        menu system. Once activated, move the mouse cursor to the
        desired screen location within the ~Graphics Window~8 and click
        and release the left mouse button to place the pixel.
~Modes:~ Text data













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~Modes:~ Rectangle

       This feature allows the placment of a color / pattern / none
       filled retanagle in the ~Graphics Window~8. Once selected, move
       the mouse cursor to the position that will be the one of the
       corners of the rectangle, press and hold the left mouse button
       and move the mouse to the position that is to be the adjacent
       corner of the rectangle, you will see the rectangles shape at
       all times when moving the mouse. When the desired shape is
       reached, release the mouse button to set the rectangles
       position. The rectangle will be automatically filled with the
       any selected pattern and color if these have been selected.
~Modes:~ Circular Arc

        To draw and arc, activate the arc option on the toobox
        or in the pulldown menu system. Move the mouse cursor
        to the screen position that will be the center point
        the arc will be based around. Click and release the left
        mouse button to set the center point. Then, move the
        mouse cursor to the point where the arc will start.
        Click and hold the left mouse button to set the starting
        arc point and move the cursor to the ending arc point
        before releasing the mouse button to draw the arc.
~Modes:~ Polygon

        This feature is used to create irregularly shaped object
        by plotting points on the screen that are connected by
        lines. Once this option has been selected, move the mouse
        cursor the position the first point is to be placed. Click
        and release the mouse button to set the first point of the
        ~POLYGON~4, continue to move the mouse cursor to the next
        position and continue clicking and releasing the mouse
        button to set the next point. When the desired shape has
        drawn, click the right mouse button to set the shape of the
        ~POLYGON~4. Any ~FILL PATTERN~77 and ~FILL COLOR~29 that is
        active will be used when the ~POLYGON~4 has been set.
~Modes:~ Filled Bar

       This feature allows the placment of a color / pattern
       filled rectangle in the ~Graphics Window~8. Once selected, move
       the mouse cursor to the position that will be the one of the
       corners of the rectangle, press and hold the left mouse button
       and move the mouse to the position that is to be the adjacent
       corner of the rectangle, you will see the rectangles shape at
       all times when moving the mouse. When the desired shape is
       reached, release the mouse button to set the rectangles
       position. The rectangle will be automatically filled with the
       any selected pattern and color if these have been selected.

       The color of the bar is selected by the ~FILL COLOR~29 button,
       the bar does not have a ~OUTLINE COLOR~28 like the ~Rectangle~51
       command.
~Modes:~ Circle

        A circle is currently drawn by sizing a square on the screen that
        the circle will fit exactly into.

        To begin drawing a circle, place the mouse cursor at the upper
        left corner of the rectangle that will help indicate the size
        of the circle. Press and hold the left mouse button and move the
        cursor to the lower right postion of the sqaure. The square will
        continue sizing itself until the desired size has been reached.

        Once the requested size has been reached, release the mouse button
        to set the size of the circle in place.  Then circle will use the
        current ~FILL COLOR~29/~FILL PATTERN~77/~OUTLINE COLOR~28 when the FILL MODE
        is active. Otherwise, and outline of the circle will drawn with
        the current ~DRAWING COLOR~28.
~Modes:~ Ellipse

        Drawing and ellipse is accomplished by selecting the Ellipse
        button on the ~ToolBox~231 or selecting the ellipse command from
        pulldown menu system. Once activated, move the mouse cursor to
        the position that is to be the upper left corner of the rectangle
        that is drawn to size the ellipse being created. Press and hold
        the left mouse button and move the mouse to the position that
        will be the lower/right extent of the ellipse. The ellipse will
        fit exactly into the retancle that is on the screen when the
        mouse button is released.  When you are satisfied with the size
        of the rectangle, release the mouse button to set the size and
        shape of the ellipse. The ellipse will use any ~OUTLINE COLOR~28
        ~FILL COLOR~29 and ~FILL PATTERN~77 when drawn if these have been
        previously activated.
~Modes:~ Fill Region













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~Modes:~ Copy to Clipboard

        This command allows a section of the screen to be loaded
        into the paint programs clip buffer. This clipped region
        can then be placed (pasted) at other location in the
        ~Graphics Window~8.

        Select the copy to clipboard button to activate the command.
        Once selected, place the mouse cursor in the position that
        will the upper left corner of the region that is to be copied
        to the clip buffer. Press and hold the mouse button and move
        the mouse pointer to the lower right corner of the region
        that is to be clipped. A rectangle showing the currently
        selected clipping area will be shown while the mouse button
        is depressed. Release the mouse button when the desired region
        is attained. The section of the screen that was outlined will
        be copied to the clipboard and will be used when the PASTE
        function is active.
~Modes:~ Paste Clipboard

        After selecting the area of the screen to ~COPY TO CLIPBOARD~59
        the clipped area of the screen is stored in the clip buffer.
        To paste a copy of the buffer to a new screen location, select
        the paste from clipboard command, then press and hold down the
        right mouse button, you will see a rectangle appear at the cursor
        that is the size of the clipped image. While still holding the
        mouse button down, move the rectangle to the area of the screen
        it is to be pasted. When you are satisfied with the placment,
        release the button to set the clip image in place. A menu will
        then appear that allows the image to be placed in several different
        ways:

        NORMAL: Will overwrite any image that was previously at that screen
                region, erasing the old image completely.

        XOR   :

        AND   :

        OR    :

        MASK  :
~Modes:~ Zoom Mode

        Activate this function by selecting the zooming square button
        from the ~ToolBox~231. Once activated, move the mouse cursor to the
        screen area that is to be the upper left corner of the icon
        area. Press and hold the left mouse button and move the mouse
        cursor the screen area that is to be the lower right corner of
        the icon area. A rectangle will continuously be drawn to show
        the area that will be zoomed. When the user is satified with
        the size of the zoom region,  release the mouse button to
        activate the zoom window/icon editor.

        Once the zoom window is active,  the user will be shown an
        enlarged section of the selected screen region. This allows
        for detailed editing of the screen at the pixel level.

        Movement and color selection tools are available in the
        editor to change color and screen postion without leaving
        the zoom window.

        Several Advanced Features are located in the Zoom Editor:

        MASK    - ~Icon Mask Creation~25
        REPLACE - ~Icon Color Replacement - Original~26
        REPLACE - ~Icon Color Replacement - New Color~27

        To view the original screen, press the space bar to
        temporarily remove the zoom window from the screen. Pressing
        the space bar again returns the user to the zoom window.

        To deactivate the zoom window, press the Escape key on the
        keyboard.
~Modes:~ Magnify

        For a magnified view of a specified area of the screen,
        select the Magnifying Glass from the ~ToolBox~231 and
        place the mouse cursor on the screen region that is to
        be the upper left corner of the magnify area. Press and
        Hold the left mouse button and place the mouse cursor
        at the screen location that is to be the lower right
        corner of the magnify area. A rectangle will be continuously
        drawn as the user moves the cursor to the lower right location
        to shown the current size of the magnify area. Once satisfied
        with the size and shape of the magnify area, release the mouse
        button to activate the magnify window for the specified area.

        The paint system will bring up a window that shows a enlarged
        image of the specified screen area.

        This allows the user to examine drawings very closely when
        working with highly detailed or complex scenes.
~Modes:~ Mouse Area

        After selecting this option, move the mouse cursor to the screen
        postion that is to be the upper left corner of the rectangular
        area you want to be activated with a mouse
        Press and hold left mouse button and move the cursor to the bottom
        right corner of the new mouse activate area.
        Release the mouse button when you have made the shape of the
        rectangle the size you want, this will set the active mouse area
        in place.
        You wil then be prompted to enter the text string that will be sent
        back to the HOST/BBS, such as "GO EMAIL", "EXIT" or "YES". Hit the
        return key when you have entered the text string to complete the
        process.
~Modes:~ Import Text...

        The IMPORT TEXT feature allows ASCII text files that have
        been created from word processors and editors to be read
        onto the screen and justified within a specified area.

        Start by moving the mouse cursor to the upper left corner
        of the area that is to be the text import region. Press
        and hold the left button and move the cursor to the
        postion that will be the lower right corner of the text
        area. A rectangular area will be continuously drawn as you
        move the mouse cursor. When you are satisfied with the size
        and shape of the text area, release the mouse button to set
        its shape. A browse list of the available files for importing
        will be display, allowing the user to select the document
        to import. After selecting the file the text from the document
        will be formatted to fit into the specifed text region. If
        the document is longer than the window can hold, the file will
        be truncated at the bottom of the text region.

        This function will use the current ~Font Style~85 and size when
        importing the text into the specified region.
~Options:~ Undo!

        This command deletes the last object that was added to
        the scene. Continuing to select this command will
        continue deleting objects from the object list in the
        reverse order that they were added. All the objects can
        be deleted on by one until the scene is completly empty.
~Options:~ Redraw

        This function clears and redraws the current objects loaded
        into the scene back to the screne again. This allows you
        to play back what you have created so far to see how it
        will look as the scene draws itself to the screen.
~Options:~ Objects

        Every function or event that is executed in the paint system
        is considered an object and is recorded in a list, the
        OBJECT LIST. This list can be viewed by pressing the Control
        key and "O" key at the same time. This list shows all the
        objects on the screen.
~Options:~ Status Line

        The status line is located at the bottom of the screen and
        is activated and deactivated by pressing the space bar.

        This display shows the status of several of the modes and
        commands in the system (from left to right):

             ~WRITE MODE~83
             ~DRAW MODE~674
             ~FONT STYLE~85
             ~FILL PATTERN~77
             ~LINE STYLE~75
             ~FILL BORDER COLOR30~
             ~FILL COLOR~29
             ~DRAWING COLOR~28

        As you change the status of these functions their new status
        will be reflected on the Status Bar.
~Options:~ Toolbox

        The toolbox is a shortcut to several of the major commands
        that are available in the RIPaint system. It can be activated
        and deactivated by pressing the TAB key. Selecting any of the
        options on the toolbox is accomplished by pressing the right
        mouse button when the mouse cursor is postioned over the option
        that is to be activated.

        Additional help is available on any of these commands by pressing
        the F1 key when the option has been activated with the mouse.
~Options:~ Left mouse border

        This function allow the user to limit how far to the left edge
        of the screen the mouse cursor is allowed to go. It is used
        for high precision vertical and horizontal placement of objects
        on the screen.

        To activate this function, select the Left Mouse Border option
        from the pull down menu system. Once activated, a vertical line
        will appear at the location of the current left mouse border
        setting. The mouse cursor will be placed on this line and will
        allow the user to move the cursor to the right or left to position
        the border. Once the position of the new left mouse border has
        been reached, pressing and releasing the right mouse button
        will set its position.
~Options:~ Right mouse border

        This function allow the user to limit how far to the right edge
        of the screen the mouse cursor is allowed to go. It is used
        for high precision vertical and horizontal placement of objects
        on the screen.

        To activate this function, select the Right Mouse Border option
        from the pull down menu system. Once activated, a vertical line
        will appear at the location of the current right mouse border
        setting. The mouse cursor will be placed on this line and will
        allow the user to move the cursor to the right or left to position
        the border. Once the position of the new left mouse border has
        been reached, pressing and releasing the right mouse button
        will set its position.
~Options:~ Top mouse border

        This function allow the user to limit how far to the top edge
        of the screen the mouse cursor is allowed to go. It is used
        for high precision vertical and horizontal placement of objects
        on the screen.

        To activate this function, select the Top Mouse Border option
        from the pull down menu system. Once activated, a horizontal
        line will appear at the location of the current top mouse border
        setting. The mouse cursor will be placed on this line and will
        allow the user to move the cursor up and down to position
        the border. Once the position of the new top mouse border has
        been reached, pressing and releasing the right mouse button
        will set its position.
~Options:~ Bottom mouse border

        This function allow the user to limit how far to the Bottom edge
        of the screen the mouse cursor is allowed to go. It is used
        for high precision vertical and horizontal placement of objects
        on the screen.

        To activate this function, select the Bottom Mouse Border option
        from the pull down menu system. Once activated, a horizontal
        line will appear at the location of the current bottom mouse border
        setting. The mouse cursor will be placed on this line and will
        allow the user to move the cursor up and down to position
        the border. Once the position of the new bottom mouse border has
        been reached, pressing and releasing the right mouse button
        will set its position.
~Options:~ Reset mouse border

        This will reset the top/bottom/right/left mouse borders
        to their default settings, which is the maximum paint
        area.
~Options:~ Grid Snap













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~Options:~ Reset snap













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~Options:~ Line Style

        The custom line style editor allows you to select from
        several built in line styles or define a custom line
        style to be used on functions that use lines or have
        borders.

        ~Rectangle~51
        ~CIRCLE~56
        ~LINE~3
        ~POLYGON~4

        You can choose one of the default line styles from the menu
        by clicking the right mouse button on the line style displayed
        in the uppper part of the editor, then clicking the "OK" button
        at the bottom of the editor.

        If you wish to create a custom line style, simply click the
        right mouse button when the mouse cursor is positioned on
        any of the small square buttons near the bottom of the line
        style editor. You should notice the 2 bottom line style selectors
        that were probably previously blank will now show you that line
        you are creating the line selector on the left of the menu is the
        thin version of your custom line and the right selector is the
        thick version of your custom line. Activate or deactivate the
        small buttons until the desired line style is acheived. At this
        time you can save the line style to a file to load later or use
        it in you current drawing with any of the commands listed above.
~Options:~ Draw "write" mode













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~Options:~ Destroy Clipboard

        Activating this command will clear the contents of the clipboard
        which contains the screen section last specified with the
        COPY TO CLIPBOARD command. If the user receives a insufficient
        memory error when using any of the commands in the paint system,
        clearing the clipboard with this command may resolve the problem.
~Fill:~ Fill Info













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~Fill:~ Toggle fill ON/OFF













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~Fill:~ Fill color select













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~Fill:~ Fill border select













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~Fill:~ Fill pattern select

        This feature will activate the file browser for the
        previously saved custom ~FILL PATTERN~77s. Select the file
        for loading by double clicking the mouse on the filename
        or entering the filename in the lowest text box on the
        file browser. Once the pattern has been loaded, you can
        use it as the ~FILL PATTERN~77 with any of the commands that
        support the fill option.
~Fill:~ Edit fill pattern













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~Fill:~ Load Pattern...

        This feature will activate the file browser for the
        previously saved custom ~FILL PATTERN~77s. Select the file
        for loading by double clicking the mouse on the filename
        or entering the filename in the lowest text box on the
        file browser. Once the pattern has been loaded, you can
        use it as the ~FILL PATTERN~77 with any of the commands that
        support the fill option.
~Fill:~ Save Pattern...













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~Fonts:~ Font Style

        Several built in font styles are available in the paint system.
        The user can choose from these by selecting the FONT STYLE option
        from the main menu. A pick list of the available fonts will then
        be displayed on the screen for the user to select from. Select
        the desired font by moving through the picklist with the UP/DOWN
        arrows on the keyboard to highlight the font name and pressing
        the enter key or selecting the font choice with the mouse.

        An example of the font style is shown on the ~STATUS BAR~230 at the
        bottom of the screen when it is active.
~Fonts:~ Choose Size













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~Fonts:~ Font Size - 1X













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~Fonts:~ Font Size - 2X













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~Fonts:~ Font Size - 3X













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~Fonts:~ Font Size - 4X













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~Fonts:~ Font Size - 5X













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~Fonts:~ Font Size - 6X













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~Fonts:~ Font Size - 7X













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~Fonts:~ Font Size - 8X













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~Fonts:~ Font Size - 9X













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~Fonts:~ Font Size - 10X













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~Mouse:~ Field Info













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~Mouse:~ Show fields













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~Mouse:~ Edit field













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~Mouse:~ Delete field













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~Mouse:~ Kill fields













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~Windows:~ Window Info













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~Windows:~ Show window borders

        This feature allows toggles the Graphics and Text window borders
        ON and OFF. The user can decide wether with border can be seen or
        not but it does not affect the way the two windows work.

        When viewing scenes on the terminal pregram the window borders
        are never scene, so this feature is used for design purposes only.
~Windows:~ Resize Graphics Window

        This function allows the user to resize the window that all
        the graphical drawing primitives are based on. Once this
        option has been selected, move the mouse cursor to the screen
        position that is to be the upper left corner of the graphics
        window. Press and Hold the left mouse button and move the
        mouse cursor to the screen area that is to be the lower right
        corner of the graphics window. A rectangle will continually be
        drawn as the mouse is moved to show the current size of the
        graphcs window as it is drawn. Once the desired size of the
        graphics window is reached, release the mouse button to set
        the graphics window in place.
~Windows:~ Clear Graphics Window

        This function clears any objects or text that fall within
        the boundaries of the graphics window. The graphics window
        will be cleared with the current background color.
~Windows:~ Resize Text Window

        This function allows the user to resize the window that all
        the non graphical strings are based on. Once this option has
        been selected, move the mouse cursor to the screen position
        that is to be the upper left corner of the text window.
        Press and Hold the left mouse button and move the mouse cursor
        to the screen area that is to be the lower right corner of the
        text window. A rectangle will continually be drawn as the mouse
        is moved to show the current size of the text window as it is
        drawn. Once the desired size of the text window is reached,
        release the mouse button to set the text window in place.
~Windows:~ Clear Text Window

        This function will clear the current text window of any
        text entries allowing the user to start with a clear text
        area.
~Project:~ General Help

        This option displays the <~Table of Contents~1> for
        the online help system. From here, you can begin to
        navigate through the help screens to find out more
        detail on the paint system and all of its functions.

        Help is always available on a specific function or
        feature by hitting the "F1" key when any of the
        drawing or painting functions are active.
~Project:~ Current Help

        This menu option displays the currently active help message
        for the active feature selected.
~Options:~ Write Icon to Disk













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~Windows:~ Disable Text Window













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~Windows:~ Reset all windows













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~Options:~ Set Output Width













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~Options:~ Zooming Windows ON/OFF













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~Options:~ Paste Lock Mode













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~Options:~ Redraw (step)













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~Project:~ Save Setup













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~Windows:~ Re-Zoom in on last edited Icon













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~Modes:~ PENCIL













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~Project:~ License Information

     This option will display the software Registration.











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~Options:~ Clipboard Lock Mode













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~Modes:~ Bezier Curve













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~Options:~ Curve Smoothness













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~Modes:~ Elliptical Arc













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~Modes:~ Pie Slice













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~Modes:~ Elliptical Pie Slice













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~Mouse:~ Edit Button Style













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~Misc:~ Define Text Variable













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~Misc:~ Query Text Variable













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~Mouse:~ Purge Mouse Fields













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~Project:~ Scene Options













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~Project:~ Save & Exit

     This option will save the existing scene to whatever filename is
     associated with it and will promptly exit RIPaint to the operating
     system prompt.  If a filename has not been specified yet (via some
     kind of Load or Save operation), then RIPaint will display a list of
     available files for you to choose from.
~Modes:~ Move Region
   The Move Region mode allows you to move one or more points/objects on
   the screen to a new location.  To activate this mode, choose the Move
   Region command from the main menu or type CTRL-M on your keyboard.  When
   in this mode, drag a rectangle around the region you wish to move.  When
   you have selected the region to move, you will be allowed to drag the
   hilighted region elsewhere either with the mouse or via the keyboard.
   
   If you use the keyboard, you can make precise movements quickly and
   easily.  The available keystrokes in this mode are:
   
                  UP ... Move region UP    one line
                DOWN ... Move region DOWN  one line
                LEFT ... Move region LEFT  one column
               RIGHT ... Move region RIGHT one column
            SHIFT-UP ... Move region UP    ten lines
          SHIFT-DOWN ... Move region DOWN  ten lines
          SHIFT-LEFT ... Move region LEFT  ten columns
         SHIFT-RIGHT ... Move region RIGHT ten columns
                HOME ... Move region to the far-left  of the screen
                 END ... Move region to the far-right of the screen
                PGUP ... Move region to the top of the screen
                PGDN ... Move region to the bottom of the screen
        ENTER/ESCAPE ... Abort Move Region mode
                  F1 ... Help on Region Moving
   
   This command can affect more than one object in your scene if the region
   you hilight contains one or more objects inside it.  In fact, the Move
   Region mode can move only portions of objects!  In a nutshell, any X/Y
   location that is used by any object in your scene will be moved to the
   new location providing it falls within the hilighted region.  Be careful
   when using Flood Fill mode, as you can inadvertantly move the base-point
   for a Fill Operation and clobber your entire scene accidentally.  Never
   to worry though, that's what Move Region is for; to move things around.
~Modes:~ Move Region

General System Error

        This message shows the user any main system error messages
        that are encountered while the paint program interacting
        with the DOS system, such as reading and writing files.
Specific DOS Error

        This message shows the user any DOS error messages that
        are encountered when the paint program is interacting
        with the DOS system, such as reading and writing files.
Nothing to show for button













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Nothing to display for Button













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All Mouse Regions in Use

        The last mouse region that was attempted to be created
        exceeded the maximum amount of mouse regions that are
        allowed on the screen at the same time.
Not correct Icon File Format

        The file that was requested to be loaded as an icon into
        the current scene was not in the proper icon file format.
Error reading Disk File

        A DOS level error has occurred when attempting to read
        a file into the current scene.
File Not Found

        The file requested to be loaded into the current scene
        cannot be found.
Can't append to Mouse Regions

        The attempt to add an addition mouse field in the current
        scene failed. This could be caused by insufficient memory
        or the maximum amount of mouse fields has been reached.
Invalid Filename

        Any file name that is requested to be loaded or saved within
        the editor from the DOS environment must be formated as a
        valid DOS filename with no more that 8 character name and
        a three character extention separated by a period, such as:

        NICEPICT.RIP
Region too tall for given font!













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Function Not Implemented Yet

        This message lets the user know the selected feature
        has not been added to the RIP paint system at this time.
No Clipboard to Paste

        An attemp was made to paste the the clipboard to the screen
        when it was empty. You must clip an area of the screen into
        the Clipboard before any paste operation can be executed.
Can't Undo Text Region; mismatch!













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Last Object Undone

         This message indicates that the last object that was
         in the scene has been deleted.
Nothing to Undo

         This message indicates that there are no objects loaded
         in the editor at the time you selected the "UNDO" function.
Nothing to View

        A request was made to view the object list when the
        scene has no objects loaded.
Clipboard Destroyed

        This message confirms the request to delete the current
        contents of the clipboard has been completed succefully.
Clipboard Not In Use

        An attempt to use the Clipboard area before any screen area
        has been loaded into the clip system. This message can be
        shown when trying to use the Destroy Clipboard or Paste
        command without copying any screen reagion to it.
No Clipboard to Paste

        An attemp was made to paste the the clipboard to the screen
        when it was empty. You must clip an area of the screen into
        the Clipboard before any paste operation can be executed.
Max Mouse Regions In Use

        The last mouse region that was attempted to be created
        exceeded the maximum amount of mouse regions that are
        allowed on the screen at the same time.
Insufficient Memory (I)













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Insufficient Memory (II)













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Edit Mouse Field

        This feature will allow you to change the shape and
        text string that will be sent to the HOST/BBS system.
Delete Mouse Field

        This will delete the currently select mouse field from
        the current scene.
All Mouse Regions in use
Can't view Help Screen

        Insufficient memory or improper formatting of the help
        file has kept the help system from displaying the
        requested help message.
Chosen Help Item does not exist

        The help item that was requested by the system could
        not be found in the currently loaded help system file.
Help Item Out of Range

        The help number that was requested by the system is larger
        than the last item number in the currently loaded help
        system file.
Memory and Disk Space

        When loading complex scenes and large icon files, the system
        will use all available memory.  If there is not enough
        memory to load the requested scene or object, the system will
        try to use any available extended memory to load the large
        large scene or icon.

        If the scene or icon will not load, exit the paint program
        and try freeing up as much disk space as possible before
        returning to the paint program and loading the file again.
Image too large for Clipboard

        The area of the screen you have selected to load into the
        paint programs clip board is to large to fit into the
        current available memory. Try clearing the current paste
        buffer and selecting that area again.
Error writing to disk

        Any error has occurred when trying to write the specified
        to the hard drive or floppy disk, this could be cause by
        errors on the disks or other operating system errors.
Zoom Region too large!

        The area you tried to select to zoom in on is too large to
        load into the current available memory. Try clearing the
        paste buffer and attempting to load zoom the region again.
Image Area too large!

        The icon you have selected to load into the scene will
        not fit into the current available memory. Try clearing
        the current paste buffer and loading the icon again.
Reminder about Special Mask Colors

        Any existing black pixels in the original icon will be
        added as part of the mask when it is created. This will
        usually result in making both the color you wanted and
        the black pixels to both be not displayed when the new
        mask is used. To keep this from happening, select that
        you do not want to have the black pixels as part of the
        icon mask, you will then be prompted to select a color
        to replace the black pixels with before the icon mask
        is created.
Magnify Region too big!

        The area you tried to select to magnify in on is too large
        to load into the current available memory. Try clearing the
        paste buffer and attempting to load magnify the region again.
Error reading Pattern

        An error was encountered when reading a previously saved
        pattern file. Either the file has somehow been corrupted
        or there is potentially insufficient memory to load any
        more objects.
Can't open Output File

        The filename that was selected to save the the current
        object as could not be created in DOS for some reason.
Word Wrap Overflow!

        If the string that is to be work wrapped is too long
        for the system to wrap it to the next line, this error
        will occur.
Color Reserved in Palette

        You have tried tried to select a color that the paint program
        and terminal use for the menu and gui front end, altering these
        colors is not currently allowed.

        The current colors reserved by the system are:

        BLACK
        WHITE
        DARK GRAY
        LIGHT GRAY
Text to Send Host for Mouse Region

        This prompted is to enter the text string that will be sent
        back to the HOST/BBS, such as "GO EMAIL", "EXIT" or "YES". Hit the
        return key when you have entered the text string to complete the
        process.

        To make the return string to the host add a carraige return or
        enter key to the string once it is sent, add a ^M to the end
        of the string.

            ~HOST COMMAND LANGUAGE~724
Append New Scene or Erase Old

        If objects are already present in the paint system, the system
        will ask the user if these obejects are to be deleted or added
        to the objects contained in the new scene file that is being
        loaded into the painting environment.

        Selecting "YES" to this prompt will erase all the existing
        objects in the current scene and then load the objects
        contained in the scene selected.

        Selecting "NO" to this prompt will keep the current objects
        in the scene and add the objects from the new scene to them.
        This allows the user to load several scenes together or to
        create object files that can be used over and over in new
        scenes the user is creating.
Save Scene before loading new

        If any objects are loaded in the current scene the user
        will be asked if they want to save the current scene before
        it is overwritten by the new scene. Selecting "YES" will
        activate a file browser to allow the user to save the existing
        scene.
Destroy Mouse Regions Confirmation

        This is a confirmation message that the request to delete
        all the current mouse regions has been completed succesfully.
How to remove Mouse Regions













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Save Files Before Exiting

        If any objects are in the current scene, the user will
        be prompted if they want to save the current scene before
        the program is terminated. If the scene is not saved, all
        object that have not been previously saved will be lost.
Exit To DOS

        Select "YES" to exit to the DOS environment and "NO"
        to return to the paint program.
Erase all objects and Start Over

        This message allows the user to confirm wether the scene is
        to be cleared of all the screen objects and the system settings
        be set to their default values. Selecting "YES" will verify to
        the system to continue with the erase function and reset the
        paint environment. Selecting "NO" will cancel this operation
        and return the user to the current scene with all of the objects
        and features intact.
Include Black Pixels in Mask













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RIP File Browser Path Field

        This field contains the DOS path that the previously saved
        RIP scene files are located.

        To change this path, click the mouse on the field to activate
        the text cursor in it. Then, type in the new path and hit return
        when finished.  The any files matching the WILDCARD VALUE will
        then be displayed in the browse window to allow the user to
        select from these files to be loaded or saved.
RIP File Browser Wildcard Field

        This field contains the DOS Wildcard template for displaying
        the previously saved RIP Scene Files.

        To change this template, click the mouse on the field to activate
        the text cursor in it. Then, type in the new template string
        and hit return when finished.  The any files matching the
        WILDCARD VALUE will then be displayed in the browse window
        to allow the user to select from these files to be loaded or saved.

        The default Wildcard template for RIP scene files is:

        .RIP   (i.e. "TESTFILE.RIP")

        so the default Wildcard template is:

        *.RIP

        This instructs the file browser to only show files that have
        a file extention of "RIP".
RIP File Browse Filename Field













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Icon File Browser Path Field

        This field contains the DOS path that the previously saved
        ICON Files are located.

        To change this path, click the mouse on the field to activate
        the text cursor in it. Then, type in the new path and hit return
        when finished.  The any files matching the WILDCARD VALUE will
        then be displayed in the browse window to allow the user to
        select from these files to be loaded or saved.
Icon File Browser Wildcard Field

        This field contains the DOS Wildcard template for displaying
        the previously saved ICON Files.

        To change this template, click the mouse on the field to activate
        the text cursor in it. Then, type in the new template string
        and hit return when finished.  The any files matching the
        WILDCARD VALUE will then be displayed in the browse window
        to allow the user to select from these files to be loaded or saved.

        The default Wildcard template for ICON files is:

        .ICN   (i.e. "TESTFILE.ICN")

        so the default Wildcard template is:

        *.ICN

        This instructs the file browser to only show files that have
        a file extention of "ICN".
Icon File Browse Filename Field













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C Sprite File Browser Path Field

        This field contains the DOS path that the previously saved
        Sprite files in "C" format are located.

        To change this path, click the mouse on the field to activate
        the text cursor in it. Then, type in the new path and hit return
        when finished.  The any files matching the WILDCARD VALUE will
        then be displayed in the browse window to allow the user to
        select from these files to be loaded or saved.
C Sprite File Browser Wildcard Field

        This field contains the DOS Wildcard template for displaying
        the previously saved "C" format files.

        To change this template, click the mouse on the field to activate
        the text cursor in it. Then, type in the new template string
        and hit return when finished.  The any files matching the
        WILDCARD VALUE will then be displayed in the browse window
        to allow the user to select from these files to be loaded or saved.

        The default Wildcard template for "C" format files is:

        .SPC   (i.e. "TESTFILE.SPC")

        so the default Wildcard template is:

        *.SPC

        This instructs the file browser to only show files that have
        a file extention of "SPC".
C Icon File Browse Filename Field

        This field is located at the bottom of the file browser
        that saves the currently loaded icon to a format that can
        be called on in the "C" language. Select the field by
        clicking the mouse on the bezeled rectangle.

        This will activate the text entry cursor in the field and
        allow the user to enter a filename to be saved.
Fill Pattern File Browser Path Field

        This field contains the DOS path that the previously saved
        ~FILL PATTERN~77 Files are located.

        To change this path, click the mouse on the field to activate
        the text cursor in it. Then, type in the new path and hit return
        when finished.  The any files matching the WILDCARD VALUE will
        then be displayed in the browse window to allow the user to
        select from these files to be loaded or saved.
Fill Pattern File Browser Wildcard Field

        This field contains the DOS Wildcard template for displaying
        the previously saved ~FILL PATTERN~77 Files.

        To change this template, click the mouse on the field to activate
        the text cursor in it. Then, type in the new template string
        and hit return when finished.  The any files matching the
        WILDCARD VALUE will then be displayed in the browse window
        to allow the user to select from these files to be loaded or saved.

        The default Wildcard template for pattern files is:

        .PAT   (i.e. "TESTFILE.PAT")

        so the default Wildcard template is:

        *.PAT

        This instructs the file browser to only show files that have
        a file extention of "PAT".
Fill Pattern File Browse Filename Field













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Fill Pattern File Browser Path Field

        This field contains the DOS path that the previously saved
        ~FILL PATTERN~77 Files are located.

        To change this path, click the mouse on the field to activate
        the text cursor in it. Then, type in the new path and hit return
        when finished.  The any files matching the WILDCARD VALUE will
        then be displayed in the browse window to allow the user to
        select from these files to be loaded or saved.
Fill Pattern File Browser Wildcard Field

        This field contains the DOS Wildcard template for displaying
        the previously saved ~FILL PATTERN~77 Files.

        To change this template, click the mouse on the field to activate
        the text cursor in it. Then, type in the new template string
        and hit return when finished.  The any files matching the
        WILDCARD VALUE will then be displayed in the browse window
        to allow the user to select from these files to be loaded or saved.

        The default Wildcard template for pattern files is:

        .PAT   (i.e. "TESTFILE.PAT")

        so the default Wildcard template is:

        *.PAT

        This instructs the file browser to only show files that have
        a file extention of "PAT".
Fill Pattern File Browse Filename Field













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Text File Browser Path Field

        This field contains the DOS path that the previously saved
        Text Files are located.

        To change this path, click the mouse on the field to activate
        the text cursor in it. Then, type in the new path and hit return
        when finished.  The any files matching the WILDCARD VALUE will
        then be displayed in the browse window to allow the user to
        select from these files to be loaded or saved.
Text File Browser Wildcard Field

        This field contains the DOS Wildcard template for displaying
        the previously saved Text Files.

        To change this template, click the mouse on the field to activate
        the text cursor in it. Then, type in the new template string
        and hit return when finished.  The any files matching the
        WILDCARD VALUE will then be displayed in the browse window
        to allow the user to select from these files to be loaded or saved.

        The default Wildcard template for text files is:

        .DOC   (i.e. "TESTFILE.DOC")

        so the default Wildcard template is:

        *.DOC

        This instructs the file browser to only show files that have
        a file extention of "DOC".
Text File Browse Filename Field













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Left X Snap Position













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Left Snap X Out of Range

         The value entered for the left grid snap border is lower
         or higher than the maximum range allowed. The user must
         enter another value within the allowed range for this
         error not to appear.
Right X Snap Position













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Right Snap X Out of Range

         The value entered for the right grid snap border is lower
         or higher than the maximum range allowed. The user must
         enter another value within the allowed range for this
         error not to appear.
Snap Box Width













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Snap Box Width Out of Range

         The value entered for the grid snap width is lower or
         higher than the minimum or maximum range allowed. The user
         must enter another value within the allowed range for this
         error not to appear.
Snap Box X Inset













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Snap Box X Inset Out of Range

         The value entered for the grid snap X inset is lower or
         higher than the maximum range allowed. The user must
         enter another value within the allowed range for this
         error not to appear.
Top Y Snap Position













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Top Snap Y Out of Range

         The value entered for the top of the grid snap area height
         is lower or higher than the maximum range allowed. The user
         must enter another value within the allowed range for this
         error not to appear.
Bottom Y Snap Position













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Bottom Snap Y Out of Range

         The value entered for the bottom of the grid snap area
         is lower or higher than the maximum range allowed.
         The user must enter another value within the allowed
         range for this error not to appear.
Snap Box Height













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Snap Box Height Out of Range

         The value entered for the grid snap height is lower or
         higher than the maximum range allowed. The user must
         enter another value within the allowed range for this
         error not to appear.
Snap Box Y Inset













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Snap Box Y Inset Out of Range

         The value entered for the grid snap Y inset is lower or
         higher than the maximum range allowed. The user must
         enter another value within the allowed range for this
         error not to appear.
No Help available on subject

        The function that is currently activated in the paint system
        does not have a help message available.
Overwrite existing file?













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Put Icon on Clipboard as well?













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How should long lines in text window be handled?













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How many columns wide should the Scene Output Files be?













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Are you sure you want to remove this from the Scene?













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Creating self-contained, "clickable" Buttons
Because Buttons have so many diverse modes of operation, there is a Dialog
Box designed specifically for controlling how buttons work.  Hitting ALT-T
will bring up the Button Designer.  This Dialog Box has a lot of controls
on it for doing many things.
The Button Designer looks similar to the following:

                                    LABEL ORIENTATION           ~TEMPLATES~724
 ~BUTTON TYPE~717      COLORS               ┌────────┐                     ┌───┐
 ~User Icon~675  ■    ~Bright~684  ■             │  ~TOP~694   │             ~Group #~705 │ 0 │
 ~Clipboard~676  ■      ~Dark~685  ■    ┌────────┼────────┼────────┐            └───┘
     ~Plain~677  ■   ~Surface~686  ■    │  ~LEFT~695  │ ~CENTER~696 │ ~RIGHT~697  │     ~Radio Grp~706  ■
                 ~Corner~687  ■    └────────┼────────┼────────┘   ~Check Boxes~707  ■
                    ~Key~688  ■             │ ~BOTTOM~698 │
                                       └────────┘
                                  ~LABEL DISPLAY OPTIONS~718           MISC
~MOUSE OPTIONS~720                  ~Adj Text~699  ■   ~Dropshadow~702  ■      ~Hot Icon~708  ■
~Mouse Area~678  ■                ~L. Justify~700  ■   ~Foreground~703  ■     ~Auto-Clip~709  ■
    ~Invert~679  ■     ~EFFECTS~719    ~R. Justify~701  ■   ~Background~704  ■
     ~Reset~680  ■    ~Chisel~689  ■
 ~Underline~681  ■  ~Recessed~690  ■     ┌───┐       ~"PLAIN BUTTON" DIMENSIONS~722
   ~Hilight~682  ■     ~Bevel~691  ■ ~Size~692│ 3 │             ┌───┐        ┌───┐
   ~Explode~683  ■    ~Sunken~693  ■     └───┘        ~Width~710│100│  ~Height~711│75 │
                                                 └───┘        └───┘
  ┌────────┐    ┌────────┐    ┌────────┐    ┌────────┐    ┌─────────┐
  │   ~OK~712   │    │ ~CANCEL~713 │    │  ~LOAD~714  │    │  ~SAVE~715  │    │ ~DEFAULT~716 │
  └────────┘    └────────┘    └────────┘    └────────┘    └─────────┘
Which Font Size to use for Text Window













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Total Segments for a Bezier Curve?













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Button File Browser













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Fill Pattern File Browser Path Field













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Fill Pattern File Browser Wildcard Field













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Fill Pattern File Browse Filename Field













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Error reading Button Style

        An error was encountered when reading a previously saved
        Button Style. Either the file has somehow been corrupted
        or there is potentially insufficient memory to load any
        more objects.
Placing an Icon Button

     An Icon Button is a button that uses a particular Icon File for the
     image of the Button.  When you are in Icon Button mode, every time
     you select Button Mode, you will be prompted to enter an Icon
     filename to use for the Button.  After that, you may place the icon
     on your scene anywhere you wish.  The size of the Button mouse field
     is exactly as large as the Icon, so there's no muss, no fuss with
     getting them aligned perfectly.

     Icon Buttons are always stamped in NORMAL MODE.  You cannot use any
     of the special PASTE LOCK modes on Buttons.

Placing a Clipboard Button


     A Clipboard Button uses the current contents of the Clipboard to
     generate the Button Image.  In this manner, you could easily use a
     picture that you have loaded onto the Clipboard as a Button, and keep
     re-using it for future buttons, thus saving transmission efficiency
     (you don't have to transmit an Icon Filename to the Terminal for EACH
     button!), and also improving performance on the Terminal side.
     Performance improvements are because the Terminal does not have to
     access the hard disk for each button because its image is already
     contained in memory on the Clipboard.

     Clipboard Buttons are always stamped in NORMAL MODE.  You cannot use
     any of the special PASTE LOCK modes on Buttons.

Entering a Mouse Button "label"

     Every Button can have a text "label" associated with it.  A Label
     is some word or phrase that is used to describe the purpose of
     the Button to the user.  It can be placed anywhere around the
     Button, and you have several options available to you to change
     the look and feel of the Label.

     Button Labels use the Current Font, and the Current Font Size for
     the font of the Label.  You cannot specify these values in the
     Button Designer.  You change the font as you would changing the
     font for any graphical text in RIPaint, with the Font Selection
     menus.

     Text Labels are drawn in the current Button Label ~Foreground~427
     color.  If you have the Dropshadow option enabled, it will display
     the text with a shadow using the Dropshadow ~Background~428 Color.
Entering a Mouse Button "hotkey" character

     Like many other popular GUI environments (eg, Windows, etc), most
     Buttons that you see on screen have some kind of keyboard "short-
     cut".  We call these "hot-keys".  You can make hot-keys for your
     Buttons in RIPaint as well.  When you place your Button on the screen
     (either Icon, Clipboard, or Plain), it will ask you what keystroke
     should be used to select the Button.  You may enter a single
     character.  You may not use ALT or CTRL key combinations.  Only
     normal printable characters are allowed as hot-keys.

     Hot-Keys are NOT case sensitive, so if you entered "s" as the
     hot-key, then either "S", or "s" will activate it.  You may only use
     a particular hot-key once in any given scene, thus limiting your
     hotkeys to A-Z, 0-9 and the punctuation characters (which should be
     plenty!).

Show this mouse button as already picked (clicked)?













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Icon is too large to make a "button" out of it













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Image area too large to make a Button out of it













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Image area too large to make a Mouse Region out of it













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Define Which text variable?













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Enter the question to prompt the user (if any)













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Must use a Question Mark (?) at the end of a question













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Enter the initial data value for this Field













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Write variable to Terminal Database for future Use?













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                  *********************************************5****
Should an Answer to this Question be required?













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Allow the User to Modify this variable before storing it?













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How many characters should the data-field be?













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You may enter a number from 1-60, or leave blank for NONE













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Enter Text Variable Query command













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You cannot create blank Text Variable Query command













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Icon Regions may not overlap













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No Mouse Regions defined













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Selected location is not inside a Mouse Region













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Must specify a text command to send to the Host













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Mouse Region in Scene updated













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Could not update actual Mouse Region in Scene













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No previously edited Icon to zoom in on













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Cannot create file on disk













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No Clipboard to Save to disk













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Button Label Foreground Color
     You may choose what color the text of a Label will be by clicking on
     the Foreground button in the Designer.  This will pop-up a color
     dialog box which you can choose a color to use for the Label.  When
     you choose a color, it will be displayed in the Button Designer so
     you can tell at a blink of an eye what the Label Color will be.
Button Label Dropshadow Background Color

     You also have the option of making your label look like it is 3D.
     You accomplish this with the Dropshadow feature.  This will draw
     the Label first, using the "Background" color (ie, the Shadow), then
     draw the same label on top of the first one, except one pixel to the
     left, and one pixel higher, giving it the impression that the text is
     "hovering" above the screen, casting a shadow on it.

     Use the "Background" button to determine what color the shadow should
     be.  If you have "Dropshadow" disabled, then the "Background" button
     does nothing.

Color Value

     Available Color Code Values are as follows:
     -------------------------------------------

          0 - BLACK                 8 - DARK-GRAY
          1 - BLUE                  9 - LIGHT-BLUE
          2 - GREEN                10 - LIGHT-GREEN
          3 - CYAN                 11 - LIGHT-CYAN
          4 - RED                  12 - LIGHT-RED
          5 - MAGENTA              13 - LIGHT-MAGENTA
          6 - BROWN                14 - YELLOW
          7 - LIGHT-GRAY           15 - WHITE



     NOTE:  The above color codes may not represent the TRUE colors,
            if you have edited the custom color palette!  If you have,
            you must "keep tabs" on the real colors yourself.  The
            color table listed above are the "default colors" that are
            available with RIPaint/RIPterm.  Modification of the Color
            Palette changes the meanings of each of these values.
X parameter

     You are being prompted to enter the "X" coordinate of the object.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the pixel will be
     located at.  See the ~Y Coordinate~452 field for the actual graphical
     Row it will be located at.
Y parameter

     You are being prompted to enter the "Y" coordinate of the object.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the pixel will be located
     at.  See the ~X Coordinate~451 field for the actual graphical Column
     it will be located at.
Fill X starting-point

     You are being prompted to enter the "X" coordinate that will indicate
     the starting point of the fill operation.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the fill-point will be
     located at.  See the ~Y Coordinate~454 field for the actual graphical
     Row it will be located at.
Fill Y starting-point

     You are being prompted to enter the "Y" coordinate that will indicate
     the starting point of the fill operation.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the fill-point will be located
     at.  See the ~X Coordinate~453 field for the actual graphical Column
     it will be located at.
Text Location X starting point

     You are being prompted to enter the "X" coordinate that will indicate
     the starting point of the text operation.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the text will be located.
     See the ~Y Coordinate~456 field for the actual graphical Row it will
     be located at.
Text Location Y starting point

     You are being prompted to enter the "Y" coordinate that will indicate
     the starting point of the text operation.

     Valid X Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the text will be located.
     See the ~X Coordinate~455 field for the actual graphical Column it
     will be located at.
Font Number

     There are five (5) fonts available in the RIPscrip system:
     ----------------------------------------------------------

               VALUE  FONT-NAME      TYPE-OF-FONT
               =======================================
               0 .... DEFAULT    ... Mono-spaced  font
               1 .... TRIPLEX    ... Proportional font
               2 .... SMALL      ... Proportional font
               3 .... SANS-SERIF ... Proportional font
               4 .... GOTHIC     ... Proportional font


     MONO-SPACED FONTS:   This font is characterized by the fact the each
                          character is the same "width".  Each character
                          cell is 8 pixels wide when the SIZE=1.  If the
                          Size is greater than 1, then the size is multi-
                          plied by this value (i.e., a Size=2 default font
                          is 16 pixels wide, a Size=3 font is 24 pixels,
                          and a Size=4 font is 32 pixels wide, etc.)

     PROPORTIONAL FONTS:  A Proportional Font is different in nature to
                          the "Default Font".  Each character can be a
                          different "width".  This means that the word
                          "EARTH" in Default Font is NOT the same width
                          as in a Proportional Font!  Proportional fonts
                          are more like what people are used to seeing in
                          books and newspapers.  Mono-Spaced Fonts are
                          what people are used to seeing at the MS-DOS
                          prompt where every character column is "aligned"
                          with the column above it.
Font Style Direction

     A Text Font can be either horizontal or vertical in orientation.
     A Horizontal font is read left-to-right just like in any book.
     A Vertical font is read from top-to-bottom.

     The following values may be specified for the Font Direction:
     -------------------------------------------------------------

          0 - Horizontal Font
          1 - Vertical   Font
Font Style Size

     A Text Font can have any of ten (10) different sizes.  A Size value
     of one (1) is the smallest the Font can be.  A Size of ten (10) is
     the largest.  Each font reacts differently to Size depending on its
     Font Attributes.

     Mono-Spaced Fonts have a special attribute in that the size is a
     multiplier to its normal size.  When a Mono-spaced font has a size
     greater than one (1), its size is multiplied by that factor in both
     the X and Y directions.

     A Proportional Font is somewhat different in the fact that it is
     proportional in nature.  It's Height and Width are still adjusted
     by the Size factor, but not in the same fashion as a Mono-Spaced
     Font.

     For Mono-Spaced Fonts, there is a 1:1 relationship to the size and
     magnification factors of the fonts.  With Proportional Fonts, the
     Size factor DOES increase the size of the font, but not on a 1:1
     relationship.  The magnification factor differs for each available
     font.
Text Window Upper-Left Column (X)

     You are being prompted to enter the upper-left Column Coordinate (X)
     of the ASCII text window.  This window specifies where "raw text"
     that comes over the modem will be directed.  Raw Text is text that
     cannot be interpreted as RIPscrip graphics commands.

     Valid values for this field are values from 0-90 depending on
     whichever ~Font-Size~465 you have chosen for this window.

     The values specified for this field are in "text coordinates", not
     in "graphics coordinates".  In other words, you are not working in
     pixels, you are working with text-columns!

     NOTE:  Setting all of the X/Y coordinates for the Text Window to 0
            effecitvely "disable" the text window, thus preventing any
            text from appearing in ANY text window at all (i.e., hiding
            any incoming text from the User).
Text Window Upper-Left Row (Y)

     You are being prompted to enter the upper-left Row Coordinate (Y)
     of the ASCII text window.  This window specifies where "raw text"
     that comes over the modem will be directed.  Raw Text is text that
     cannot be interpreted as RIPscrip graphics commands.

     Valid values for this field are values from 0-42 depending on
     whichever ~Font-Size~465 you have chosen for this window.

     The values specified for this field are in "text coordinates", not
     in "graphics coordinates".  In other words, you are not working in
     pixels, you are working with text-rows!

     NOTE:  Setting all of the X/Y coordinates for the Text Window to 0
            effecitvely "disable" the text window, thus preventing any
            text from appearing in ANY text window at all (i.e., hiding
            any incoming text from the User).
Text Window Lower-Right Column (X)

     You are being prompted to enter the upper-right Column Coordinate (X)
     of the ASCII text window.  This window specifies where "raw text"
     that comes over the modem will be directed.  Raw Text is text that
     cannot be interpreted as RIPscrip graphics commands.  This field
     represents the lower-right corner of the Text Window, not the Upper-
     Left corner of the window!  This field must be LESS THAN the upper-
     left corner (X) coordinate field for the window to work properly.

     Valid values for this field are values from 0-90 depending on
     whichever ~Font-Size~465 you have chosen for this window.

     The values specified for this field are in "text coordinates", not
     in "graphics coordinates".  In other words, you are not working in
     pixels, you are working with text-columns!

     NOTE:  Setting all of the X/Y coordinates for the Text Window to 0
            effecitvely "disables" the text window, thus preventing any
            text from appearing in ANY text window at all (i.e., hiding
            any incoming text from the User).
Text Window Lower-Right Row (Y)

     You are being prompted to enter the upper-right Row Coordinate (Y)
     of the ASCII text window.  This window specifies where "raw text"
     that comes over the modem will be directed.  Raw Text is text that
     cannot be interpreted as RIPscrip graphics commands.  This field
     represents the lower-right corner of the Text Window, not the Upper-
     Left corner of the window!  This field must be LESS THAN the upper-
     left corner (Y) coordinate field for the window to work properly.

     Valid values for this field are values from 0-42 depending on
     whichever ~Font-Size~465 you have chosen for this window.

     The values specified for this field are in "text coordinates", not
     in "graphics coordinates".  In other words, you are not working in
     pixels, you are working with text-rows!

     NOTE:  Setting all of the X/Y coordinates for the Text Window to 0
            effecitvely "disables" the text window, thus preventing any
            text from appearing in ANY text window at all (i.e., hiding
            any incoming text from the User).
Text Window WRAP Mode

     When you establish a Text Window you have the option to specify
     whether "long lines" of text should be wrapped to the next text line,
     or whether they should be "chopped short".

     The following values are permissable for this field:


     VALUE     DESCRIPTION
     ============================================================
       0 ..... "Chop" long-lines - do not display extraneous text
       1 ..... Wrap long lines to the next text line (continue)
Text Window FONT-SIZE

     Any TEXT WINDOW has the ability to specify a FONT-SIZE.  The Font-
     Size is the actual dimensions of the text font that will be used to
     display the ASCII/ANSI characters shown when you are viewing non-RIP
     graphics.  Any text characters that are received by the modem that
     are not interpretted as RIPscrip commands are routed to the current
     Text-Window in the current Font-Size.  There are five (5) different
     Font Sizes available for the Text Window:

          VALUE   CHARACTER-SIZE   MAX-SCREEN-SIZE
          ========================================
            0          8x8              80x43
            1          7x8              91x43
            2          8x14             80x25
            3          7x14             91x25
            4         16x14             40x25

     The above font sizes can be VERY USEFUL for creating sub-windows
     which contain "full-screen" displays with graphics 'around' the
     window!  Imagine a full 80x25 text screen inside a simple text
     window displaying a menu.  Modes 1 and 3 are ideal for this type
     of situation!
Specifying the LINE base-X location

     You are being prompted to enter the "base-X" coordinate of the object.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the line will
     begin on.  See the ~Base-Y Coordinate~467 field for the actual
     graphical Row it will be located at.
Specifying the LINE base-Y location

     You are being prompted to enter the "base-Y" coordinate of the object.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the line will
     begin on.  See the ~Base-X Coordinate~466 field for the actual
     graphical Column it will be located at.
Specifying the LINE ending-X location

     You are being prompted to enter the "ending-X" coordinate of the
     object.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the line will
     end at.  See the ~Ending-Y Coordinate~469 field for the actual
     graphical Row it will end at.
Specifying the LINE ending-Y location

     You are being prompted to enter the "ending-Y" coordinate of the
     object.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "column" the line will
     begin on.  See the ~Ending-X Coordinate~468 field for the actual
     graphical Column it will end at.
Specifying the RECTANGLE upper-left X location

     You are being prompted to enter the "upper-left X" coordinate of
     the rectangle.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the rectangle will
     begin at.  See the ~Base-Y Coordinate~471 field for the actual
     graphical Row it will be located at.
Specifying the RECTANGLE upper-left Y location

     You are being prompted to enter the "upper-left Y" coordinate of
     the rectangle.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the rectangle will
     begin on.  See the ~Base-X Coordinate~470 field for the actual
     graphical Column it will be located at.
Specifying the RECTANGLE lower-right X location

     You are being prompted to enter the "lower-right X" coordinate of
     the rectangle.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the rectangle will
     end at.  See the ~Ending-Y Coordinate~473 field for the actual
     graphical Row it will end at.
Specifying the RECTANGLE lower-right Y location

     You are being prompted to enter the "lower-right-Y" coordinate of
     the rectangle.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the rectangle will
     end on.  See the ~Ending-X Coordinate~472 field for the actual
     graphical Column it will end at.
Circle Center-Point (X)

     You are being prompted to enter the "Center (X)" coordinate of
     the circle.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the circle will
     originate at.  See the ~Center-Y Coordinate~475 field for the
     actual graphical Row it will originate at.
Circle Center-Point (Y)

     You are being prompted to enter the "Center (Y)" coordinate of
     the circle.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the circle will
     originate at.  See the ~Center-X Coordinate~474 field for the
     actual graphical Column it will originate at.
Circle Radius

     The Radius of a Circle determines how "big" the circle is on the
     screen.  The larger the Radius, the bigger the Circle on the screen.

     You may specify a Radius value from 0-639 in size.

     The circle will "raditate" outward from the center-point you
     specified with the ~Center-X~474 and ~Center-Y~475 fields, given the
     current Circle Radius.
Arc Center-Point (X)

     You are being prompted to enter the "Center (X)" coordinate of
     the Arc.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Arc will
     originate from.  See the ~Center-Y Coordinate~478 field for the
     actual graphical Row it will originate from.
Arc Center-Point (Y)

     You are being prompted to enter the "Center (Y)" coordinate of
     the Arc.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Arc will
     originate from.  See the ~Center-X Coordinate~477 field for the
     actual graphical Column it will originate from.
Arc Radius

     The Radius of an Arc determines how "big" the Arc is on the
     screen.  The larger the Radius, the bigger the Arc on the screen.

     You may specify a Radius value from 0-639 in size.

     The Arc will "raditate" outward from the center-point you
     specified with the ~Center-X~477 and ~Center-Y~478 fields, given the
     current Arc Radius.  The Arc will travel from the ~Start-Angle~480 to the
     ~End-Angle~481.
Arc Starting Angle

     Since an Arc is only part of a circle, you need to specify what the
     Starting and Ending angles are.  These angles, specified in degrees,
     determine where the curve will begin to draw and where it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Arc,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Arc Ending Angle

     Since an Arc is only part of a circle, you need to specify what the
     Starting and Ending angles are.  These angles, specified in degrees,
     determine where the curve will begin to draw and where it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Arc,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Ellipse Center-Point (X)

     You are being prompted to enter the "Center (X)" coordinate of
     the Ellipse.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Ellipse will
     originate from.  See the ~Center-Y Coordinate~483 field for the
     actual graphical Row it will originate from.
Ellipse Center-Point (Y)

     You are being prompted to enter the "Center (Y)" coordinate of
     the Ellipse.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Ellipse will
     originate from.  See the ~Center-X Coordinate~482 field for the
     actual graphical Column it will originate from.
Ellipse Starting Angle

     An Ellipse can be potentially on a portion of an Ellipse.  Since an
     Ellipse can be only part of an Ellipse, you need to specify what the
     Starting and Ending angles are.  These angles, specified in degrees,
     determine where the curve will begin to draw and where it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Ellipse,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Ellipse Ending Angle

     An Ellipse can be potentially on a portion of an Ellipse.  Since an
     Ellipse can be only part of an Ellipse, you need to specify what the
     Starting and Ending angles are.  These angles, specified in degrees,
     determine where the curve will begin to draw and where it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Ellipse,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Ellipse Radius (X)

     The X-Radius of an Ellipse determines how "big" the Ellipse is in
     the X (horizontal) direction.  The larger the value, the wider the
     Ellipse is.

     You may specify an X-Radius value from 0-639 in size.

     The Ellipse will "raditate" outward from the center-point you
     specified with the ~Center-X~482 and ~Center-Y~483 fields, given the
     current Ellipse Radius.  The Ellipse will travel from the ~Start-Angle~484
     to the ~End-Angle~485.
Ellipse Radius (Y)

     The Y-Radius of an Ellipse determines how "big" the Ellipse is in
     the Y (vertical) direction.  The larger the value, the taller the
     Ellipse is.

     You may specify a Y-Radius value from 0-349 in size.

     The Ellipse will "raditate" outward from the center-point you
     specified with the ~Center-X~482 and ~Center-Y~483 fields, given the
     current Ellipse Radius.  The Ellipse will travel from the ~Start-Angle~484
     to the ~End-Angle~485.
Specifying the BAR upper-left X location

     You are being prompted to enter the "upper-left X" coordinate of
     the Bar.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Bar will
     begin at.  See the ~Base-Y Coordinate~489 field for the actual
     graphical Row it will be located at.
Specifying the BAR upper-left Y location

     You are being prompted to enter the "upper-left Y" coordinate of
     the Bar.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Bar will begin on.
     See the ~Base-X Coordinate~488 field for the actual graphical
     Column it will be located at.
Specifying the BAR lower-right X location

     You are being prompted to enter the "lower-right X" coordinate of
     the Bar.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Bar will
     end at.  See the ~Ending-Y Coordinate~491 field for the actual
     graphical Row it will end at.
Specifying the BAR lower-right Y location

     You are being prompted to enter the "lower-right-Y" coordinate of
     the Bar.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Bar will end on.
     See the ~Ending-X Coordinate~490 field for the actual graphical
     Column it will end at.
The current Drawing Mode

     This command sets the subsequent drawing mode for most of the graphics
     primitives:

                0 ... Normal drawing mode (overwrite)
                1 ... XOR (complimentary) mode

     In normal mode, things are drawn in the current drawing color over
     top of whatever is in the graphics viewport.  This is the typical
     mode of operation in a GUI environment.

     In the XOR mode, instead of changing each pixel to the current
     drawing color, the pixel is inverted (black changes to white, red to
     green, etc.).  Drawing the same item a second time erases it
     completely.  This mode is useful for drawing something temporarily,
     or for animation.  The Rubber Band mode of most paint programs uses a
     mode like this.
Filled Ellipse Center-Point (X)

     You are being prompted to enter the "Center (X)" coordinate of
     the Filled Ellipse.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Filled Ellipse will
     originate from.  See the ~Center-Y Coordinate~494 field for the
     actual graphical Row it will originate from.
Filled Ellipse Center-Point (Y)

     You are being prompted to enter the "Center (Y)" coordinate of
     the Filled Ellipse.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Filled Ellipse will
     originate from.  See the ~Center-X Coordinate~493 field for the
     actual graphical Column it will originate from.
Filled Ellipse Radius (X)

     The X-Radius of an Ellipse determines how "big" the Filled Ellipse
     is in the X (horizontal) direction.  The larger the value, the
     wider the Ellipse is.

     You may specify an X-Radius value from 0-639 in size.

     The Filled Ellipse will "raditate" outward from the center-point you
     specified with the ~Center-X~493 and ~Center-Y~494 fields, given the
     current Ellipse Radius.  The interior of the ellipse will be filled
     with the current fill color and fill pattern.
Filled Ellipse Radius (Y)

     The Y-Radius of an Ellipse determines how "big" the Filled Ellipse
     is in the Y (vertical) direction.  The larger the value, the taller
     the Ellipse is.

     You may specify a Y-Radius value from 0-349 in size.

     The Filled Ellipse will "raditate" outward from the center-point you
     specified with the ~Center-X~493 and ~Center-Y~494 fields, given the
     current Ellipse Radius.  The interior of the ellipse will be filled
     with the current fill color and fill pattern.
Fill Pattern Style

     There are twelve different Fill Pattern styles to choose from (0-11).
     The significance of each value can be found in the following table:

       VALUE   DESCRIPTION
       ========================================================
         0     Fill with background color
         1     Solid Fill with current fill color
         2     Fill with horizontal lines
         3     Fill with thin  angled lines / / /
         4     Fill with thick angled lines // // //
         5     Fill with thick angled lines \\ \\ \\
         6     Fill with thin  angled lines \ \ \
         7     Light cross-hatch  fill
         8     Heavy cross-hatch  fill
         9     Interleaving line  fill
        10     Widely spaced  dot fill
        11     Closely spaced dot fill
Fill Pattern Line(s)

     A Fill Pattern is comprised of eight separate horizontal line patterns
     that when combined create an 8x8 grid of pixels making up the actual
     pattern.

     Each of the eight pattern lines represent bit-patterns for a line of
     the 8x8 pixel array.  Each line is comprised of 8 pixels.  The value
     of each field is the binary representation of these 8 pixels as
     follows:

               bit   7   6   5   4   3   2   1   0
                   +-------------------------------+
               c1  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c2  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c3  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c4  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c5  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c6  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c7  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+
               c8  |128| 64| 32| 16| 8 | 4 | 2 | 1 |
                   +-------------------------------+

     To construct a pattern, determine which pixels are to be turned on,
     then add up the values for that line according to the chart above.
     For example, a pattern of X-X-X-X-, where X is ON and - is OFF,
     would be: 128 + 32 + 8 + 2 = 170
Pre-defined Line Style Number

     There are five different types of Line Styles you can choose from.
     They designated codes for each style are as follows:

          VALUE     DESCRIPTION
          =========================================
            0       Solid Line
            1       Dotted Line
            2       Centered Dot Line
            3       Dashed Line
            4       Custom Line Pattern

     Values 0-3 in the above table reference pre-defined (built-in)
     patterns that you can choose from.  If you set the style to a code
     of 4 (Custom Line Pattern), then you may specify a 16-pixel pattern
     in the Field labeled ~Pattern~500.  If this field specifies one of the
     pre-defined patterns, then the Pattern field is ignored.
Custom Line Style Pattern (16 pixels)

     If the ~Style #~499 is set to a value of 4 (custom pattern), then the
     Pattern parameter is used as a 16-bit representation of the pixels
     in the line pattern.  For example:

              repeating
           <---pattern---->   Binary coding       Hex    Decimal
           =====================================================
           - - - - - - - -    1010101010101010    AAAA   43690

           ----    ----       1111000011110000    F0F0   61680

     So, the most-significant-bit of Pattern is toward the starting
     point of the line or border that uses this fill pattern.  If the
     Style # parameter is not 4, then the Pattern parameter is ignored.

     Consult the following table for values to add together for each of
     the pixels:

              PIXEL                   PIXEL
             L to R   DECIMAL        L to R   DECIMAL
             ================        ================
                  16    32768           8      128
                  15    16384           7       64
                  14     8192           6       32
                  13     4096           5       16
                  12     2048           4        8
                  11     1024           3        4
                  10      512           2        2
                   9      256           1        1
Line Style Thickness

     The Thickness field of the Line Style Pattern allows you to alter
     how thick (wide) a line is.  There are two valid values for this
     field:

               VALUE     DESCRIPTION
               ============================
                 1       One Pixel Thick
                 3       Three Pixels Thick

     No other values are valid for this field!
Set Custom Color Palette Entry

     When you customize the Color Palette, you are allowed to modify the
     16 separate colors in the drawing color palette.  You may choose
     from the Master Color Palette which contains 64 different colors
     numbered 0-63.
Load Icon at what X location?

     You are being prompted to enter the "X" coordinate that will indicate
     the upper-left location of the Icon.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Icon will be located.
     See the ~Y Coordinate~504 field for the actual graphical Row it will
     be located at.
Load Icon at what Y Location?

     You are being prompted to enter the "Y" coordinate that will indicate
     the upper-left location of the Icon.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Icon will be located.
     See the ~X Coordinate~503 field for the actual graphical Column it
     will be located at.
Show Icon in what Paste Mode?

     When you place an Icon on the screen, you may do so in a number of
     different modes.  Valid modes are as follows:

       MODE   DESCRIPTION
       =================================================================
         0    NORMAL - Will overwrite any image that was previously
                       at that screen region, erasing the old image
                       completely.
         1    XOR ---- Useful for Animations, XOR mode will merge the
                       image onto the current scene in such a way, that
                       if you paste it again using XOR, in the same
                       place, it un-does the first image leaving the
                       original background undamaged.
         2    AND ---- Performs a logical "and" of the Icon with the
                       image currently on the screen.  This is basically
                       shows the differences between the two images.
         3    OR ----- Performs a logical "or" of the Icon with the
                       image currently on the screen.  This is like
                       merging the two images.
         4    NOT ---- This pastes the Icon's negative-image onto the
                       screen.
Should Icon be automatically placed on the Clipboard?

     When you load an Icon off of the disk, you have the option of
     automatically stamping it onto the Clipboard as well as on the
     screen.  This can be useful if you wish to use the Icon more than
     once in a given scene.  The possible values for this field are:

          VALUE     DESCRIPTION
          =================================================
            0       Do not put the image onto the Clipboard
            1       Place the Image onto the Clipboard

     If you do not put the image onto the Clipboard, RIPaint might run
     out of memory as it must temporarily use a block of RAM for the
     Icon Buffer.
Mouse Field Region Number

     You are allowed up to 128 different Mouse Fields or Buttons.  Each
     of them is to have a different "slot" number from 0-127.  No two
     Mouse Fields can have the same slot number.
Mouse Region Upper-Left X coordinate

     You are being prompted to enter the "upper-left X" coordinate of
     the Mouse Field.  This helps specify the borders around which
     the mouse field will be active.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Mouse Field will
     begin at.  See the ~Base-Y Coordinate~509 field for the actual
     graphical Row it will be located at.
Mouse Region Upper-Left Y coordinate

     You are being prompted to enter the "upper-left Y" coordinate of
     the Mouse Field.  This helps specify the borders around which
     the mouse field will be active.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Mouse Field will
     begin on.  See the ~Base-X Coordinate~508 field for the actual
     graphical Column it will be located at.
Mouse Region Lower-Right X coordinate

     You are being prompted to enter the "lower-right X" coordinate of
     the Mouse Field.  This helps specify the borders around which
     the mouse field will be active.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Mouse Field will
     end at.  See the ~Ending-Y Coordinate~511 field for the actual
     graphical Row it will end at.
Mouse Region Lower-Right Y coordinate

     You are being prompted to enter the "lower-right-Y" coordinate of
     the Mouse Field.  This helps specify the borders around which
     the mouse field will be active.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Mouse Field will end
     on.  See the ~Ending-X Coordinate~510 field for the actual graphical
     Column it will end at.
Should Mouse Field be "inverted" when clicked?

     If this field is set to one (1), then when the User clicks inside
     this Mouse Field, the area enclosed by the Mouse Field will be
     inverted using the NOT (invert) drawing method.  This gives the
     visual impression that the field is being "clicked" or depressed.

     Set this field to 0 if you do not wish the area to be inverted
     when clicked.
Should screen/windows be reset after Mouse Field is clicked?

     Sometimes it may become necessary to automatically clear the screen
     when the user clicks on a Mouse Field.  This is especially useful
     when the Mouse Field takes the User to some portion of the BBS that
     does not contain RIPscrip graphics (i.e., where the user must
     interact with the BBS in full-screen text mode).  This option is
     equivalent to the "Reset Windows" command under the WINDOWS pull-down
     menu in RIPaint.

     Set this field to one (1) if you wish the screen to be cleared/reset
     after the Mouse Field is clicked.  Set it to zero (0) if you do not
     wish to clear the screen (leave the graphics on the screen).
Copy image to Clipboard - Upper-Left X coordinate

     You are being prompted to enter the "upper-left X" coordinate of
     the image that is to be copied onto the Clipboard.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Image Area will
     begin at.  See the ~Base-Y Coordinate~515 field for the actual
     graphical Row it will be located at.
Copy image to Clipboard - Upper-Left Y coordinate

     You are being prompted to enter the "upper-left Y" coordinate of
     the image that is to be copied onto the Clipboard.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Image Area will
     begin on.  See the ~Base-X Coordinate~514 field for the actual
     graphical Column it will be located at.
Copy image to Clipboard - Lower-Right X coordinate

     You are being prompted to enter the "lower-right X" coordinate of
     the image that is to be copied onto the Clipboard.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Image Area will
     end at.  See the ~Ending-Y Coordinate~517 field for the actual
     graphical Row it will end at.
Copy image to Clipboard - Lower-Right Y coordinate

     You are being prompted to enter the "lower-right-Y" coordinate of
     the image that is to be copied onto the Clipboard.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Image Area will end
     on.  See the ~Ending-X Coordinate~516 field for the actual graphical
     Column it will end at.
Place Clipboard contents at what X location?

     You are being prompted to enter the "X" coordinate that will indicate
     the upper-left location of the screen location that will receive
     the contents of the clipboard.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Image will be located.
     See the ~Y Coordinate~519 field for the actual graphical Row it will
     be located at.
Place Clipboard contents at what Y Location?

     You are being prompted to enter the "Y" coordinate that will indicate
     the upper-left location of the screen location that will receive
     the contents of the clipboard.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Image will be located.
     See the ~X Coordinate~518 field for the actual graphical Column it
     will be located at.
Paste the Clipboard contents to the screen in what mode?

     When you place the Clipboard onto the screen, you may do so in a
     number of different modes.  Valid modes are as follows:

       MODE   DESCRIPTION
       =================================================================
         0    NORMAL - Will overwrite any image that was previously
                       at that screen region, erasing the old image
                       completely.
         1    XOR ---- Useful for Animations, XOR mode will merge the
                       image onto the current scene in such a way, that
                       if you paste it again using XOR, in the same
                       place, it un-does the first image leaving the
                       original background undamaged.
         2    AND ---- Performs a logical "and" of the Clipboard Image
                       with the image currently on the screen.  This is
                       basically shows the differences between the two
                       images.
         3    OR ----- Performs a logical "or" of the Clipboard with the
                       image currently on the screen.  This is like
                       merging the two images.
         4    NOT ---- This pastes the Clipboard's negative-image onto
                       the screen.
Specifying the TEXT REGION upper-left X location

     You are being prompted to enter the "upper-left X" coordinate of
     the Text Region.  Any text that is imported into this text area
     will be word-wrapped to fit the size of the box which you chose.
     Such text is left/right justified and is automatically "kerned"
     so that it fits nicely.  Text is printed in the current font,
     font size and drawing color.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Text Region will
     begin at.  See the ~Base-Y Coordinate~522 field for the actual
     graphical Row it will be located at.
Specifying the TEXT REGION upper-left Y location

     You are being prompted to enter the "upper-left Y" coordinate of
     the Text Region.  Any text that is imported into this text area
     will be word-wrapped to fit the size of the box which you chose.
     Such text is left/right justified and is automatically "kerned"
     so that it fits nicely.  Text is printed in the current font,
     font size and drawing color.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Text Area will begin
     on.  See the ~Base-X Coordinate~521 field for the actual graphical
     Column it will be located at.
Specifying the TEXT REGION lower-right X location

     You are being prompted to enter the "lower-right X" coordinate of
     the Text Region.  Any text that is imported into this text area
     will be word-wrapped to fit the size of the box which you chose.
     Such text is left/right justified and is automatically "kerned"
     so that it fits nicely.  Text is printed in the current font,
     font size and drawing color.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Text Region will
     end at.  See the ~Ending-Y Coordinate~524 field for the actual
     graphical Row it will end at.
Specifying the TEXT REGION lower-right Y location

     You are being prompted to enter the "lower-right-Y" coordinate of
     the Text Region.  Any text that is imported into this text area
     will be word-wrapped to fit the size of the box which you chose.
     Such text is left/right justified and is automatically "kerned"
     so that it fits nicely.  Text is printed in the current font,
     font size and drawing color.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Text Region will end
     on.  See the ~Ending-X Coordinate~523 field for the actual graphical
     Column it will end at.
Justify a text region line

     Every line of text in a "text import" region has the ability to
     individually justify the text or not.  When justified, the text
     is adjusted so that both the right and left edges of the text
     align with the borders of the region making for a smooth effect.

     To justify a specific line of text in the text region, set the
     Justify Field to a one (1).  To instruct RIPscrip not to justify
     the line, enter a zero (0).
Button Style - Width

     The Width field represent the fixed width of the Button (applies
     only to Plain Buttons).  If it (and the ~Height~527) are greater than
     zero, then this will represent the actual size of the Button (its
     dimensions are not specified by the Button Style).  If both of
     these are set to zero, then the actual Button command will specify
     the size of the particular Button (dynamic sizing).

     Valid Widths are values from 0-639.
Button Style - Height

     The Height field represent the fixed height of the Button (applies
     only to Plain Buttons).  If it (and the ~Width~526) are greater than
     zero, then this will represent the actual size of the Button (its
     dimensions are not specified by the Button Style).  If both of
     these are set to zero, then the actual Button command will specify
     the size of the particular Button (dynamic sizing).

     Valid Heights are values from 0-349.
Button Style - Orientation

     Any Button may have an optional text Label.  This label can be
     printed in a variety of ways in relation to the actual Button itself.

     You may choose from five different Orientations:

          VALUE     DESCRIPTION OF ORIENTATION
          ===================================================
            0       Display Label above of Button
            1       Display Label to the Left of Button
            2       Display Label in the center of the Button
            3       Display Label to the Right of Button
            4       Display Label beneath the Button
Button Style - Flags

   Flags are used to alter many of the different options for the Button
   Styles.  You specify a group of flags by choosing which flags you want
   and then adding each of the values together to obtain the actual Flag
   Field value.  Some Flags are mutually exclusive.  For example, you can
   only have one of the "Plain", "Icon", or "Clipboard" flags chosen at
   once.  To better assist you in determining which values can be combined
   with each other, the right-most five columns in the table explains if
   the specific flag can be used under a specific condition.  For example,
   you cannot use the "Hot Icon" flag if you are using a Clipboard Button.

   VALUE  DESCRIPTION OF FLAGS FIELD #1    ICON CLIP PLAIN MOUSE NO-MOUSE
   ======================================================================
   1      Button is a "Clipboard Button"     N    Y    N     Y      Y
   2      Button is "invertable"             Y    Y    Y     Y      N
   4      Reset screen after button click    Y    Y    Y     Y      N
   8      Display Chisel special effect      Y    Y    Y     Y      Y
   16     Display Recessed special effect    Y    Y    Y     Y      Y
   32     Dropshadow the label (if any)      Y    Y    Y     Y      Y
   64     Auto-stamp image onto Clipboard    Y    Y    Y     Y      Y
   128    Button is an "Icon Button"         Y    N    N     Y      Y
   256    Button is a "Plain Button"         N    N    Y     Y      Y
   512    Display Bevel special effect       Y    Y    Y     Y      Y
   1024   Button is a Mouse Button           Y    Y    Y     Y      N
   2048   Underline hot-key in label         Y    Y    Y     Y      N
   4096   Make Icon Button use Hot Icons     Y    N    N     Y      N
   8192   Adjust vert. centering of label    Y    Y    Y     Y      Y
   16384  Button belongs to a Radio Group    Y    Y    Y     Y      N
   32768  Display Sunken special effect      Y    Y    Y     Y      Y
Button Style - Bevel Size

     The Bevel Size field is only used if the Bevel flag is specified in
     the ~Flags~529 field.  When active, this parameter will determine
     how many pixels thick the bevel should be.  This may be any value
     greater or equal to zero.
Button Style - Group Number

     The Group Number field determines which Button Group subsequent
     Buttons commands will be associated with.  Button Groups are used
     to maintain groups of Buttons for things like Radio Buttons and/or
     ~Checkbox Buttons~532.  For more information on this subject, consult
     your RIPaint manual in the BUTTON COMMAND chapter.  Also, consult
     the HOST COMMAND REFERENCE chapter.

     This value can range anywhere from 0-35.  You should not mix
     Checkbox and Radio buttons in the same group. -- unpredictable things
     may happen if you do.
Button Style - Checkbox?

   Flags are used to alter many of the different options for the Button
   Styles.  You specify a group of flags by choosing which flags you want
   and then adding each of the values together to obtain the actual Flag
   Field value.  Some Flags are mutually exclusive.  For example, you can
   only have one of the "Plain", "Icon", or "Clipboard" flags chosen at
   once.  To better assist you in determining which values can be combined
   with each other, the right-most five columns in the table explains if
   the specific flag can be used under a specific condition.  For example,
   you cannot use the "Hot Icon" flag if you are using a Clipboard Button.

   VALUE  DESCRIPTION OF FLAGS FIELD #1    ICON CLIP PLAIN MOUSE NO-MOUSE
   ======================================================================
   1      Button is a Checkbox Button        Y    Y    Y     Y      N
   2      Hilight Hotkey character           Y    Y    Y     Y      N
   4      Button will explode when clicked   Y    Y    Y     Y      N
   8      Left Justify label                 Y    Y    Y     Y      Y
   16     Right Justify label                Y    Y    Y     Y      Y

   You cannot mix and match Checkbox, Radio or standard buttons in the
   same ~Group Number~531.
Bezier Curve - Base Point #1 X coordinate

     You are being prompted to enter the X coordinate of the first
     Base-Point of the Bezier Curve.  Bezier Curves are created by
     four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Base-Point will
     begin at.  See the ~Base-Y Coordinate~534 field for the actual
     graphical Row it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Base Point #1 Y coordinate

     You are being prompted to enter the Y coordinate of the first
     Base-Point of the Bezier Curve.  Bezier Curves are created by
     four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Base-Point will
     begin on.  See the ~Base-X Coordinate~533 field for the actual
     graphical Column it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Adjuster Point #1 X coordinate

     You are being prompted to enter the X coordinate of the first
     Adjuster-Point of the Bezier Curve.  Bezier Curves are created
     by four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Adjuster Point will
     begin at.  See the ~Adjuster-Y Coordinate~536 field for the actual
     graphical Row it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Adjuster Point #1 Y coordinate

     You are being prompted to enter the Y coordinate of the first
     Adjuster-Point of the Bezier Curve.  Bezier Curves are created
     by four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Adjuster Point will
     begin on.  See the ~Adjuster-X Coordinate~535 field for the actual
     graphical Column it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Adjuster Point #2 X coordinate

     You are being prompted to enter the X coordinate of the second
     Adjuster-Point of the Bezier Curve.  Bezier Curves are created
     by four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Adjuster Point will
     begin at.  See the ~Adjuster-Y Coordinate~538 field for the actual
     graphical Row it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Adjuster Point #2 Y coordinate

     You are being prompted to enter the Y coordinate of the second
     Adjuster-Point of the Bezier Curve.  Bezier Curves are created
     by four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Adjuster Point will
     begin on.  See the ~Adjuster-X Coordinate~537 field for the actual
     graphical Column it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Base Point #2 X coordinate

     You are being prompted to enter the X coordinate of the second
     Base-Point of the Bezier Curve.  Bezier Curves are created by
     four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Base-Point will
     begin at.  See the ~Base-Y Coordinate~540 field for the actual
     graphical Row it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Base Point #2 Y coordinate

     You are being prompted to enter the Y coordinate of the second
     Base-Point of the Bezier Curve.  Bezier Curves are created by
     four control points.  Two of the points specify the beginning
     and ending locations of the Curve.  The other two points are
     called the Adjuster Points.  These points determine the actual
     shape of the curve.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Base-Point will
     begin on.  See the ~Base-X Coordinate~539 field for the actual
     graphical Column it will be located at.

     Consult the following diagram to determine the relation of the
     Base-Points to the Adjuster Points:


                     Adjuster-Point #1
                             X

                         *****
                       **     ****
                      *           **       Base-Point #2
                     X              **          X
               Base-Point #1          *       **
                                       *    **
                                        ****

                                        X
                                 Adjuster-Point #2
Bezier Curve - Total Curve Segments

     The Segments field of a Bezier Curve command determines how many
     "segments" the curve should be drawn with.  Each segment is in fact,
     a straight line.  The more segments you allow, the smoother the curve
     may be.  If a curve does not have a significant amount of "curviness"
     then a low "count" can improve performance of the curve drawing.
     Bezier Curves use "floating point" math internally for its processing.
     All paramters specified for this command are simple integers however.
Elliptical Arc - X Center point

     You are being prompted to enter the "Center (X)" coordinate of
     the Elliptical Arc.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Elliptical Arc will
     originate from.  See the ~Center-Y Coordinate~543 field for the
     actual graphical Row it will originate from.
Elliptical Arc - Y Center point

     You are being prompted to enter the "Center (Y)" coordinate of
     the Elliptical Arc.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Elliptical Arc will
     originate from.  See the ~Center-X Coordinate~542 field for the
     actual graphical Column it will originate from.
Elliptical Arc - Starting Angle

     An Elliptical Arc is only part of an Ellipse.  You need to specify
     what the Starting and Ending angles are.  These angles, specified in
     degrees, determine where the curve will begin to draw and where it
     will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Ellipse,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Elliptical Arc - Ending Angle

     An Elliptical Arc is only part of an Ellipse.  You need to specify
     what the Starting and Ending angles are.  These angles, specified in
     degrees, determine where the curve will begin to draw and where it
     will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Ellipse,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Elliptical Arc - X Radius

     The X-Radius of an Ellipse determines how "big" the Ellipse is in
     the X (horizontal) direction.  The larger the value, the wider the
     Ellipse is.

     You may specify an X-Radius value from 0-639 in size.

     The Elliptical Arc will "raditate" outward from the center-point
     you specified with the ~Center-X~542 and ~Center-Y~543 fields, given the
     current Ellipse X and Y Radius.  The Ellipse will travel from the
     ~Start-Angle~544 to the ~End-Angle~545.
Elliptical Arc - Y Radius

     The Y-Radius of an Ellipse determines how "big" the Ellipse is in
     the Y (vertical) direction.  The larger the value, the taller the
     Ellipse is.

     You may specify a Y-Radius value from 0-349 in size.

     The Elliptical Arc will "raditate" outward from the center-point
     you specified with the ~Center-X~542 and ~Center-Y~543 fields, given the
     current Ellipse X and Y Radius.  The Ellipse will travel from the
     ~Start-Angle~544 to the ~End-Angle~545.
Pie Slice - X Center point

     You are being prompted to enter the "Center (X)" coordinate of
     the Pie Slice.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Pie Slice's Center
     will be located.  See the ~Center-Y Coordinate~549 field for the
     actual graphical Row it will originate from.
Pie Slice - Y Center point

     You are being prompted to enter the "Center (Y)" coordinate of
     the Pie Slice.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Pie Slice's Center
     will be located.  See the ~Center-X Coordinate~548 field for the
     actual graphical Column it will originate from.
Pie Slice - Starting Angle

     A Pie Slice is like taking a slice out of an apple pie.  A slice
     can be very large, or it can be only a tiny sliver of the actual
     pie.  You need to specify the Starting and Ending angles for the
     slice to determine how big it is.  These angles, specified in
     degrees, determine where the curve will begin to draw and where
     it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Pie Slice,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Pie Slice - Ending Angle

     A Pie Slice is like taking a slice out of an apple pie.  A slice
     can be very large, or it can be only a tiny sliver of the actual
     pie.  You need to specify the Starting and Ending angles for the
     slice to determine how big it is.  These angles, specified in
     degrees, determine where the curve will begin to draw and where
     it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the Pie Slice,
     consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Pie Slice - Radius

     The Radius of a Pie Slice determines how "big" the it is on the
     screen.  The larger the Radius, the bigger the Pie Slice on the
     screen.

     You may specify a Radius value from 0-639 in size.

     The Pie Slice will "raditate" outward from the center-point you
     specified with the ~Center-X~548 and ~Center-Y~549 fields, given the
     current Pie Slice Radius.  The Slice will travel from the
     ~Start-Angle~550 to the ~End-Angle~551.
Elliptical Pie Slice - X Center point

     You are being prompted to enter the "Center (X)" coordinate of
     the Elliptical Pie Slice.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Pie Slice's Center
     will be located.  See the ~Center-Y Coordinate~554 field for the
     actual graphical Row it will originate from.
Elliptical Pie Slice - Y Center point

     You are being prompted to enter the "Center (Y)" coordinate of
     the Pie Slice.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Pie Slice's Center
     will be located.  See the ~Center-X Coordinate~553 field for the
     actual graphical Column it will originate from.
Elliptical Pie Slice - Starting Angle

     An Elliptical Pie Slice is like taking a slice out of an apple pie.
     A slice can be very large, or it can be only a tiny sliver of the
     actual pie.  You need to specify the Starting and Ending angles for
     the slice to determine how big it is.  These angles, specified in
     degrees, determine where the curve will begin to draw and where
     it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the
     Elliptical Pie Slice, consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Elliptical Pie Slice - Ending Angle

     An Elliptical Pie Slice is like taking a slice out of an apple pie.
     A slice can be very large, or it can be only a tiny sliver of the
     actual pie.  You need to specify the Starting and Ending angles for
     the slice to determine how big it is.  These angles, specified in
     degrees, determine where the curve will begin to draw and where
     it will stop.

     You may specify an angle from 0-360 degrees.  To give you a better
     idea of the relationship of degrees to the locations on the
     Elliptical Pie Slice, consult the following diagram:

                             90
                             |
                             |
                             |
                     180 ----+---- 0/360
                             |
                             |
                             |
                            270
Elliptical Pie Slice - X Radius

     The X-Radius of an Elliptical Pie Slice determines how "big" the
     actual Ellipse is in the X (horizontal) direction.  The larger the
     value, the wider the Elliptical Arc will be.

     You may specify an X-Radius value from 0-639 in size.

     The Elliptical Pie Slice will "raditate" outward from the center
     point you specified with the ~Center-X~553 and ~Center-Y~554 fields,
     given the current Ellipse X and Y Radii.  The Ellipse will travel
     from the ~Start-Angle~555 to the ~End-Angle~556.
Elliptical Pie Slice - Y Radius

     The Y-Radius of an Elliptical Pie Slice determines how "big" the
     actual Ellipse is in the Y (vertical) direction.  The larger the
     value, the taller the Elliptical Arc will be.

     You may specify a Y-Radius value from 0-349 in size.

     The Elliptical Pie Slice will "raditate" outward from the center
     point you specified with the ~Center-X~553 and ~Center-Y~554 fields,
     given the current Ellipse X and Y Radii.  The Ellipse will travel
     from the ~Start-Angle~555 to the ~End-Angle~556.
Button - upper-left X coordinate

     You are being prompted to enter the "upper-left X" coordinate of
     the base-location of the Button.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Button will
     begin at.  See the ~Base-Y Coordinate~560 field for the actual
     graphical Row it will be located at.
Button - upper-left Y coordinate

     You are being prompted to enter the "upper-left Y" coordinate of
     the base-location of the Button.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Button will begin on.
     See the ~Base-X Coordinate~559 field for the actual graphical
     Column it will be located at.
Button - lower-right X coordinate

     You are being prompted to enter the "lower-right X" coordinate of
     the end-location of the Button.  This field only applies if the
     Button Style currently defined has a Width and Height of ZERO!
     If the Width and Height are NOT zero then this field has no effect.

     Valid X Coordinates are 0-639 in the current graphics mode.

     This will determine what graphical "column" the Button will
     end at.  See the ~Ending-Y Coordinate~562 field for the actual
     graphical Row it will end at.
Button - lower-right Y coordinate

     You are being prompted to enter the "lower-right-Y" coordinate of
     the end-location of the Button.  This field only applies if the
     Button Style currently defined has a Width and Height of ZERO!
     If the Width and Height are NOT zero then this field has no effect.

     Valid Y Coordinates are 0-349 in the current graphics mode.

     This will determine what graphical "row" the Button will end on.
     See the ~Ending-X Coordinate~561 field for the actual graphical
     Column it will end at.
Button - ASCII hotkey character

  Every Button which is actually a "Mouse Area" has the option of specify-
  ing a "Hotkey character".  This character, if non-zero (0), will be used
  to activate the Button on the local Terminal.  If the hotkey character
  also exists in the Text Label (if any), it will be underlined (if you
  chose Underline in the Button Style Flags).

  You must enter the ASCII character code for the hotkey character here.
  Valid hotkey values are 0-255.  A value of 0 means no hotkey.  Consult
  the following table for a list of valid codes:

   32=   33=!  34="  35=#  36=$  37=%  38=&  39='  40=(  41=)  42=*
   43=+  44=,  45=-  46=.  47=/  48=0  49=1  50=2  51=3  52=4  53=5
   54=6  55=7  56=8  57=9  58=:  59=;  60=<  61==  62=>  63=?  64=@
   65=A  66=B  67=C  68=D  69=E  70=F  71=G  72=H  73=I  74=J  75=K
   76=L  77=M  78=N  79=O  80=P  81=Q  82=R  83=S  84=T  85=U  86=V
   87=W  88=X  89=Y  90=Z  91=[  92=\  93=]  94=^  95=_  96=`  97=a
   98=b  99=c 100=d 101=e 102=f 103=g 104=h 105=i 106=j 107=k 108=l
  109=m 110=n 111=o 112=p 113=q 114=r 115=s 116=t 117=u 118=v 119=w
  120=x 121=y 122=z 123=  124=| 125=  126=  127=  128=Ç 129=ü 130=é
  131=â 132=ä 133=à 134=å 135=ç 136=ê 137=ë 138=è 139=ï 140=î 141=ì
  142=Ä 143=Å 144=É 145=æ 146=Æ 147=ô 148=ö 149=ò 150=û 151=ù 152=ÿ
  153=Ö 154=Ü 155=¢ 156=£ 157=¥ 158=₧ 159=ƒ 160=á 161=í 162=ó 163=ú
  164=ñ 165=Ñ 166=ª 167=º 168=¿ 169=⌐ 170=¬ 171=½ 172=¼ 173=¡ 174=«
  175=» 176=░ 177=▒ 178=▓ 179=│ 180=┤ 181=╡ 182=╢ 183=╖ 184=╕ 185=╣
  186=║ 187=╗ 188=╝ 189=╜ 190=╛ 191=┐ 192=└ 193=┴ 194=┬ 195=├ 196=─
  197=┼ 198=╞ 199=╟ 200=╚ 201=╔ 202=╩ 203=╦ 204=╠ 205=═ 206=╬ 207=╧
  208=╨ 209=╤ 210=╥ 211=╙ 212=╘ 213=╒ 214=╓ 215=╫ 216=╪ 217=┘ 218=┌
  219=█ 220=▄ 221=▌ 222=▐ 223=▀ 224=α 225=ß 226=Γ 227=π 228=Σ 229=σ
  230=µ 231=τ 232=Φ 233=Θ 234=Ω 235=δ 236=∞ 237=φ 238=ε 239=∩ 240=≡
  241=± 242=≥ 243=≤ 244=⌠ 245=⌡ 246=÷ 247=≈ 248=° 249=∙ 250=· 251=√
  252=ⁿ 253=² 254=■ 255=
Button - Flag values

     If a Button is a "Mouse Area" button, meaning it can be clicked
     with the mouse and it will do something, you may optionally choose
     from the following flags:

     Value    Description
     ====================================================================
       1      Draw button as already selected
       2      Button is "default" when <ENTER> is tapped

     Using a flag of 1 means that the Button is already "selected".  By
     selected, we mean that it is already clicked and should be initially
     drawn as clicked.  This is typically used for Radio Buttons and/or
     Check Boxes.  This only affects the image.  The Host Command WILL
     NOT be automatically sent to the host when a selected Button is
     drawn.  If this parameter is set to 0, then the Button will be
     drawn in normal, unselected mode.

     You specify a group of flags by choosing which flags you want and
     then adding each of the values together to obtain the actual Flag
     Field value.
Define Text Variable - Flag Values

     When you define a text variable, you may choose from 0-3 separate
     flag values to alter the way the Definition will occur.  These
     values are as follows:

               VALUE   DESCRIPTION
               =======================================
                 1 ... Save Variable to database
                 2 ... Cannot specify a blank response
                 4 ... Non-interactive query

     You may combine these values together to form a "composite" flag.
     For example, if you wish to save the Variable to the database,
     and you do not want the user to be able to enter a blank response,
     you would combine the values 1 and 2 together by adding them.  The
     result, naturally, is a composite value of 3.
Output File Options

     The Scene Options feature from the Project pull-down menu allows you
     to alter the way RIPaint saves its data to the hard disk.  These
     formatting options allow you to custom tailor RIPaint's output to
     suit your Host's needs efficiently.  There are eight different
     settings in the Scene Options dialog box - they are:



                  ~FILE WIDTH~666 ... What is the maximum .RIP file width
                   ~WORD WRAP~667 ... Wrap long RIP lines to File Width
        ~ONE COMMAND PER LINE~668 ... Save with commands on individual lines
     ~LEADING CARRIAGE RETURN~669 ... Place a Carriage return at top of file
                 ~KILL FIELDS~670 ... Kill Mouse Fields at top of file
               ~RESET WINDOWS~671 ... Reset Windows at top of file
               ~MAX FILE SIZE~672 ... Maximum Output File Size (in bytes)
               ~AUTO-OPTIMIZE~673 ... Optimize file before saving?
Specifying a Button Hotkey character













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Is the chosen Button Hotkey correct?













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Output File Width













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Maximum File Output Size (in bytes)













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Left Snap X greater than Right Snap X

     The left snap X position can not be greater in value than the
     Right snap X position.

Right Snap X less than Left Snap X

     The right snap X position can not be lower in value than the
     left snap X position.

Top Snap Y greater than Bottom Snap Y

     The left snap Y position can not be greater in value than the
     Right snap Y position.

Bottom Snap Y less than Top Snap Y

     The bottom snap Y position can not be lower in value than the
     top snap Y position.

Is this button to be the default button?

MajorBBS Text Variable Name

MajorBBS Text Variable Length

MajorBBS Text Variables - HELP!

Misc: Show invisible points

     This option is a simple toggle-type option.  It determines whether
     invisible points should be displayed in your scene or not.  This is
     only a tool for you, the designer of RIPscrip scenes to utilize.  It
     is intended to show you visually where certain commands are located.
     This becomes very useful if you have many objects in your scene that
     have points that cannot be easily seen (like the Center-Point of a
     Circle, the "seed point" for a Flood Fill operation, etc).

     Choosing this option either turns invisible points ON, or OFF.  If it
     is ON, then any invisible points in your scene will be displayed on
     your screen as fat "blue" pixels.  When off, you will not see these
     points, giving your scene a true visual representation of how it would
     appear.

     The types of objects which have "invisible points" are:
     -------------------------------------------------------

          PIE SLICE                  ELLIPTICAL ARC
          ELLIPTICAL PIE SLICE       ARC
          BEZIER CURVE               ELLIPSE
          COPY TO CLIPBOARD          MOVE X/Y (not part of RIPaint)
          PASTE CLIPBOARD            FLOOD FILL
          CIRCLE                     FILLED ELLIPSE



     NOTE:  When you choose "Save Setup", the Invisible Points option
            will be saved as well.  Therefore, whatever the setting is
            of Show Invisible Points, it will be restored every time
            you use RIPaint thereafter.
~Project:~ Optimize Scene

   The Scene Optimization option allows you to instruct RIPaint to scan
   through your scene and remove any redundant, or irrelevant graphical
   commands.  Things like two different color codes in a row, with nothing
   using the first one would be a good candidate.

   RIPaint knows enough about how your scene is created to remove this
   extraneous information.  It will remove commands that are not referenced
   at all in your scene, and it will also remove duplicate settings (like
   two identical Fill Patterns in a row).

   This mode is normally automatically enabled just before you save your
   RIPaint scene (if it is enabled in the Scene Options dialog box under
   the Project Menu.  In this way, any RIPscrip file you save will be
   automatically optimized, thus making the file as small and compact as
   possible.

   RIPaint cannot optimize files that are structured poorly.  This is an
   example of a poorly structured scene and a properly structured scene:

            POORLY STRUCTURED                 PROPERLY STRUCTURED
      ==============================    ===============================
      Set Color:  BLUE                  Set Color:  BLUE
      Draw Line:  (10,10) to (50,50)    Draw Line:  (10,10) to (50,50)
      Set Color:  GREEN                 Draw Line:  (10,30) to (50,70)
      Draw Line:  (10,20) to (50,60)    Set Color:  GREEN
      Set Color:  BLUE                  Draw Line:  (10,20) to (50,60)
      Draw Line:  (10,30) to (50,70)

   Notice that there is one less "Set Color" command.  Also, the order
   of the Draw Line commands has been altered.  RIPaint will not optimize
   a scene like this since shuffling things around might make things
   overlap differently than if they were left alone.
Object Editor Options

~Object Editor:~ No Base Color to work with

~Object Editor:~ No Base Write Mode to work with

~Object Editor:~ No Base Font to work with

~Object Editor:~ No Base Line Style to work with

~Object Editor:~ No Base Fill Pattern to work with

~Object Editor:~ No Base Button Style to work with

~Object Editor:~ Cannot delete polygon vertex

~Object Editor:~ Cannot insert polygon vertex

No Objects to Edit

Object Editor
                                                     ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                                      │             │
   The Object Editor mode is a very powerful and      │             │
   useful tool to help make your Scene designing      │             │
   more productive.  When you select an object in    ~▒▒▒~595           ~▒▒▒~596
   your Scene to edit, it will be hilighted by a      │             │
   surrounding Edit Frame similar to the following:   │             │
                                                      │             │
                                                     ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599

   Each of the eight points on the Frame are called Control Points.  These
   allow you to re-size the object.  You may expand or shrink the object
   by grabbing onto one of these points and dragging it in the direction
   you want.  The four corner Control Points allow you to "scale" the
   entire object either larger or smaller.  The other four Control Points
   on the sides of the Frame allow you to resize the object in either the
   horizontal or vertical directions only.

   Some objects cannot be resized (e.g., Pixel, etc).  Also, trying to
   resize a piece of text will do nothing; you must edit the object's
   characteristics (see below).

   In addition to the eight Control Points, any points that belong to the
   Object itself will be hilighted also.  You can grab these points and
   drag them anywhere you wish.  If you drag them outside the Frame, it
   will be expanded to contain the modified object.

   A number of other features are available to choose from:

       ~EDITOR KEYSTROKES~600               ~RESIZING OBJECTS~604
       ~MOVING WHOLE OBJECTS~601            ~OBJECT DEPTH SELECTION~605
       ~SPECIAL EDITING FUNCTIONS~602       ~EDITING POLYGONS~606
       ~MANIPULATING OBJECTS~603
Upper-Left Resizing Control Point

     This point allows you to re-scale the object.  The upper-edge and the
     left-edge of the object will be adjusted accordingly.  The bottom and
     right edges will remain where they are.  In other words, the object
     will either expand or shrink in the upper-left direction.  Simply
     grab onto this point and drag it.  Once you release the point, the
     object will be redrawn based on the new frame-size.  All points or
     characteristics of the object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Upper Vertical Resizing Control Point

     This point allows you to re-scale the object in the vertical
     direction.  The object will either expand or shrink vertically
     depending on which direction you drag this Control Point.  None of
     the horizontal positioning of the object is affected.  The object
     will be adjusted upward.  The bottom edge of the object will
     remain where it started.  All points or characteristics of the
     object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Upper-Right Resizing Control Point

     This point allows you to re-scale the object.  The upper-edge and the
     right-edge of the object will be adjusted accordingly.  The bottom and
     left edges will remain where they are.  In other words, the object
     will either expand or shrink in the upper-right direction.  Simply
     grab onto this point and drag it.  Once you release the point, the
     object will be redrawn based on the new frame-size.  All points or
     characteristics of the object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Left Horizontal Resizing Control Point

     This point allows you to re-scale the object in the horizontal
     direction.  The object will either expand or shrink horizontally
     depending on which direction you drag this Control Point.  None of
     the vertical positioning of the object is affected.  The object
     will be adjusted leftward.  The right edge of the object will
     remain where it started.  All points or characteristics of the
     object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Right Horizontal Resizing Control Point

     This point allows you to re-scale the object in the horizontal
     direction.  The object will either expand or shrink horizontally
     depending on which direction you drag this Control Point.  None of
     the vertical positioning of the object is affected.  The object
     will be adjusted rightward.  The left edge of the object will
     remain where it started.  All points or characteristics of the
     object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Lower-Left Resizing Control Point

     This point allows you to re-scale the object.  The lower-edge and the
     left-edge of the object will be adjusted accordingly.  The upper and
     right edges will remain where they are.  In other words, the object
     will either expand or shrink in the lower-left direction.  Simply
     grab onto this point and drag it.  Once you release the point, the
     object will be redrawn based on the new frame-size.  All points or
     characteristics of the object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Bottom Vertical Resizing Control Point

     This point allows you to re-scale the object in the vertical
     direction.  The object will either expand or shrink vertically
     depending on which direction you drag this Control Point.  None of
     the horizontal positioning of the object is affected.  The object
     will be adjusted downward.  The top edge of the object will
     remain where it started.  All points or characteristics of the
     object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Lower-Right Resizing Control Point

     This point allows you to re-scale the object.  The lower-edge and the
     right-edge of the object will be adjusted accordingly.  The upper and
     left edges will remain where they are.  In other words, the object
     will either expand or shrink in the lower-right direction.  Simply
     grab onto this point and drag it.  Once you release the point, the
     object will be redrawn based on the new frame-size.  All points or
     characteristics of the object will be adjusted proportionally.








       ~OBJECT EDITOR HELP~591               ~▒▒▒~592────~▒▒▒~593────~▒▒▒~594
                                         │             │
       ~EDITOR KEYSTROKES~600                 │             │
       ~MOVING WHOLE OBJECTS~601              │             │
       ~SPECIAL EDITING FUNCTIONS~602        ~▒▒▒~595           ~▒▒▒~596
       ~MANIPULATING OBJECTS~603              │             │
       ~RESIZING OBJECTS~604                  │             │
       ~OBJECT DEPTH SELECTION~605            │             │
       ~EDITING POLYGONS~606                 ~▒▒▒~597────~▒▒▒~598────~▒▒▒~599








Editor Keystrokes

     From within the Object Editor, you may choose one of several hot-keys
     to assist you.  The available hot-keys are:

          ~F1/ALT-H~607 ....... Help System
          ~ESCAPE/ENTER~608 ... Accept edits and quit
          ~ALT-D~609 .......... Search for next object near this one
          ~ALT-E~610 .......... Extended Editor Options

     In addition, you may also modify the way the Editor operates by
     holding down any of the ALT, CTRL or SHIFT keys.  Each of these
     affect the Editor's operation in the following ways:

          ~ALT~611 ..... If you hold down the ALT key and click the mouse,
                    the Editor will look for the next object in your
                    scene nearby where you clicked.  This allows you
                    to select objects that are "hidden" by other objects
                    that are "on top" of the one you really want.
          ~CTRL~612 .... This allows you to edit a particular "point" on the
                    object.  Use this key if the point you wish to edit
                    is also in the same location as one of the Editor
                    Frame's Control Points.  This is called "Editor Frame
                    Release".
          ~SHIFT~613 ... If you hold down the SHIFT key when you click the
                    mouse in the Editor Frame, you will be allowed to
                    drag the entire object somewhere else on the screen.
                    When finished, editing will resume.


           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Moving Whole Objects

     There are two ways of moving an object around once you have it
     hilighted in the Editor Frame.

     The easiest way of moving the object is to simply click anywhere
     in the Editor Frame not occupied by a Control Point of any kind.
     Once you click the mouse button in an unoccupied area, the mouse
     cursor will change to a four-way arrow and will be positioned at
     the upper-left corner of the Editor Frame.  While holding down the
     left mouse button, re-position the Editor Frame to the desired
     location and release the mouse button.  The object will be erased
     from the original location, redrawn at the new position, and you
     will be returned to Editor Mode.

     The other way of moving the object is very useful if the Editor
     Frame is very small, making it difficult to click in an unoccupied
     area of the Frame.  Simply hold down the SHIFT key and click anywhere
     in the Editor Frame.  While holding down the mouse button, Drag the
     Editor Frame to the desired location and release the mouse button.
     The object will be erased from the original location, redrawn at the
     new position, and you will be returned to Editor Mode.








           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Special Editing Functions

     There are a number of extended Editing Functions available to you
     from within the Object Editor.  Simply click on both mouse buttons
     simultaneously, and a pop-up list will appear nearby your mouse.
     In this list will be from four or more options to choose from.
     Several options are always available:

                   ~EXIT~614 ... Exit and return to normal Editor
                 ~DELETE~615 ... Delete this object from the scene
               ~COMMANDS~616 ... Edit object characteristics directly.
              ~DUPLICATE~617 ... Duplicate the existing object

     Depending on what type of object you are editing, one or more other
     Editing Functions may appear in the Extended Editor listing:

             ~FILL COLOR~618 ... Edit this object's Fill Color
             ~WRITE MODE~619 ... Edit what "Write Mode" this object uses
           ~LINE PATTERN~620 ... Edit the Line Pattern of this object
           ~FILL PATTERN~621 ... Edit this object's Fill Pattern
           ~BORDER COLOR~622 ... Edit the Fill Command's fill border color
           ~BUTTON STYLE~623 ... Modify the object's Button Style
          ~DRAWING COLOR~624 ... Change the color of the Object (non-filled)
         ~TEXT FONT SIZE~625 ... Change the text size for the object
        ~TEXT FONT STYLE~626 ... Change the text font for the object





           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Manipulating Objects

     You may manipulate the shape or orientation of the object being
     editing in several ways.  You can either alter the location of one
     or more points in the object, or you can re-size (scale) the object
     larger or smaller.  Finally, you can move the object to an entirely
     new location.

     To alter one or more points of the object, simply click on one of
     the hilighted object Control Points (not the Editor Frame Control
     Points).  Hold down the mouse button and move the point to the place
     on the screen where you want it to be located.  Many objects will
     show the object being redrawn as you move the point.  Some objects
     cannot do this (e.g., Circle, Ellipse, etc).  Release the mouse
     button and the point will be relocated and the final image of the
     object will be displayed.

     If one of the object's Control Points lies on top of one of the
     Editor Frame's Control Points, simply hold down the CTRL key when
     you click on the object Control Point.  This is called Editor
     Frame Release, and allows you to select the object's Control Point
     without RIPaint thinking you're clicking on the Editor Frame's
     Control Point.

     To re-size the entire object, click on one of the Editor Frame
     Control Points and move it to a new location.  To move the entire
     object, click anywhere inside the Editor Frame, but not on one of
     the Control Points, and drag the Frame to the new location.


           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Resizing Objects

     There are eight ways of resizing (scaling) the object being edited.
     To do this, you use one of the eight Control Points on the Editor
     Frame's border.  The four Control Points on the corners of the
     Frame allow you to modify both the height and width of the object
     at the same time (dragging it larger in both directions
     proportionally).

     The four Control Points on the sides of the Editor Frame allow you
     to modify the size of the object in either the horizontal direction
     or the vertical direction.  When you adjust the horizontal size of
     the object, it will remain just as tall as it always was.  When you
     edit the vertical size, the width of the object will not change.

     To make the object larger, drag the selected Control Point away
     from the Editor Frame.  To make it smaller, drag the Control Point
     inside the Frame.

     When resizing curved objects like Circles, Ellipses, Pie Slices and
     Arcs, the center-point of the object will be adjusted to be exactly
     in the center of the Frame.  The Circular commands (i.e., Circle,
     Arc and Pie Slice) will determine the center-point of the circle
     solely by the horizontal center-point in the frame.  If the upper
     or lower edges of the frame no longer touch the top or bottom of
     the circle, they will be adjusted accordingly.





           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Object Depth Selection

     Sometimes when you select an object to be edited, the object you
     wanted to edit isn't the one that was chosen.  This may happen if
     the object "overlaps" the one you really want (or some hidden point
     of the object does!).  For example, if you have a square inside of
     a circle, and you click inside the square, the circle might get
     hilighted because RIPaint might think that the center-point of the
     circle was the closest object to the mouse when you clicked it!

     To get around this type of situation, there are two types of Depth-
     Selection modes that you may choose from when in the Object Editor.
     One is Position-Dependent and the other is not.  They are described
     below:

     Hitting ALT-D while in the Object Editor will search for the next
     closest object in your Scene (after the one you're editing now).
     The location that is used to determine the closest object was the
     ORIGINAL POINT you clicked on in your scene when you initially
     brought up the Object Editor.  This is most useful if you bring up
     the Editor and you immediately know that it didn't grab the desired
     object.  If no object could be found, you will hear a beep.

     If you relocate the Editor Frame in any way, the Position-Dependent
     Depth Selection method may not be appropriate.  If this is the case,
     simply hold down the ALT key and click inside the Editor Frame.
     RIPaint will search through your scene for the next closest object
     beside the one you're editing from the point you clicked.  Note
     that the scene is scanned forward from the current Editor Object.

           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Editing Polygons

     The Object Editor is especially designed for manipulating the objects
     in your scene.  One special aspect of the editor allows you to modify
     Polygon type objects quickly and easily.  Not only are you allowed to
     grab a point of a polygon and move it around, you are also allowed to
     Add or Delete points!

     To Add a polygon point, hit the INSERT key.  This temporarily
     activates the Insert Vertex Mode.  Click on one of the polygon points
     and a new point will be added to your polygon after the point you
     clicked on.  The point is added halfway between the point you clicked
     on and the next point.  You may then grab that newly created point
     and move it around to further refine the shape of your polygon.  You
     are limited to a maximum of 255 points on any given polygon.

     To Delete a polygon point, hit the DELETE key.  This temporarily
     activates the Delete Vertex Mode.  Click on one of the polygon's
     points and it will be removed from the polygon.  The point before
     and after the selected point will be joined together by a straight
     line.  You cannot have less than two points for a given polygon.









           ~OBJECT EDITOR HELP~591            ~MANIPULATING OBJECTS~603
           ~EDITOR KEYSTROKES~600             ~RESIZING OBJECTS~604
           ~MOVING WHOLE OBJECTS~601          ~OBJECT DEPTH SELECTION~605
           ~SPECIAL EDITING FUNCTIONS~602     ~EDITING POLYGONS~606
Object Editor Help System


          Hotkey:  F1 (or ALT-H)


     While in the Object Editor, you can hit the F1 key (or type ALT-H)
     to bring up a help system.  This help system (part of which you
     are reading now), details all of the available modes of operation
     for the Object Lister.
Exiting the Object Editor mode


          Hotkey:  ESCAPE, ENTER (or Right Mouse button)


     To exit the Object Editor, either click on the Right Mouse button,
     or tap the ESCAPE or ENTER keys.  When you do this, you will be
     returned to "Object Selection" mode.  This allows you to select
     another object to be edited.
Depth-Searching for other obscured objects


          Hotkey:  ALT-D


     If the object you clicked on wasn't the one that was brought up
     in the Object Editor Frame, then the object you tried to select
     might have been obscured by some other object superimposed on
     top of it.  This can happen easily if an object in your scene
     has an invisible point (e.g., the Center Point on a circle).
     If that point is closer to your mouse when you click than the
     desired object, RIPaint could mistakenly hilight the wrong object.
     Another way this can happen is if the object you selected shares
     its location with one or more other objects all of whom have a
     single X/Y location in common.

     If this happens, simply hit ALT-D the moment the Editor Frame
     appears on your screen.  RIPaint will scan from the current
     object, through your scene, until it finds one that coincides
     with the original point you clicked on.

     NOTE:  If you move the Editor Frame around before selecting
            this mode, the object you really want may or may not
            be the one that is hilighted.  Use Mouse-Click oriented
            Depth Selection instead in this case.
Extended Editor Options


          Hotkey:  ALT-E (or both Mouse Buttons clicked at once)


     This option will bring up a pop-up list of available Extended
     Editor functions.  From this list you can perform many powerful
     operations upon your object.  The options that show up on the
     listing differ depending on what type of object you are editing.


          ~SPECIAL EDITING FUNCTION LIST~602


Mouse-Click oriented Object Depth-Searching


          Hotkey:  Clicking Left Mouse button while holding down ALT key



     If the object you clicked on wasn't the one that was brought up
     in the Object Editor Frame, then the object you tried to select
     might have been obscured by some other object superimposed on
     top of it.  This can happen easily if an object in your scene
     has an invisible point (e.g., the Center Point on a circle).
     If that point is closer to your mouse when you click than the
     desired object, RIPaint could mistakenly hilight the wrong object.
     Another way this can happen is if the object you selected shares
     its location with one or more other objects all of whom have a
     single X/Y location in common.

     If this happens, simply hold down the ALT key and click inside the
     Editor Frame.  RIPaint will scan through your scene from the
     current object forward until it finds the next closest object.

     This feature is most useful if you've moved the Object Editor Frame
     around and you wish to depth select an object you see under the
     one you're currently editing.
Editing obscured points in the Object Editor Frame


          Hotkey:  Clicking Left Mouse button while holding down CTRL key


     Periodically when using the Object Editor, you may notice that one
     of the points you wish to edit on the object is obscured (covered
     up) by one of the Control Points in the Editor Frame.  There is a
     way to grab the hidden object's Control Point.  Simply hold down the
     CTRL key when clicking on the point.  When in this mode, the Editor
     Frame Control Points are not checked.  This is called Editor Frame
     Release mode.
Moving the entire Object in the Object Editor Frame


          Hotkey:  Clicking Left Mouse button while holding down SHIFT key


     If you hold down the SHIFT key when you click inside the Object
     Editor, you will be allowed to move the entire object to another
     location on the screen.  Once you click the mouse in this mode, you
     can release the SHIFT key.  The mouse cursor will change into a
     four-way arrow indicating that you may move it anywhere you wish.
     While holding down the mouse cursor, relocate the Editor Frame to the
     desired location and release the mouse button.  Your scene will be
     updated and redrawn to reflect the new object's location.
~Extended Editor Option:~ EXIT

     When in the Extended Object Editor menu, choosing this option will
     return you to the Editor Frame and the normal interactive Editing
     session.  The pop-up list of Extended Editor options will disappear,
     allowing you to grab Control Points once again and move them around.
~Extended Editor Option:~ DELETE

     The Extended Editor option DELETE allows you to remove a command from
     the existing scene permanently.  You will be prompted if you really
     wish to remove the object.  If you choose NO, you will be returned
     to the Extended Editor menu.  Choosing YES, will automatically exit
     Extended Editor mode, delete the object, remove the Editor Frame,
     redraw your screen and return you to Object Selection mode.  When
     back in this mode, you may click on more objects to edit.
~Extended Editor Option:~ COMMANDS

     When you choose the COMMAND extended editor option, a dialog box
     will appear on your screen allowing you to nearly any value
     associated with the particular object you're editing.  In the
     dialog box will appear zero or more fields containing numbers.  These
     numbers modify how the object's position, looks, characteristics, or
     other such values.  Each of these fields have help screens associated
     with them.  Simply click in one of the fields and hit F1 for help.

     This dialog box will be different depending on the type of object
     you are editing.  Not all objects can be edited in this way.

     You might notice a familiarity between this dialog box, and the
     one you would see if you clicked on an object in the Object Lister.
     They are, in fact, the exact same dialog boxes!

     The Extended Command Editor should be considered an advanced option
     under most circumstances.  While in this mode, the "MOVE" option on
     the dialog box will do nothing; it is only of use when using this
     mode from within the Object Lister.
~Extended Editor Option:~ DUPLICATE

     Choosing the DUPLICATE Extended Editor option will physically create
     a duplicate of the edited object in your scene.  This allows you to
     create an object, then re-create it exactly the same way one or
     more times.  Once you have duplicated the object, you will probably
     want to move one of the copies around so that you can see the
     duplicate and work with it too.
~Extended Editor Option:~ FILL COLOR

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The FILL COLOR option is one of these.  If an object takes advantage
     of a Fill Color, then it depends on some "attribute" defined earlier
     in your scene file.  Other filled objects later on in the scene
     might also take advantage of this one Fill Color attribute.  If you
     choose to modify the Fill Color, RIPaint will scan through your
     scene and make tiny adjustments to the defined attributes so that
     no object later in your scene will be adversely affected by the
     new Fill Color you choose.  In other words, what you do at point "A"
     will not affect Filled Objects at point "B".

     Objects that take advantage of the Fill Color attribute are:

               BAR                    FILLED POLYGON
               FLOOD FILL             PIE SLICE
               FILLED ELLIPSE         ELLIPTICAL PIE SLICE
~Extended Editor Option:~ WRITE MODE

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The WRITE MODE option is one of these.  If an object takes advantage
     of a Write Mode, then it depends on some "attribute" defined earlier
     in your scene file.  Other drawn objects later on in the scene
     might also take advantage of this Write Mode attribute.  If you
     choose to modify the Write Mode, RIPaint will scan through your
     scene and make tiny adjustments to the defined attributes so that
     no object later in your scene will be adversely affected by the
     new Write Mode you choose.  In other words, what you do at point "A"
     will not affect drawn at point "B".

     Objects that take advantage of the Write Mode attribute are:

               TEXT                FILLED POLYGONS (borders only)
               LINE                IMPORT TEXT DOCUMENTS
               RECTANGLE           BEZIER CURVES
               POLYGON
~Extended Editor Option:~ LINE PATTERN

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The LINE PATTERN option is one of these.  If an object takes advantage
     of a Line Pattern, then it depends on some "attribute" defined earlier
     in your scene file.  Other drawn objects later on in the scene
     might also take advantage of this Line Pattern attribute.  If you
     choose to modify the Line Pattern, RIPaint will scan through your
     scene and make tiny adjustments to the defined attributes so that
     no object later in your scene will be adversely affected by the
     new Pattern you choose.  In other words, what you do at point "A"
     will not affect drawn at point "B".

     Objects that take advantage of the Line Pattern attribute are:

      LINE                       ARC                  (thickness only)
      RECTANGLE                  ELLIPSE              (thickness only)
      POLYGON                    FILLED ELLIPSES      (thickness only)
      FILLED POLYGONS            ELLIPTICAL ARC       (thickness only)
      BEZIER CURVES              PIE SLICE            (thickness only)
      CIRCLE (thickness only)    ELLIPTICAL PIE SLICE (thickness only)
~Extended Editor Option:~ FILL PATTERN

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The FILL PATTERN option is one of these.  If an object takes advantage
     of a Fill Pattern, then it depends on some "attribute" defined earlier
     in your scene file.  Other filled objects later on in the scene
     might also take advantage of this Fill Pattern attribute.  If you
     choose to modify the Fill Pattern, RIPaint will scan through your
     scene and make tiny adjustments to the defined attributes so that
     no object later in your scene will be adversely affected by the
     new Pattern you choose.  In other words, what you do at point "A"
     will not affect Filled Objects at point "B".

     Objects that take advantage of the Fill Pattern attribute are:

               BAR                      FILLED POLYGON
               FLOOED FILL              PIE SLICE
               FILLED ELLIPSE           ELLIPTICAL PIE SLICE
~Extended Editor Option:~ BORDER COLOR

     The BORDER COLOR option allows you to modify the border color that
     will be used by a Flood Fill operation.  This border color instructs
     RIPaint where to "stop filling".  If you make a mistake selecting
     the border color (or you wish to change it), use this Extended
     Editor option to select a new color.  Note that if you inadvertantly
     select a Border Color that is non-existant in your scene, the fill
     operation may take up the entire screen!
~Extended Editor Option:~ BUTTON STYLE

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The BUTTON STYLE option is one of these.  If an object takes advantage
     of a Button Style, then it depends on some "attribute" defined earlier
     in your scene file.  Other Button objects later on in the scene
     might also take advantage of this one Style attribute.  If you
     choose to modify the Button Style, RIPaint will scan through your
     scene and make tiny adjustments to the defined attributes so that
     no object later in your scene will be adversely affected by the
     new Button Style you choose.  In other words, what you do at point "A"
     will not affect Button Objects at point "B".

     Objects that take advantage of the Button Style attribute are:

               BUTTONS
~Extended Editor Option:~ DRAWING COLOR

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The DRAW COLOR option is one of these.  If an object takes advantage
     of a Draw Color, then it depends on some "attribute" defined earlier
     in your scene file.  Other drawn objects later on in the scene
     might also take advantage of this one Draw Color attribute.  If you
     choose to modify the Draw Color, RIPaint will scan through your
     scene and make tiny adjustments to the defined attributes so that
     no object later in your scene will be adversely affected by the
     new Draw Color you choose.  In other words, what you do at point "A"
     will not affect drawn Objects at point "B".

     Objects that take advantage of the Draw Color attribute are:

               TEXT                POLYGON
               LINE                FILLED ELLIPSE
               RECTANGLE           FILLED POLYGON
               CIRCLE              PIXEL
               ARC                 IMPORT TEXT DOCUMENTS
               ELLIPSE
~Extended Editor Option:~ TEXT FONT SIZE

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The TEXT FONT SIZE option is one of these.  If an object takes
     advantage of a Font Size, then it depends on some "attribute"
     defined earlier in your scene file.  Other text objects later on
     in the scene might also take advantage of this one Font Size
     attribute.  If you choose to modify the Font Size, RIPaint will
     scan through your scene and make tiny adjustments to the defined
     attributes so that no object later in your scene will be adversely
     affected by the new Font Size you choose.  In other words, what you
     do at point "A" will not affect Text Objects at point "B".

     Objects that take advantage of the Text Font Size attribute are:

               TEXT
               IMPORT TEXT DOCUMENTS
               BUTTONS
~Extended Editor Option:~ TEXT FONT STYLE

     Because many objects in RIPaint depend on other modes to determine
     how they look (e.g., the color of a filled box, the size of a text
     message, etc), RIPaint needs to be intelligent enough to allow you
     to modify these aspects without affecting other objects in the
     scene.  There are a number of Extended Editor options available
     to you to modify object attributes.

     The TEXT FONT SIZE option is one of these.  If an object takes
     advantage of a Font Style, then it depends on some "attribute"
     defined earlier in your scene file.  Other text objects later on
     in the scene might also take advantage of this one Font Style
     attribute.  If you choose to modify the Font Style, RIPaint will
     scan through your scene and make tiny adjustments to the defined
     attributes so that no object later in your scene will be adversely
     affected by the new Font Style you choose.  In other words, what you
     do at point "A" will not affect Text Objects at point "B".

     Objects that take advantage of the Text Font Style attribute are:

               TEXT
               IMPORT TEXT DOCUMENTS
               BUTTONS
~Object Listing:~ Copy Region













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~Object Listing:~ Read Scene













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~Object Listing:~ File Query













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~Object Listing:~ One Palette













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~Object Listing:~ Enter Block Mode













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                  * No help is currenly available on this subject *
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File is larger than the largest file-size limitation

An error occured when writing to the .RIP temp file

That was not a valid filename you entered

Can't open .RIP temporary file

File Width cannot be ZERO

No scene to optimize

How many commands were removed during optimization?

Cannot optimize scene - already optimized!

Enter a value from 10-32000

Text String is too long.  Use a text editor

Serial number and name of registered owner

No Serial Number - Demo copy!

Cannot make Clipboard button - no clipboard to use!

Insufficient Memory for Button Designer Bitmaps

Button Group Number cannot exceed 35!

Specify a number from 10-1200!

No Graphics to Save

Illegal Keystroke entered for Button Hotkey

Hotkey already in use by another Button

Invalid MajorBBS Text Variable length

Cannot fit text variable into text line

Help Message #<nnn> out of range

Cannot locate Help Message #<nnn>

Can't read Help Message #<nnn> - DISK ERROR!

Cannot edit a Button Mouse region that way

No Button Style defined

Text Variable defined

Text Variable query established

Enter command's Text Data

Are you sure you want to discard the Icon modifications?

Button Style - Bevel Size

Button Style - Manual Button Width

Button Style - Manual Button Height

Button Style - Group Number

~Scene Options:~ FILE WIDTH - What is the maximum .RIP file width

     The file width specifies how many "columns wide" the output file
     should be.  This setting is designed for Hosts that normally word-
     wrap text as it is output the the caller.  If this is the case,
     set the File Width to a value "less than" the typical setting.

     All files thereafter saved by RIPaint will never contain more
     columns than this setting.  It is often a good idea to set this
     value to a couple columns less than the typical Word Wrap limit
     on your Host for good measure.

        NOTE:  Even very long RIPscrip commands will be broken up,
               even if "One Command Per Line" is activated (see below).
~Scene Options:~ WORD WRAP - Wrap long RIP lines to File Width

     This option is used in conjunction with the FILE WIDTH option
     described above.  If enabled, then any RIP file that is saved by
     RIPaint will be kept within the File Width setting.  If disabled,
     then your RIP file will be only one line in length.  Note, this
     may save on transmission time, but if line noise garbles the
     header information, the entire scene could vanish when received
     by the user!

        NOTE:  IF A .RIP FILE HAS NO WORD WRAP, AND THE FILE IS
               LONGER THAN 4096 BYTES, YOU WILL NOT BE ABLE TO READ
               THE ENTIRE FILE BACK INTO RIPAINT LATER ON!
~Scene Options:~ ONE COMMAND/LINE - Save commands on separate lines

     This setting instructs RIPaint to place each RIPscrip command on
     a line all by itself, followed by a carriage return/line feed
     combination.  This makes looking through, or manually editing a
     RIP file much easier.  It is less efficient when it comes to
     storage or transmission time, but if you are a developer or
     someone who wants to tinker with the .RIP file manually, this
     mode can be a great time-saver.

     It is a good idea to turn this mode OFF before saving a final
     version of a scene.  This is so that the file will be as small
     as possible for your Host.

       NOTE: This can dramatically increase the number of lines
             in a .RIP file!  If your BBS displays messages like
             the following:

                    <<< TAP ANY KEY TO CONTINUE >>>

             then you may want to avoid this option, as the longer
             the .RIP file is, the higher the possibility of one
             of these messages appearing, thus disrupting the flow
             of graphical data.
~Scene Options:~ LEADING CARRIAGE RETURN - Place a C/R at top of file

     If enabled, this option will place a carriage return/line feed
     at the very beginning of your .RIP file.  This can be quite
     useful if your BBS has a tendency to start sending .RIP files
     to the user when the user is sitting at a prompt.  This makes
     it so that the actual RIPscrip codes start at the beginning of
     a line (something that must happen for it to be processed
     properly by a RIPscrip terminal).
~Scene Options:~ KILL FIELDS - Kill Mouse Fields at top of file

     If this setting is enabled, then whenever you save a .RIP file to
     your hard disk, a "Kill Mouse Fields" command will be added to
     the very beginning of the file.  This would be useful if you were
     writing a scene that would be displayed from some other scene
     with Mouse Fields.  This becomes critical, for if you didn't
     delete the existing mouse fields first, your new scene would have
     active mouse fields from the last scene as well as the ones that
     are contained in your new scene - probably not what you want to
     happen.
~Scene Options:~ RESET WINDOWS - Reset Windows at top of file

     If this setting is enabled, then whenever you save a .RIP file to
     your hard disk, a "Reset Windows" command will be added to the
     very beginning of the file.  This makes it so that when the file
     is displayed, the screen is totally clear.  The text window would
     be zoomed to full screen (presumably to be changed at the top of
     your .RIP file), and all Mouse Fields are deleted automatically.
~Scene Options:~ MAX FILE SIZE - Maximum Output File Size (in bytes)

     This option allows you to put an upper limit on how large your
     .RIP files can be.  This option will make sure that your files
     are smaller than some pre-set limit.  If you set this to a value
     of zero (0), then your .RIP file can be of any size you wish
     (i.e., NO LIMITS).
~Scene Options:~ AUTO-OPTIMIZE - Optimize file before saving?

     If you select this option, whenever you save a .RIP file, RIPaint
     will automatically perform an optimization phase on the file before
     it is saved to disk.  This is a good failsafe measure to make sure
     that the saved file is as small as can be (within reason).  See
     the section entitled SCENE OPTIMIZE above for further details on
     how this option functions.
Drawing Modes

     You may choose from a number of available drawing modes.  Of the
     many, you will find these the most often used graphical tools:

                       ~TEXT~0050 ... Draw graphical Text
                  ~RECTANGLE~0051 ... Draw a rectangle
                        ~ARC~0052 ... Draw a circular Arc
                    ~POLYGON~0053 ... Draw an unfilled polygon
                        ~BAR~0054 ... Draw a filled bar
                       ~LINE~0055 ... Draw a straight line
                     ~CIRCLE~0056 ... Draw a circle
                    ~ELLIPSE~0057 ... Draw an ellipse
                       ~FILL~0058 ... Flood fill a given region
          ~COPY TO CLIPBOARD~0059 ... Copy image onto Clipboard
       ~PASTE FROM CLIPBOARD~0060 ... Paste Clipboard to the screen
               ~MOUSE REGION~0061 ... Place a Mouse Region on the screen
      ~ZOOM & EDIT ICON AREA~0062 ... Zoom & Edit a given bitmap image
      ~MAGNIFY A SCREEN AREA~0063 ... Magnify a portion of the screen
                      ~PIXEL~0064 ... Place a single pixel on the screen
         ~IMPORT TEXT REGION~0066 ... Import a raw text file into scene
             ~BUTTON COMMAND~0068 ... Place a clickable button on screen
              ~BEZIER CURVES~0069 ... Draw a complex Bezier Curve
             ~ELLIPTICAL ARC~0070 ... Draw an elliptical Pie Slice
                  ~PIE SLICE~0071 ... Draw a circular Pie Slice
       ~ELLIPTICAL PIE SLICE~0072 ... Draw an elliptical Pie Slice
~Button Designer:~ User Icon Buttons

     An Icon Button is a button that uses a particular Icon File
     for the image of the Button.  When you are in Icon Button
     mode, every time you select Button Mode, you will be prompted
     to enter an Icon filename to use for the Button.  After that,
     you may place the icon on your scene anywhere you wish.  The
     size of the Button mouse field is exactly as large as the
     Icon, so there's no muss, no fuss with getting them aligned
     perfectly.

     Icon Buttons are always stamped in NORMAL MODE.  You cannot
     use any of the special PASTE LOCK modes on Buttons.
~Button Designer:~ Clipboard Buttons

     A Clipboard Button uses the current contents of the Clipboard
     to generate the Button Image.  In this manner, you could
     easily use a picture that you have loaded onto the Clipboard
     as a Button, and keep re-using it for future buttons, thus
     saving transmission efficiency (you don't have to transmit
     an Icon Filename to the Terminal for EACH button!), and also
     improving performance on the Terminal side.  Performance
     improvements are because the Terminal does not have to access
     the hard disk for each button because its image is already
     contained in memory on the Clipboard.

     Clipboard Buttons are always stamped in NORMAL MODE.  You
     cannot use any of the special PASTE LOCK modes on Buttons.
~Button Designer:~ Plain Buttons

     A plain is exactly that, "plain".  They do not use any Icon
     or Clipboard to make the image of the button.  The only
     thing that is used for the image is a colored box.  The
     color of the box would correspond to the SURFACE color
     option in the button designer.  The box is made exactly as
     large as the size of the button.  See below for more info
     on Surface Colors.

     A Plain Button can also use many other special effects
     features (described below) to generate the image of the
     button.

     Plain Buttons can be of any size you want, or they can be
     always the same size.  The choice is up to you.
~Button Designer:~ Mouse Area Buttons

     When you enable the "Mouse Area" control of the Designer, a number of
     other options become available to you to control how the Button will
     respond when clicked.  You can control how it looks, how it acts, and
     how it affects other Buttons.

     When "Mouse Area" is activated, whenever you create buttons, more
     questions will come up allowing you to custom tailor each individual
     Button you place in your scene.
~Button Designer:~ Invertable Buttons

     The Invert control is used to determine if the Button should change
     in appearance when the user clicks on it.  If you specify that it
     should not be inverted, then nothing will visually happen on the
     user's screen when he clicks on the Button.  Selecting Invert will do
     one of several things based what type of Button you are working with.

     All Clipboard Buttons and Plain Buttons simply Invert the image of
     the Button when you click on them.  This typically gives a good look
     and feel that the Button has been depressed.

     Icon Buttons also can be Inverted in the above manner.  However, Icon
     Buttons have another method of Inverting, described in the next
     section.
~Button Designer:~ Buttons that Reset when clicked

     This control determines what will happen after a Button is clicked. 
     Since a Button can send any piece of text to the BBS, conceivably,
     the user could be put into an area of the system that isn't
     graphical.  Typically, you would want the user to be able to interact
     with that section of the BBS in full-screen text mode.

     Making the User have to reset his Text Window to work in this mode
     though is counter-productive.  Doing so, would erase the current
     screen and most likely, the menu that was displayed as a result of
     the Button click.  The user would thus be put in a situation where he
     doesn't know what to do.  Not a good situation to leave your user in.

     When you choose the Rest control for Mouse Buttons, when the Button
     is actually clicked (and released), the text window is automatically
     made full-screen, and the screen is cleared.  This allows anything
     that the BBS sends to the terminal after receiving the Button Host
     Command, will be displayed in the new window with no graphics
     cluttering up the screen.
~Button Designer:~ Underline Button Hotkey character

     If you have specified that this Button is to be a "Mouse Area", then
     you have the option of underlining the hotkey in the text label (if
     it occurs in the label).  This gives a good visual cue to the user
     what the hotkey is.

     If you choose to underline the hotkey character, then when the Label
     is drawn, the first occurence of the hotkey character in the Label
     (whether upper or lower case), is underlined.  It is smart enough to
     know which characters have descendors or not, and the underline is
     offset accordingly to give a consistent underline method.

     If you have Dropshadow turned on for the Text Label, the underline
     will also be dropshadowed.
~Button Designer:~ Hilight Button Hotkey character

     If you choose the Hilight Hotkey option, then the first character
     in the text label that corresponds to the hotkey character will be
     hilighted using the "Hotkey Color" option.  This is in addition to
     the Underline attribute (if its used at all).
~Button Designer:~ Explode Button to full screen when clicked
     
     This is simply a visual effect that will occur on the receiving
     terminal's end.  When a user clicks on a button with the Explode
     attribute on, it will "zoom out" to full-screen.  This would give
     the impression of the screen "opening" from the location of the
     button to the full size of the screen.
~Button Designer:~ Bright Color

     All of the special effects options use from 2-3 special colors to
     achieve the desired look.  These three colors are called the BRIGHT,
     SURFACE and DARK colors.  If you look around in RIPaint, you will
     notice most everything that you can click on in the paint program is
     in some way, Beveled, or made to look like its 3D.  We call this look
     the "chiseled steel" look, since we tried to make things look like
     they were made out of chiseled steel.

     On a typical Beveled Button, you will notice that the actual color of
     the Button in RIPaint is a light-gray.  You will also notice that
     there's a bright side to the bevel (White), and a shadow size (Dark
     Gray).  These colors are used to create the 3D effect of light,
     shadow, and surface color.  In this example, BRIGHT=white,
     SURFACE=light-gray, and DARK=dark-gray.

     Each of the Special Effects uses 2 or more of these colors to draw
     themselves on your button.  You may custom tailor these colors in the
     Button Designer to whatever combination you wish.  By default, they
     are set to the RIPaint colors of White, Light-Gray, and Dark-Gray.
~Button Designer:~ Dark Color

     All of the special effects options use from 2-3 special colors to
     achieve the desired look.  These three colors are called the BRIGHT,
     SURFACE and DARK colors.  If you look around in RIPaint, you will
     notice most everything that you can click on in the paint program is
     in some way, Beveled, or made to look like its 3D.  We call this look
     the "chiseled steel" look, since we tried to make things look like
     they were made out of chiseled steel.

     On a typical Beveled Button, you will notice that the actual color of
     the Button in RIPaint is a light-gray.  You will also notice that
     there's a bright side to the bevel (White), and a shadow size (Dark
     Gray).  These colors are used to create the 3D effect of light,
     shadow, and surface color.  In this example, BRIGHT=white,
     SURFACE=light-gray, and DARK=dark-gray.

     Each of the Special Effects uses 2 or more of these colors to draw
     themselves on your button.  You may custom tailor these colors in the
     Button Designer to whatever combination you wish.  By default, they
     are set to the RIPaint colors of White, Light-Gray, and Dark-Gray.
~Button Designer:~ Surface Color

     All of the special effects options use from 2-3 special colors to
     achieve the desired look.  These three colors are called the BRIGHT,
     SURFACE and DARK colors.  If you look around in RIPaint, you will
     notice most everything that you can click on in the paint program is
     in some way, Beveled, or made to look like its 3D.  We call this look
     the "chiseled steel" look, since we tried to make things look like
     they were made out of chiseled steel.

     On a typical Beveled Button, you will notice that the actual color of
     the Button in RIPaint is a light-gray.  You will also notice that
     there's a bright side to the bevel (White), and a shadow size (Dark
     Gray).  These colors are used to create the 3D effect of light,
     shadow, and surface color.  In this example, BRIGHT=white,
     SURFACE=light-gray, and DARK=dark-gray.

     Each of the Special Effects uses 2 or more of these colors to draw
     themselves on your button.  You may custom tailor these colors in the
     Button Designer to whatever combination you wish.  By default, they
     are set to the RIPaint colors of White, Light-Gray, and Dark-Gray.
~Button Designer:~ Corner Color

     The corner color is used in the Recessed and Bevel special effects
     to give the corners of these attributes more flexibility.  On each
     of these two effects, the corners are drawn using diagonal lines.
     When creating buttons with diverse color combinations, being able
     to adjust the color of the corners can become critical if you wish
     to achieve a good looking button.
~Button Designer:~ Hotkey Color
     
     The hotkey color is the color that is used for Mouse Buttons when
     the hotkey character is to be hilighted or underlined.  The
     hotkey will be hilighted (if the attribute is on), and/or underlined
     depending on the current settings.  The color of the hilighted
     character and the underline itself are taken from the setting of this
     color option.
~Button Designer:~ Chisel special effect

     The Chisel Attribute also affects the image of the Button.  This
     option is primarily used with Plain Buttons as it can adversely
     affect an Icon or Clipboard button under most circumstances.

     A Chisel is a rectangular outline drawn several pixels inside the
     Image boundary.  The actual "indenting" of the Chisel varies
     depending on the overall size of the Button.  The larger the Button,
     the more indented the Chisel is.  A chisel is made up of two colors
     (Bright and Dark), and is exactly two pixels thick.  The HELP SYSTEM
     uses an indented chisel around the entire screen.

     Chisels are like the Sunken attribute in the effect that they draw
     "on top of" the actual Button Image.
~Button Designer:~ Recessed special effect

     A Recessed button takes the 3D effect even farther.  It is intended
     for use on Buttons that are to be used in some kind of Dialog Box
     design.  A Recessed special effect makes the Button look like it is
     "cut out" from the surrounding Dialog Box.  Take a really close look
     at the OK, CANCEL, LOAD and SAVE buttons on the Button Designer
     screen.  Just on the outside of the Bevel, is a "reversed bevel" with
     a black outline, giving the impression that the Button sticks through
     the Dialog Box as if there were a hole punched through the Dialog
     Box.

     When clicked, a Recessed button will not invert/hilight the Recess. 
     This is because the Recess actually appears to be part of the Dialog
     Box surrounding the button, not part of the Button itself.  The fact
     that it is a Special Effect for a Button is unimportant.  To achieve
     a proper visual effect when clicking the button, the Recess is not
     part of the Mouse Field, or part of the "invertable" image of the
     Button.

     A Recess adds two pixels on either side of a Button, so the net
     result is a Button will be four pixels wider and taller.

     A Recess has no effect on the size of the Mouse Field for the Button.

     The Recess uses all three special effects colors, and in addition,
     uses a black outline between the Button and the Recess, for a grand
     total of four colors.
~Button Designer:~ Bevel special effect

     You can make any Button "beveled", making it look like someone took a
     "Router" to your picture.  This gives the impression that the edges
     of the button are slanted, and makes it look more 3D.

     Bevels use all three special effects colors to achieve their effect. 
     The surface color is used on the corners to give a more "visual"
     impression that there's an "edge" there.

     Note, if you have Bevel turned on, the size of the button will
     actually be LARGER than the actual image of the button.  The Bevel is
     drawn outside the image, not on the inside.  So, if you are using an
     Icon Button, NONE of the image of the icon would be affected by the
     Bevel.  As an example, if you were using an Icon that was 100 pixels
     wide, and 50 high, and you were using a 3-pixel bevel, your Button
     would actually be 106 pixels wide, and 56 pixels high.

     If a Beveled button is also made into a "Mouse Area" (see below),
     then the borders of the Mouse Field are also expanded so that the
     bevel is part of the Mouse Field as well.
~Button Designer:~ Bevel size

     You can control the size of the Bevel with the SIZE field.  This
     numeric field allows you to type in a number from 1-99.  This number
     represents how many pixels "deep" the Bevel should be.  A one-pixel
     bevel would show one-pixel-wide bevel around the Button, whereas say
     a five-pixel bevel would be much wider (ie, 5 pixels wide).

     A good suggestion is to make your bevels small in size for smaller
     Buttons.  For large buttons (or for making big window areas), you
     might want to use larger Bevels for a more pronounced effect.
~Button Designer:~ Sunken special effect

     A Button with the Sunken attribute on, makes the interior of the
     Button look like its sunken a little bit from the edges of the
     Button.  Look at the small square buttons all over on the Button
     Designer.  They are all "Sunken" in appearance.  The OK, CANCEL and
     other buttons at the bottom are NOT sunken.

     The sunken attribute does not affect the size of the Button or Mouse
     Field in any way.  The Sunken effect is drawn after any Icon or
     Clipboard is stamped on the screen, and is drawn one pixel inside the
     border of the image.  In this effect, the image IS affected by the
     Sunken attribute.  Effectively one pixel on all four sides of the
     image are drawn over with the Sunken feature.

     Since the Sunken effect affects the actual image, it too will be
     inverted when clicked.

     The Sunken effect uses all three special effects colors.
~Button Designer:~ TOP label orientation

     These five controls determine where the Label will be drawn in
     relation to the actual Button.  Here are examples of what each of
     these options will do:

                                  Top
                               ┌────────┐
                               │        │
                               └────────┘
             
                  ┌────────┐   ┌────────┐   ┌────────┐
             Left │        │   │ Center │   │        │ Right
                  └────────┘   └────────┘   └────────┘
             
                               ┌────────┐
                               │        │
                               └────────┘
                                 Bottom
~Button Designer:~ LEFT label orientation


     These five controls determine where the Label will be drawn in
     relation to the actual Button.  Here are examples of what each of
     these options will do:

                                  Top
                               ┌────────┐
                               │        │
                               └────────┘
             
                  ┌────────┐   ┌────────┐   ┌────────┐
             Left │        │   │ Center │   │        │ Right
                  └────────┘   └────────┘   └────────┘
             
                               ┌────────┐
                               │        │
                               └────────┘
                                 Bottom
~Button Designer:~ CENTER label orientation


     These five controls determine where the Label will be drawn in
     relation to the actual Button.  Here are examples of what each of
     these options will do:

                                  Top
                               ┌────────┐
                               │        │
                               └────────┘
             
                  ┌────────┐   ┌────────┐   ┌────────┐
             Left │        │   │ Center │   │        │ Right
                  └────────┘   └────────┘   └────────┘
             
                               ┌────────┐
                               │        │
                               └────────┘
                                 Bottom
~Button Designer:~ RIGHT label orientation


     These five controls determine where the Label will be drawn in
     relation to the actual Button.  Here are examples of what each of
     these options will do:

                                  Top
                               ┌────────┐
                               │        │
                               └────────┘
             
                  ┌────────┐   ┌────────┐   ┌────────┐
             Left │        │   │ Center │   │        │ Right
                  └────────┘   └────────┘   └────────┘
             
                               ┌────────┐
                               │        │
                               └────────┘
                                 Bottom
~Button Designer:~ BOTTOM label orientation


     These five controls determine where the Label will be drawn in
     relation to the actual Button.  Here are examples of what each of
     these options will do:

                                  Top
                               ┌────────┐
                               │        │
                               └────────┘
             
                  ┌────────┐   ┌────────┐   ┌────────┐
             Left │        │   │ Center │   │        │ Right
                  └────────┘   └────────┘   └────────┘
             
                               ┌────────┐
                               │        │
                               └────────┘
                                 Bottom
~Button Designer:~ Adjust label's vertical centering

     In the above example showing Label Orientation, the options LEFT,
     RIGHT and CENTER all center the label "vertically" next to the
     button.  In that way, the text does not look like its "too high" or
     "too low" in relation to the button it is next to.

     In some situations though, especially with larger fonts, you may
     notice that text centering just doesn't quite do it right.  This may
     be particularly evident when you have text with Descendors.  A
     Descendor is part of a character that goes below the "baseline" of
     the text.  For example, the letter "y" has a little "curly-Q" that
     goes below the baseline, showing you that it is a "y" instead of a
     "u" (sort-of).  These descendors are NOT used when "centering" the
     Label vertically.  When you have two or more buttons side by side
     with their label orientation the same, you will notice that all of
     their baseline's will "line up".  With very large font choices, those
     descendors can be quite large, and NOT calculating them into the
     total height of the Label might make the text look not-so-centered. 
     In these situations, choose ADJ TEXT and the centering will change
     for those buttons, taking descendors into consideration when drawing
     the Label.
~Button Designer:~ Left-Justify label for TOP/BOTTOM/CENTER

     The Left-Justify option only pertains to label orientations of
     TOP, BOTTOM and CENTER.  This option will left-justify the label
     inside the width boundary of the button so that all buttons will
     have a consistent label placement to the left edge of the button's
     interior.
~Button Designer:~ Right-Justify label for TOP/BOTTOM/CENTER

     The Right-Justify option only pertains to label orientations of
     TOP, BOTTOM and CENTER.  This option will right-justify the label
     inside the width boundary of the button so that all buttons will
     have a consistent label placement to the right edge of the button's
     interior.
~Button Designer:~ Dropshadow the text label

     You also have the option of making your label look like it is 3D. 
     You accomplish this with the "Dropshadow" feature.  This will draw
     the Label first, using the "Background" color (ie, the Shadow), then
     draw the same label on top of the first one, except one pixel to the
     left, and one pixel higher, giving it the impression that the text is
     "hovering" above the screen, casting a shadow on it.

~Button Designer:~ Text Label foreground Color

     You may choose what color the text of a Label will be by clicking on
     the Foreground button in the Designer.  This will pop-up a color
     dialog box which you can choose a color to use for the Label.  When
     you choose a color, it will be displayed in the Button Designer so
     you can tell at a blink of an eye what the Label Color will be.
~Button Designer:~ Text Label background Color (for Dropshadow)

     Use the "Background" button to determine what color the dropshadow
     should be.  If you have "Dropshadow" disabled, then the "Background"
     button does nothing.
~Button Designer:~ Button Group Number

     A Button Group is a collection of zero or more Buttons that are
     related together in some way.  There are 36 possible Group "slots". 
     Each slot can have as many Buttons as you wish, limited only by the
     fact that you may not have more than 128 Buttons defined at any one
     time.

     When you create a Button, you can assign it to a Group Number.  All
     subsequent buttons that are created are automatically placed into
     that Group until you change the Group Number in the Button Designer.
~Button Designer:~ Radio Group Buttons

     A group of Radio Buttons are quite common on the Computer.  A Radio
     Group is a group of buttons where only one of them can be active at
     any one time.  By active, we mean that only one of them can "clicked"
     at any one time.  An example of this might be a list of Baud Rates
     like the following:

                         Baud Rate
                         ---------
                             300
                            1200
                         -> 2400 <-
                            4800
                            9600
                          19,200

     Using this Terminal Program example, you can see that it would be
     quite silly to allow the user to have more than one Baud Rate
     selected at once.  Since you can only communicate at one particular
     baud at any one time, this "select one only" system works rather
     well.

     When you select "Radio Group" in the Button Designer, that instructs
     RIPterm to make any subsequent Buttons created into Radio Buttons. 
     The terminal will do the job of de-selecting a button when you click
     on a new one, so the user will never see two selected at once.

     Radio Buttons are IDEAL for using Template Host Commands.  See
     the ~TEMPLATES~724 section for a full discussion on Templates and Host
     Commands.
~Button Designer:~ Check Box Buttons

     Check-Boxes are a Group of Buttons where one or more of them can be
     active at the same time.  An example of this might be the following
     question to the User:

               What food do you like (check all that apply)
               --------------------------------------------
                 ---------     -----------     -----------
                | Burgers |   | Japanese  |   | Junk food |
                 ---------     -----------     -----------
                 ---------     -----------     -----------
                | Chinese |   |  Indian   |   |  Mexican  |
                 ---------     -----------     -----------


     The user could click on anywhere from 1-6 of these buttons in any
     combination, and in any order.

     Each Button in a Checkbox Group has its own Host Command.  These Host
     Commands may contain Template definitions to change a particular
     template definition.  But since there can only be one template
     defined for a Button Group at any one time, this opens up an issue of
     "how do I link all my Checkboxes together to do something?"

          ~DEFINING CHECKBOX BUTTONS - TEMPLATES~723

~Button Designer:~ Hot Icon Buttons

     Icon Buttons have two methods of Inverting the Button image.  The
     first, and simplest method, is the standard Invert described
     previously.

     One aspect of Icon Buttons that sets it apart from other types of
     Buttons is that you can specify an arbitrary Icon File for the image
     of the Button.  If you click on the "Hot Icon" control of the Button
     Designer, you open up a new world of possibilities with Inverted
     Buttons.  When the Hot Icon control is enabled, when you click on the
     Button, instead of merely Inverting the Button's image, RIPterm will
     attempt to load a new Icon File and stamp it over the old Button. The
     filename of this "Hot Icon" will be the same filename as your Button
     Icon, but instead of a .ICN file extension, it will attempt to use a
     .HIC extension (stands for "(H)ot (IC)on".  If a .HIC file doesn't
     exist for the given Icon, the standard Icon is inverted as normal.
~Button Designer:~ Auto-Clip Buttons

   An Auto-Clipboard Button is a special mode that will take the image of
   the first Button drawn, and automatically place it onto the Clipboard
   for use by further Button Commands.  This saves having to Draw a Button,
   load the image onto the Clipboard, go back into the Button Designer and
   change over to Clipboard mode, and go back to Button creation.

   This mode does it all for you in one nice little control box.  Simply
   click on Auto-Clip, and the mode will become active.  As soon as you
   create your first Button, the system will automatically copy the image
   of the Button onto the Clipboard, and will change the Button Designer
   mode to "Clipboard Button" mode for you.

   To make this command even more functional, it even copies the Bevel,
   Chisel and Sunken special effects onto the Clipboard as well, and
   disables these Special Effects in the Button Designer for you too. This
   way, when the NEXT Button is drawn, it has one simple little image to
   paste on the screen and doesn't have to do any fancy special effects. 
   Special Effects do slow down the drawing of Buttons a little bit, but
   its almost not noticable to the User.  Using Auto-Clip with Special
   Effects though, you might be able to notice an improvement in draw-time.

   As a final note worth mentioning about Auto-Clip mode, not only is the
   filename for an Icon Button no longer needed in the Button command
   transmitted, but there will be no further hard disk accesses for
   creating Buttons.  This will be a noticable improvement in drawing speed
   on the Terminal as there will be no physical disk-access to slow it
   down.  In this manner, Auto-Clip mode is ideal for Icon Buttons.

     NOTE:  If you are using Hot-Icons, you should not use Auto-Clip
            mode, as there is only ONE clipboard and it cannot store
            two images on the clipboard at the same time.
~Button Designer:~ Plain Button Width

     The two text fields WIDTH and HEIGHT allowed so that you can manually
     enter a pixel Width and Height.  This determines the size of the
     Image Area and initial Mouse Field border.  Each Button you create
     will be always this many pixels wide and tall.

     If you set these values both to ZERO, then when you go to create a
     Button, you will have to "click-and-drag" the Button you want, just
     like you would when drawing a rectangle.  This allows you to make
     dynamically-sizable Plain Buttons.
~Button Designer:~ Plain Button Height

     The two text fields WIDTH and HEIGHT allowed so that you can manually
     enter a pixel Width and Height.  This determines the size of the
     Image Area and initial Mouse Field border.  Each Button you create
     will be always this many pixels wide and tall.

     If you set these values both to ZERO, then when you go to create a
     Button, you will have to "click-and-drag" the Button you want, just
     like you would when drawing a rectangle.  This allows you to make
     dynamically-sizable Plain Buttons.
~Button Designer:~ OK - save button settings

     This option will save the current button settings and make them a part
     of your Scene so that you can begin creating your own buttons.
~Button Designer:~ CANCEL - abort button settings

     This option will cancel any edited button settings and return you
     to the editor screen.  Anything you did in the Button Designer will
     be lost (unless you saved them before exiting).
~Button Designer:~ LOAD - Load previously saved button settings

     You have the ability to quickly and easily save your hard-earned
     Button Styles to disk files.  These Button Configuration files can be
     used at any time in the future to recall an old button layout that
     you like, so you can use it again and again in future scenes.  Simply
     click on either LOAD or SAVE and enter a filename, or click on an
     already existing file.  You can have as many Button Style
     Configuration files as you wish, limited only by the amount of
     available disk space.

     One final Button on the Button Designer is the "Default" Button.
     This button recalls the RIPaint default system Button configuration
     so that you can start from a clean slate at any time you want.
~Button Designer:~ SAVE - Store button settings for future use

     You have the ability to quickly and easily save your hard-earned
     Button Styles to disk files.  These Button Configuration files can be
     used at any time in the future to recall an old button layout that
     you like, so you can use it again and again in future scenes.  Simply
     click on either LOAD or SAVE and enter a filename, or click on an
     already existing file.  You can have as many Button Style
     Configuration files as you wish, limited only by the amount of
     available disk space.

     One final Button on the Button Designer is the "Default" Button.
     This button recalls the RIPaint default system Button configuration
     so that you can start from a clean slate at any time you want.
~Button Designer:~ Restore button settings to their defaults

     This will restore the RIPaint "standard" button designer settings.
     You will remain in the Button Designer so that you can then modify
     the default options to something of your choosing.  Use this option
     if you wish to start with a clean slate.
~Button Designer:~ Types of Buttons

     There are actually three types of Buttons.  They are Icon Buttons,
     Clipboard Buttons, and Plain Buttons.  Each of them have their
     benefits.  Only one of these modes can be used at any one time.

                         
                         ~User Icon Buttons~675
                         ~Clipboard Buttons~676
                             ~Plain Buttons~677


~Button Designer:~ Text Labels

     Every Button can have a text "label" associated with it.  A Label
     is some word or phrase that is used to describe the purpose of
     the Button to the user.  It can be placed anywhere around the
     Button, and you have several options available to you to change
     the look and feel of the Label.

     Button Labels use the Current Font, and the Current Font Size for
     the font of the Label.  You cannot specify these values in the
     Button Designer.  You change the font as you would changing the
     font for any graphical text in RIPaint, with the Font Selection
     menus.
~Button Designer:~ Special Effects

     Regardless of whether your button is a Icon, Clipboard or Plain
     Button, you may add a number of special effects to the image to
     enhance the button, giving it character and a consistent look and
     feel for your BBS.

     There are four different types of special effects to choose from.
     You may mix and match them in any combination you wish to achieve a
     diversity of visual effects for your users.  The four effects are:

                              ~Chisel~689
                              ~Recessed~690
                              ~Bevel~691
                              ~Sunken~693
~Button Designer:~ Mouse Button options

     There are two modes of operation for a Button.  You can make it a
     clickable mouse field, or you can simply use the Button Drawing
     abilities to draw fancy boxes on your screen with no mouse clickable
     features.  Being able to specify whether a Button is a Mouse Area or
     not gives you more flexibility in what a Button can do for you.

     A non-Mouse Button is the simplest type of Button.  It has no "Host
     Command", no Hotkey, no underline, cannot be inverted when clicked
     (can't even be clicked), and does nothing other than show something
     on the screen nice and neat.

     If you turn on Mouse Area in the Button Designer, your Button can
     come alive with power.
~Button Designer:~ Radio Buttons, Check Boxes and Templates

     Another powerful feature of the Button system is the ability to
     group Buttons into categories.  These Button Groups can act
     collectively to create things like Radio Buttons or Check Boxes.
~Button Designer:~ Fixed Sized "Plain Buttons"

     Plain Buttons come in two flavors, dynamically-sizable, or fixed in
     size.  With both choices, you can easily make Plain Buttons all of
     the same size and shape, or you can make them any size you want, thus
     giving you the choice to make one button one size, and another one
     larger or smaller.
~Button Designer:~ Checkbox Button Templates

     A Checkbox Group is different in the way that it handles Templates. 
     All of the Checkbox Button Templates that are defined in the Host
     Commands of the individual Buttons are "chained" together end upon
     end to create one large Template.  That template is then used as the
     Group Template.

     In the above example, you would define each of the six buttons for
     the different foods like this:

                              [0:]Burgers^m
                              [0:]Chinese^m
                              [0:]Japanese^m
                              [0:]Indian^m
                              [0:]Junk food^m
                              [0:]Mexican^m

     Let's also say for point of discussion, that the user clicked on
     BURGERS, JAPANESE and JUNK FOOD.  The following would become the
     Template for Checkbox Group #0

                    [0:]Burgers^mJapanese^mJunk food^m
     
     You can get quite fancy with how you "chain" your Checkbox templates
     together.  You can use any Text Variables, pick-lists, control
     characters or other features.

     If you do not want to "chain" each Template for each Button together
     one after another, then you must use multiple Checkbox Button Groups.

        *** NOTE: You should read through ~TEMPLATES~724 thouroughly
        *** for a full understanding of templates, text variables,
        *** pick-lists and Host Commands in general.
~HOST COMMANDS:~ - A TUTORIAL

     With Mouse regions, Buttons and Text Variable Query ability, you can
     control the Terminal/Paint programs and how they react with the BBS
     in many ways.  To accomplish this, there are several features of
     RIPscrip that permit you to do special actions based on different
     circumstances.  In effect, an "action language" of sorts.  The
     following sections go into the available "action language" features
     in more detail.

     Among the various abilities are:

          1. ~Control-Character specification~725
          2. ~Pre-defined Text Variables & User-defined text variables~726
          3. ~Pop-up pick-lists~727
          4. ~A Host Command "Template" system for added intelligence.~729
          5. ~Query text variable contents (pre-defined & user variables)~741
~Host Commands:~ Control Characters

     Not all BBS'es will allow you to use control characters on their
     Service.  Regardless of that, the capability to send any Control
     Character exists in your Keystroke Macro editor.  The most commonly
     used Control Characters are:

         INDIVIDUAL CONTROL CHARACTERS         SPECIAL KEYSTROKES
         ===========================================================
         ^G ... Beep                           ^[[A ... Up Arrow
         ^L ... Clear Screen (Top of Form)     ^[[B ... Down Arrow
         ^M ... Carriage Return                ^[[C ... Right Arrow
         ^C ... Break (sometimes)              ^[[D ... Left Arrow
         ^H ... Backspace                      ^[[H ... Home Key
         ^[ ... Escape character               ^[[K ... End Key
         ^S ... Pause data transmission        ^[[L ... Control Home
         ^Q ... Resume data transmission
~Host Commands:~ Text Variables

     A special feature of RIPaint allows it to understand what a Text
     Variable is.  A text variable is a piece of text that both RIPaint
     and RIPterm know something about.  For example, the Text Variable
     $DATE$ is known to represent the current Date on your PC.  The BBS
     may ask your PC what the values of one or more of these variables is,
     and if your Terminal knows that particular Text Variable, it will
     tell the BBS.

     There are two types of Text Variables.  There are built-in Text
     Variables that RIP products will ALWAYS know about.  Then there are
     also User Text Variables that can contain a variety of information
     depending on what the User entered at the time the Variable was
     created.  For example, the BBS might ask you what the contents of the
     $FULL_NAME$ variable is, and if RIPterm doesn't know, it could pop-up
     a field on the screen and ask you about it.  From then on, RIPterm
     will remember that piece of information for the next time it is
     needed by a BBS.

     You may use either the pre-defined Text Variables, or the User Text
     Variables at any place that allows Text Variables.

          ~PRE-DEFINED TEXT VARIABLES~760
~Host Commands:~ Pop-up "pick lists"

    Any place that you can use a Text Variable, you can take advantage of a
    unique feature of RIPscrip - Popup Pick-Lists.  A Popup Pick- List is
    simply a list that pops up allowing you to choose from one of several
    available values.  Whichever entry in the list you choose will be
    inserted into your Keystroke Macro in place of the List Definition.

    In order to use Popup Pick-Lists, you must define the List in the text
    of your Host Command.

    A List is created by putting the special List instructions inside of two
    parenthesis (( and )).  The list instructions consist of an optional
    Question, followed by one or more entries to put in the List.  For
    example, ((Send Email to?::Sysop,Cosysop,Joe)) says to Pop-Up a list
    asking you "Send Email to?", giving you the choices of "Sysop",
    "Cosysop", and "Joe".

    By default, if you hit <ESCAPE> instead of picking an entry in the list,
    then nothing will be inserted into the text of your Command.  You can
    indicate that the user MUST pick an entry by puttin an asterisk (*) at
    the beginning of the question.  For example, ((*Send Mail
    to?::Sysop,Joe)).  This would make it so that the User MUST choose
    either SYSOP or JOE.

    In the previous examples, SYSOP, COSYSOP and JOE are the actual text
    responses that are inserted into your Macros.  These commands are also
    the same things that are displayed in the Listing.  If you want to use
    something else instead of the actual "return text", you can.  When you
    enter the List Entry, add a @description to the end of it.

    For example, ((Send Mail To?::Sysop@Head Honcho,Cosysop,Joe))

                              ~CONTINUED~728
~Host Commands:~ Pop-Up "Pick Lists" - Continued

    One final feature of Popup Pick-Lists allow you to specify a hotkey for
    each entry in the List.  For example, if you wanted the first character
    of each entry to be hilighted (thus allowing you to select that
    character to activate the entry), simply put a tilda (~~) or an underline
    (_) before and after the keystroke.  For example "_S_ysop" would hilight
    the "S" in "Sysop".  You can hilight more than one character, but only
    the first one will be the active hotkey.  If you omit the second tilda
    or underline, then the remainder of the description will be hilighted.

    NOTE: If you use a Tilda or an Underline in the actual Text Response
          command (not the description), then those characters will be
          automatically inserted into your Macro when it gets transmitted
          to the BBS.  This is probably not what you would want to do.
          Bottom line, only use Hotkey features on List Entries where you
          specify a Description!

    If you do not specify a Question, then the List will ask you:

                      "Choose one of the following:"

    You may specify up to twenty List Entries for any one list.


         EXAMPLES:

         ((Send E-Mail to?::Sysop,Joe,Mike))
         ((*Send EMail to?::Sysop@The Head Honcho,Joe,Mike@My Brother))
         ((::Sysop@_T_he Head Honcho,Joe,Mike@My _B_rother))
         ((Sysop,Joe,Mike,George))
~Host Commands:~ Templates and the Template Language

     This feature is somewhat complex in nature, but ultimately powerful
     in the long run when creating interactive mouse-driven GUI systems.

     Often times you might want a Button on your screen to do one thing in
     one situation, but to do something completely different in another
     situation.  In the past, this required having a separate menu file
     for each different function that this Button needs.  This cumbersome
     method is "history" with Command Templates.

     Command Templates are probably best described with a brief example.
     Let's say that you have a menu screen for reading and writing
     messages in your public message forums.  On this menu, you can have
     buttons for each forum on your system, and at the same time have
     buttons for READ, WRITE, ERASE, MODIFY, etc.  Now, how can you make
     the READ/WRITE/etc buttons work differently for each Forum?

                              Templates!

          ~CONTINUED~730

~Host Commands:~ Templates (continued)

     To further refine our example, let's say that if you click on the
     button for Forum #1, it should send the command "S FORUM1" to the
     host to select that forum.  After that, simply clicking on the READ
     or WRITE buttons will read through the current section.  But, what if
     you want to interactively move about on the menu quickly?  Make each
     of the Forum selection buttons define a template.  Each template will
     instruct RIPscrip how to process the other Buttons.

     In the above example, the Forum #1 button would define a template
     like this:


                         S FORUM1 $?$^m


     This Template will return "S FORUM1" followed by the Host Command for
     whichever button is clicked, followed by a carriage return.  The
     special text variable $?$ is only used in Command Templates, and is
     used to indicate "insert the text into the template here".  It
     references the text of some other button that was clicked that is
     stuffing it's data INTO this template.


          ~TEMPLATE CHARACTERISTICS~731
~Host Commands:~ Template Characteristics

     Before you can actually go about defining templates, you need to know
     how they work, interact and how other functions interact with
     templates.

     You are allowed up to 36 different templates, each of which can be
     different and can all be active at the same time.  Each of the 36
     templates correspond to a Button Group (see the Button Command). 
     Templates can be defined and/or activated in any order.  In other
     words, you can have a template #1, 5 13 and 32, but none of the
     others defined.  Templates remain defined until re-defined by another
     template.


          ~DEFINING TEMPLATES~732
~Host Commands:~ Template Definition

     To create a template, when asked for a Host Command, simply type in
     the Template similar to the following:


                            [5:]S FORUM1 $?$^m


     The [5:] at the beginning of the command indicates that you wish to
     create template #5 with the following text as the template. Remember,
     a $?$ is considered a "macro" that will insert some text into this
     template from some other source.  Valid template numbers are 0-9,
     A-Z.  So, with this in mind, all of the template definitions are
     valid:


                            [0:]S FORUM1 $?$^m
                            [9:]S FORUM2 $?$^m
                            [G:]S FORUM3 $?$^m

         
          ~USING TEMPLATES~733
~Host Commands:~ Using Templates

     When you want to make a button "feed its command" into a template,
     you do so in a format similar to defining a Template, but with a
     subtle difference.  Don't include the colon (:) in the template
     reference.  An example of this would be the following:


                                 [0]HELLO


     This says, take the text "HELLO" and feed it into template number 0,
     and send the final result to the BBS.  Note how simple it is to
     create and reference templates by either using a colon or omitting
     it.

     If you do not specify a Template reference in the format [#] at the
     beginning of your Host Command, it will be considered to be a "normal
     Host Command" that does not get stuffed into any templates.  For
     completeness, you may specify []HELLO to send the word "HELLO" to the
     BBS without going through any templates (a "null" template).  So in
     other words, using a [] or using nothing at all is the same thing,
     don't use any templates for this Host command.

        
          ~TEMPLATE CHAINING~734

~Host Commands:~ Template Chaining - templates working together

     In the preceding examples we showed how you can feed the Host Command
     of one button through a single Template definition.  This is the
     "simplest case" of template processing.  As part of the "big picture"
     of templates, you can actually "chain" the input of one template into
     another template, into another, so on and so forth and then transmit
     the result of all composite template stuffing to the Host as one big
     command.  After all is said and done with template processing, the
     text buffer sent to the host can be anywhere from 0-4095 bytes in
     length.

     To chain one template into another, follow a format similar to the
     following:

                                [0372]HELLO

     This will feed the word "HELLO" into template #0, then the result
     into template #3, then that result into template #7, then finally the
     result will be stuffed into Template #2.  The final result will be
     then transmitted to the BBS.

     You may specify from 0-36 different templates in any one chaining
     operations.  You MAY use the same template more than once in the same
     chain, like the following:

                                [0370]HELLO

     Note, that template #0 is used twice, both at the beginning and the
     end of the processing.  This feature, potentially dangerous, is
     provided for completeness and flexibility.


          ~EMBEDDED TEMPLATES~735
~Host Commands:~ Embedded Templates

     You can embed the contents of one Template into another template (or
     into a Host Command) by using the special Text Variable $?x$ where
     "x" is the Template number to insert.  This command functions much
     like the insert-text variable $?$ does, but gives you a great deal
     more power and flexibility.

     If you specify to embed one template inside another, the embedded
     template can contain text variables, pick-lists and other such
     things.  It can even have another embedded template in it as well,
     but that sub-embedded template cannot have ANY text variables, or any
     special commands, not even control characters!

     To sum it up, an embedded template can have anything you want in it,
     including other embedded templates.  All text variables in an
     embedded template are expanded, as are pick lists, control characters
     and the like.  If you have an embedded template INSIDE an embedded
     template, the deepest embedded template will have NO text variable
     processing done on it - ie, the text is sent to the host verbatim,
     exactly as it appears in the template.

     If a template that is referenced is not yet defined, the template
     embed command will be skipped (ie, blank) providing that the embedded
     template doesn't refer to a Radio Group.  Radio Groups are
     "dependencies" in this manner.  Anything that tries to embed a
     Template from a Radio Group will not be processed if a template in
     that area hasn't been defined yet.  Embedded templates from Checkbox
     Groups can be skipped if none of the check-boxes are active.


          ~TEXT VARIABLES, POP-UP LISTS & TEMPLATES~736
~Host Commands:~ Text Variables & Pop-up lists in templates

     You may use Text Variables, Pick-Lists and Control Characters
     anywhere in any template definition, or reference.  You are limited
     such that, a text variable is translated to its real value when the
     template is being processed, not after all templates are processed. 
     The net result of this is, you cannot use one template to construct
     another template's pick-list, text variables, or the such.

     In other words, you cannot "nest" text variable definitions, pick
     lists, or control characters.  You can have these commands in any or
     all templates used in a given template chain, but they are
     independent of each other.


          ~TEMPLATE EXAMPLES~737
~Host Commands:~ Template Examples

     Below are several examples of different template setups.  These are
     intended to give you ideas on how templates may be used:


     EXAMPLE #1:

          [0:]D $?$ Z^m       ... Used to download a file with Zmodem
          [1:]D $?$ X^m       ... Used to download a file with Xmodem

          [0]FILENAME.ZIP     ... Use this with #0 to download Zmodem
          [1]FILENAME.ZIP     ... Use this with #1 to download Xmodem

     In this example, template #0 is used for downloading with Zmodem. 
     Template #1 is for downloading with Xmodem.  Depending on which
     FILENAME.ZIP button you click on, you might download it with one
     protocol or with another.  It all lies on which template you
     reference.  The text transmitted to the BBS if you clicked on the
     buttons could be either:

                     D FILENAME.ZIP Z^m
               or,   D FILENAME.ZIP X^m


        ~MORE TEMPLATE EXAMPLES~738
~Host Commands:~ Template Examples (continued)
EXAMPLE #2:

          [0:]D $?$           ... Make this the "DOWNLOAD NOW" button
          [1:]$?$ X^m         ... Radio Button #1   (X-Modem)
          [1:]$?$ Y^m         ... Radio Button #2   (Y-Modem)
          [1:]$?$ B^m         ... Radio Button #3   (Y-Modem Batch)
          [1:]$?$ Z^m         ... Radio Button #4   (Z-Modem)
          [01]FILENUM1.ZIP    ... Button to download file #1
          [01]FILENUM2.ZIP    ... Button to download file #2
          [01]FILENUM3.ZIP    ... Button to download file #3

    This example is a bit more involved.  It brings the concept of "radio
    buttons" into the picture.  This is something that is part of the Button
    command.  A Radio button is like having a list of options on your
    screen, only one of which can be active at any one time.  When using
    templates with Radio buttons, you can quickly and elegantly define a
    menu that can do one thing in one mode, or something totally different
    in another mode.  An example of the above menu might be as follows:

                         Protocols:              Download which file?
                           ┌───┐                     ┌───┐
                           │▒▒▒│ X-Modem             │   │ File #1
                           └───┘                     └───┘
                           ┌───┐                     ┌───┐
                           │   │ Y-Modem             │▒▒▒│ File #2
                           └───┘                     └───┘
                           ┌───┐                     ┌───┐
                           │   │ Y-Modem (batch)     │   │ File #3
                           └───┘                     └───┘
                           ┌───┐               ┌───────────────────────┐
    ~MORE TEMPLATE INFO~739     │   │ Z-Modem       │  BEGIN DOWNLOAD NOW!  │
                           └───┘               └───────────────────────┘
~Host Commands:~ More About Templates

     When you use the $?$ text variable inside a template definition, you
     are not limited to using it only once.  In fact, you can use it as
     many times in your template definition as you wish.  This can be
     useful under many circumstances where the user might have to enter
     the same thing twice.

     In the preceding example #2, a group of Radio Buttons was used on the
     right side of the screen to determine which file should be
     downloaded.  In that example, there was no ability to specify an
     arbitrary filename to download.  You were only allowed to download
     one of three given files.  What would be perfect, would be to have
     the ability to pop-up a question to the user asking what filename
     they wanted.  The solution is easy, insert a text-variable that
     hasn't been defined yet!  To illustrate, the above example could be
     modified to accomodate this as follows:

          [0:]D $?$           ... Make this the "DOWNLOAD NOW" button

          [1:]$?$ X           ... Radio Button #1   (X-Modem)
          [1:]$?$ Y           ... Radio Button #2   (Y-Modem)
          [1:]$?$ B           ... Radio Button #3   (Y-Modem Batch)
          [1:]$?$ Z           ... Radio Button #4   (Z-Modem)

          [01]FILENUM1.ZIP    ... Button to download file #1
          [01]FILENUM2.ZIP    ... Button to download file #2
          [01]FILENUM3.ZIP    ... Button to download file #3
          [01]$FILENAME$      ... Button to download ANY file



     ~CONTINUED~740     
~Host Commands:~ More About Templates (continued)
  In the preceding example, the screen might appear something like this:

  Protocols:            Download which file?       Note the addition of
    ┌───┐                   ┌───┐                  the "Enter Filename"
    │▒▒▒│ X-Modem           │   │ File #1          button.  If the user
    └───┘                   └───┘                  clicked on that
    ┌───┐                   ┌───┐                  button, it would first
    │   │ Y-Modem           │▒▒▒│ File #2          try to replace
    └───┘                   └───┘                  $FILENAME$ with a text
    ┌───┐                   ┌───┐                  variable.  It will
    │   │ Y-Modem (batch)   │   │ File #3          find that such a
    └───┘                   └───┘                  variable does not
    ┌───┐                   ┌───┐                  exist, and will then
    │   │ Z-Modem           │   │ Enter Filename   pop-up the following
    └───┘                   └───┘                  question on the
             ┌───────────────────────┐             screen:
             │  BEGIN DOWNLOAD NOW!  │
             └───────────────────────┘     ┌─────────────────────────────┐
                                           │                             │
  If the user typed in "DEMOFILE.TXT",     │      Enter "FILENAME"       │
  then that filename is inserted where     │                             │
  $FILENAME$ was located, then it is       │  ┌───────────────────────┐  │
  piped through template 0 resulting in:   │  │ ▒                     │  │
                                           │  └───────────────────────┘  │
              D DEMOFILE.TXT               └─────────────────────────────┘
                                           
  The result of that is then stuffed through Template #1 which gives
  the following return string sent to the BBS:

          D DEMOFILE.TXT Z^m
~Host Commands:~ Text Variable Creation & Query

     As mentioned in preceding sections, Text Variables were described
     as either "pre-defined" variables, or as "User Variables".  Pre-
     defined variables are variables that RIPscrip products know things
     about "out of the box".  They will always know what the variables
     mean, from the day you install them.  User Variables on the other
     hand, are variables that you, the user of RIPscrip products define,
     and teach the system information.


          ~WHAT ARE USER VARIABLES~742
~Host Commands:~ What are User Text Variables

     A User Variable is a Text Variable that RIPscrip doesn't already know
     exists.  They are custom-defined text variables that contain
     information that the RIPterm user will fill-in.  If a variable
     already contains information, a BBS will be auto- matically told [IF
     TOLD TO DO SO] what that variable contains without the user having to
     intervene (ie, transparent informa- tion exchange).

     Examples of Text Variables might be:

          $FULL_NAME$    ... What is your full name?
          $COMPANY_NAME$ ... What company do you work for?
          $AGE?          ... How old are you?
          $DATEOFBIRTH$  ... What is your Date of Birth?
          $PHONENUMBER$  ... What is your Day-time phone number?

          ~CONTINUED~743
~Host Commands:~ What are Text Variables (continued)

     User Variables will "keep track" of these responses for you, on the
     Terminal program end.  You can tell the Terminal to store these
     values "permanently" in a disk-file, or they may be active only
     during the current online session, or they may be defined as
     "temporary" where they are not stored for more than a brief moment.

     Note, this ability is configurable so that information exchange can
     be either interactive, or automatic.  Automatic transfer of
     information does NOT prompt the user with the information unless the
     variable has not yet been defined.  If it has not been defined, a
     pop-up question will appear asking the user a particular question,
     thus defining the text variable.

     If the exchange is "interactive", the data is displayed in a pop-up
     editor box, asking you if the information is correct.  If it is,
     simply tap <ENTER> and the retrieved information is sent to the BBS
     for you.  If it is not correct, or it has not been created yet, just
     type it in and tap <ENTER> and it will be saved automatically, and
     sent to the BBS all at once.



          ~HOW ARE TEXT VARIABLES IMPORTANT~744
~Host Commands:~ How are Text Variables important?

     Let's take an example.  Let's say you are a System Operator of a
     large RIPscrip BBS.  As you have read, RIPscrip can take advantage of
     "database like" ability on the terminal-end of the communication.  If
     you can alter your BBS to ask questions with RIPscrip "text
     variables" built in, you can have the terminal calling your system
     automatically fill-in questionaires on your system.  Imagine if a
     user could "sign-up" on your BBS without having to type more than a
     single keystroke (ie, "YES, this information is correct").  With User
     Text Variables, you can do this very thing.



          ~CREATING TEXT VARIABLES~745
~Host Commands:~ Creating Text Variables

     There are two ways of defining User Text Variables in RIPaint.  You
     can use either "Define Text Variable" commands, or you can use Text
     Variable Queries, as described in the next section.



          ~DEFINING TEXT VARIABLES~746
~Host Commands:~ Defining Text Variables

     The RIPscrip command "Define Text Variable" is by definition, an
     interactive command with the User.  The RIPscrip command will attempt
     to define a "User Variable".  This Variable is some piece of
     information that the System Operator deems important.  You may
     specify a question, a default response, and how many characters long
     the response may be.

     Once the "define command" has been sent to the Terminal, it [the
     terminal] pops up an appropriate question box on the User's screen
     asking him the desired question that should be saved to a particular
     Text Variable.  If you did not specify a question, a suitable
     "default" question will be displayed.

     Once the User has entered his response, it is recorded and saved. How
     long it is saved depends on how the BBS told the terminal.  The BBS
     can tell the terminal "save this on your hard disk forever".  The BBS
     may also tell the terminal, "don't save this to disk, but remember
     this value until your connection with our BBS is lost".  You also
     have the option of saying, "don't remember this value at all, just
     simply pop-up a question on-screen, and send the value to me NOW -
     ie, don't save it at all - just enter it and send it to the BBS).



          ~TEXT VARIABLE QUERY~747
~Host Commands:~ Querying Text Variables

     Now that you know how to define information on the terminal, you need
     to know the last method of asking the terminal about text variables. 
     This feature is called "data query".

     Data Query is a generic "query" command that can ask the terminal one
     or more questions, and tell it how to transmit the information back
     to the host.  This command is for use in non-button situations where
     you do not want to wait until the user clicks on a button to get your
     data back.

     A Data Query is actually a special RIPscrip command that can be used
     to ask the contents of one or more Text Variables.



          ~TEXT VARIABLE QUERY EXAMPLES~748
~Host Commands:~ Text Variable Query Examples

     Let's take a simple example.  Let's say that you wanted to ask the
     Terminal program some address information.  You could do so with the
     following query (remember, the query also tells the terminal HOW to
     send the data back to the BBS):


        $FULL_NAME$^m$COMPANY$^m$STREET_ADDR$^m$CITY$, $STATE$ $ZIP^m


     This would query the terminal the contents of 6 text variables, and
     format them in a manner similar to any normal address on an
     envelope.  The results of this query might send the following back to
     the host (again, your mileage may vary):


                    Jeff Reeder
                    TeleGrafix Communications, Inc.
                    16458 Bolsa Chica #15
                    Huntington Beach, CA 92649


     If a text variable is queried, and it has not been defined yet, a
     pop-up question will appear asking the user to fill-in the
     information.

Host Commands: Pre-Defined Text Variables

     ~$DATE$~800      Date in short format (eg, 12/19/92)
     ~$MONTH$~801     Month Name
     ~$MONTHNUM$~802  Month (in format 1-12)
     ~$DAY$~803       Day in numeric form (eg, 31)
     ~$DOY$~804       Day of year (001-366)
     ~$YEAR$~805      2 digit year (without century) (00-99)
     ~$FYEAR$~806     4 digit year (with century) (0000-9999)
     ~$TIME$~807      Time in standard format (eg, 12:03:14)
     ~$HOUR$~808      Hour (format HH) - normal style
     ~$MHOUR$~809     Hour (format HH) - Military style
     ~$MIN$~810       Minutes (00-59)
     ~$SEC$~811       Seconds (00-59)
     ~$AMPM$~812      Returns either AM or PM depending on time
     ~$DATETIME$~813  Date & Time (eg, Sat Dec 19 14:38:50 1992)
     ~$TIMEZONE$~814  Time Zone or "NONE" if unknown (eg, Pacific)
     ~$DOW$~815       Day of week fully spelled out (eg, Friday)
     ~$ADOW$~816      Abbreviated Day of Week (eg, Mon, Tue, etc)
     ~$WDAY$~817      Weekday where 0 is Sunday (0-6)
     ~$WOY$~818       Week of current year 00-53; Sunday=1st Day of Week
     ~$WOYM$~819      Week of current year 00-53; Monday=1st Day of Week
     ~$RIPVER$~820    RIPterm version.  (eg, "RIPSCRIP010010201")
     ~$STATBAR$~821   If Status Bar is on, returns YES, otherwise NO
     ~$X$~822         X Mouse location   (format: XXXX)
     ~$Y$~823         Y Mouse location   (format: YYYY)
     ~$XY$~824        X/Y Mouse Location (format: XXXX:YYYY)
     ~$XYM$~825       X, Y & button status (format: XXXX:YYYY:LMR)
     ~$M$~826         Mouse Button Status: LMR (eg, 101)
     ~$MSTAT$~827     Mouse Status (format: XXXX:YYYY:LMR)

       ~<MORE>~761
Host Commands: Pre-Defined Text Variables (continued)

     The following is a list of "active" text variables.  Rather than
     be replaced with some piece of text, they perform some specific
     action.

     ~$SBARON$~828    Turn ON  the Status Bar (Active Text Variable)
     ~$SBAROFF$~429   Turn OFF the Status Bar (Active Text Variable)
     ~$ETW$~830       Erase text window
     ~$DTW$~831       Disable text window
     ~$EGW$~832       Erase graphics window
     ~$MKILL$~833     Kill (delete) all mouse field definitions
     ~$BEEP$~834      Beep there terminal (like CTRL-G does)
     ~$BLIP$~835      Make a short "blipping" sound
     ~$MUSIC$~836     Make a musical (cheerful) sound
     ~$PCB$~837       Paste Clipboard at last location
     ~$SMF$~838       Save Mouse Fields
     ~$RMF$~839       Restore Mouse Fields
     ~$STW$~840       Save Text Window
     ~$RTW$~841       Restore Text Window
     ~$CON$~842       Cursor ON
     ~$COFF$~843      Cursor OFF

     ~<PRE-DEFINED TEXT VARIABLES>~760
$DATE$ ~... Date in short format (eg, 12/19/92)~

     This Text Variable will be transformed into the current Date.
     It will be displayed in the format MM/DD/YY.



     Example:  $DATE$ = 12/19/92
























   ~NEXT~801     ~PRE-DEFINED TEXT VARIABLES~760     ~TEXT VARIABLE DESCRIPTION~726
$MONTH$ ~... Month Name~

     This Text Variable will be transformed into the name of the
     Current Month.  It will be not abbreviated (eg, "November"
     instead of "Nov")



     Example:  $MONTH$ = December






















   ~NEXT~802   ~PREV~800   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$MONTHNUM$ ~... Month (in format 1-12)~

     This Text Variable is transformed into a Number representing
     the Current Month.  January=01 and December=12.  Therefore,
     the possible values for $MONTHNUM$ can range from 01-12.



     Example:  $MONTHNUM$ = 12























   ~NEXT~803   ~PREV~801   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$DAY$ ~... Day in numeric form (eg, 31)~


     This Text Variable is transformed into a Number representing
     the Current Day of the month.  Possible values for this
     Variable are from 01-31.



     Example:  $DAY$ = 05






















   ~NEXT~804   ~PREV~802   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$DOY$ ~... Day of year (001-366)~


     This Text Variable will be transformed into a Number representing
     the Day of the current Year.  Since a year contains 365 days (unless
     it is a Leap-Year where it contains 366), then the possible values
     that $DOY$ can be are 001-366.



     Example: $DOY$ = 214





















   ~NEXT~805   ~PREV~803   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$YEAR$ ~... 2 digit year (without century) (00-99)~


     This Text Variable will be transformed into a two-digit number
     representing the Current Year.



     Example: $YEAR$ = 92























   ~NEXT~806   ~PREV~804   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$FYEAR$ ~... 4 digit year (with century) (0000-9999)~

     This Text Variable will be transformed into a four-digit number
     that represents the Current Year.



     Example:  $FYEAR$ = 1992
























   ~NEXT~807   ~PREV~805   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$TIME$ ~... Time in standard format (eg, 12:03:14)~

     This Text Variable will be transformed into the Current Time.
     The time will be in military format (hours from 00-23).



     Example:  $TIME$ = 18:09:33
























   ~NEXT~808   ~PREV~806   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$HOUR$ ~.... Hour (format HH) - normal style~

     This Text Variable will be transformed into a two-digit number
     representing the Current Hour.  This variable may be anywhere
     from 01-12.  This does not use Military format.



     Example:  $HOUR$ = 11























   ~NEXT~809   ~PREV~807   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$MHOUR$ ~... Hour (format HH) - Military style~

     This Text Variable will be transformed into a two-digit number
     representing the Current Hour in military format.  This variable
     may range anywhere from 00-23.



     Example: $MHOUR$ = 17























   ~NEXT~810   ~PREV~808   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$MIN$ ~... Minutes (00-59)~

     This Text Variable will be transformed into a two-digit number
     representing the Current Minutes in the Hour.  Possible values
     for this Variable are 00-59.



     Example:  $MIN$ = 45























   ~NEXT~811   ~PREV~809   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$SEC$ ~... Seconds (00-59)~

     This Text Variable will be transformed into a two-digit number
     representing the Current Seconds of the Minute.  Possible values
     for this Variable are 00-59.



     Example: $SEC$ = 59























   ~NEXT~812   ~PREV~810   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$AMPM$ ~... Returns either AM or PM depending on time~

     This Text Variable will be transformed into a two-character
     value of either "AM" or "PM" depending on what time it is.



     Example: $AMPM$ = PM
























   ~NEXT~813   ~PREV~811   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$DATETIME$ ~... Date & Time (eg, Sat Dec 19 14:38:50 1992)~

     This Text Variable will be transformed into a combination Date
     and Time.  The format is somewhat different than standard
     Time/date notation.  The format used is:

          DAY-OF-WEEK   MONTH   DAY-OF-MONTH  HH:MM:SS  YEAR



     Example:  $DATETIME$ = Sat Dec 19 14:38:50 1992





















   ~NEXT~814   ~PREV~812   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$TIMEZONE$ ~... Time Zone or "NONE" if unknown (eg, Pacific)~

     This Text Variable will be transformed into a a word/phrase that
     describes the Current Time-Zone you are in.  This may be returned
     as anything like "PST" for Pacific Standard Time, "EST" for Eastern
     Standard Time, etc.  If the Time-Zone is not set on your PC, this
     Variable will respond with "NONE".



     Example: $TIMEZONE$ = PST





















   ~NEXT~815   ~PREV~813   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$DOW$ ~... Day of week fully spelled out (eg, Friday)~

     This Text Variable will be transformed into the Current Day
     of the Week.  The name will be fully spelled out.  This
     Variable can be any of the values: Sunday, Monday, Tuesday,
     Wednesday, Thursday, Friday and Saturday.



     Example:  $DOW$ = Saturday






















   ~NEXT~816   ~PREV~814   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$ADOW$ ~... Abbreviated Day of Week (eg, Mon, Tue, etc)~

     This Text Variable will be transformed into the Current Day
     of the week, in abbreviated form.  This variable may be any
     of the following values: Sun, Mon, Tue, Wed, Thu, Fri and Sat.



     Example:  $ADOW$ = Mon























   ~NEXT~817   ~PREV~815   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$WDAY$ ~... Weekday where 0 is Sunday (0-6)~

     This Text Variable will be transformed into a one-digit number
     representing the Number of the Day of the Week.  Possible values
     for this Variable are 0-6, where 0=Sunday (the first day in the
     week).



     Example: $WDAY$ = 2






















   ~NEXT~818   ~PREV~816   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$WOY$ ~... Week of current year 00-53; Sunday=1st Day of Week~

     This Text Variable will be transformed into a number from 00-53,
     representing the Week Number in the current year.  Even though
     there are 52 weeks in a year, a week might not begin exactly on
     the first day of the year, so a maximum value for this variable
     can be 53 under these circumstances.  For this Variable, SUNDAY
     is considered to be the first day of the week.



     Example:  $WOY$ = 32




















   ~NEXT~819   ~PREV~817   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$WOYM$ ~... Week of current year 00-53; Monday=1st Day of Week~


     This Text Variable will be transformed into a number from 00-53,
     representing the Week Number in the current year.  Even though
     there are 52 weeks in a year, a week might not begin exactly on
     the first day of the year, so a maximum value for this variable
     can be 53 under these circumstances.  For this Variable, MONDAY
     is considered to be the first day of the week.



     Example:  $WOYM$ = 32



















   ~NEXT~820   ~PREV~818   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$RIPVER$ ~... RIPterm version (eg, "RIPSCRIP015000")~

     This Text Variable will be transformed into a key-phrase which
     will identify a RIPterm software package.  It is designed to
     be used by a Host BBS to detect what version of RIPscrip
     graphics your Terminal can support.  When this Text Variable
     is used, it will respond back with "RIPSCRIP" followed by
     the full Version Number (eg, 01.50.00), without the periods.



     Example: $RIPVER$ = RIPSCRIP015000




















   ~NEXT~821   ~PREV~819   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$STATBAR$ ~... If Status Bar is on, returns YES, otherwise NO~

     This Text Variable will be transformed into a "YES" if the Status
     Bar is currently On on the Terminal.  If the Status Bar is not
     visible, then this Variable will be "NO".



     Example:  $STATBAR$ = YES























   ~NEXT~822   ~PREV~820   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$X$ ~... X Mouse location   (format: XXXX)~

     This Text Variable is for reporting the current X location of
     the Mouse to the BBS.  This could be used interactively by the
     BBS (or a game on the BBS) to deterimine the location of the
     mouse cursor.  Only the X value of the Mouse (X,Y) location is
     returned to the BBS.  The value will be 0000-9999 depending on
     what the current position is.



     Example:  $X$ = 0523




















   ~NEXT~823   ~PREV~821   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$Y$ ~... Y Mouse location   (format: YYYY)~

     This Text Variable is for reporting the current Y location of
     the Mouse to the BBS.  This could be used interactively by the
     BBS (or a game on the BBS) to deterimine the location of the
     mouse cursor.  Only the Y value of the Mouse (X,Y) location is
     returned to the BBS.  The value will be 0000-9999 depending on
     what the current position is.



     Example:  $Y$ = 0244




















   ~NEXT~824   ~PREV~822   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$XY$ ~... X/Y Mouse Location (format: XXXX:YYYY)~

     This Text Variable will be transformed into a combination of
     both the X and Y locations of the Mouse Cursor.  A colon (:) is
     used to separate the two values.  Either the X or Y values may
     range from 0000-9999 depending on the current location.  The
     format that this value takes on is:  XXXX:YYYY



     Example:  $XY$ = 0297:0321





















   ~NEXT~825   ~PREV~823   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$XYM$ ~... X, Y & button status (format: XXXX:YYYY:LMR)~

     This Text Variable will be transformed into a combination of
     the X and Y Mouse Cursor location, and a status of which
     Mouse Buttons are pressed (if any).  The format of the returned
     text is XXXX:YYYY:LMR where XXXX is the X cursor location in the
     range 0000-9999.  YYYY is the Y cursor location in the range
     0000-9999.  Finally, LMR stands for Left/Middle/Right.  If either
     of these buttons are depressed (clicked), then the corresponding
     position will contain a 1.  If a button is NOT depressed, then it
     will contain a 0.



     Examples:  $XYM$ = 0123:0297:110

     This means that the (X,Y) location of the cursor is (0123,0297),
     and that the Left and Middle buttons are depressed, but that the
     Right Mouse Button is not depressed.













   ~NEXT~826   ~PREV~824   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$M$ ~... Mouse Button Status: LMR (eg, 101)~

     This Text Variable will be transformed into a 3-character code
     representing what the Status of each Mouse Button is.  This
     variable can work with either 2-button Mice, or 3-button Mice.
     In either event, the format of the code is LMR where L=Left,
     M=Middle (if any), and R=Right.  If any of these buttons are
     depressed (ie, clicked), then the code for that button would be
     a "1".  If the button is not depressed, it is a "0".  So, a value
     of "100" would mean that the Left Mouse Button is depressed, but
     none of the others are.



     Example:  $M$ = 001

















   ~NEXT~827   ~PREV~825   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$MSTAT$ ~... Mouse Status (format: XXXX:YYYY:LMR)~

     This Text Variable will be transformed into a "YES" if there is
     a Mouse installed on the RIPterm computer.  If no Mouse is
     installed, this variable will contain "NO".



     Example:  $MSTAT$ = YES























   ~NEXT~828   ~PREV~826   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$SBARON$ ~... Turn ON the Status Line~

     This Text Variable is somewhat different than the other Text
     Variables described above.  Rather than send something back
     to the Host, it performs a specific operation - it turns ON
     the Status Line.  In this respect, it is considered an ACTIVE
     TEXT VARIABLE.  It evaluates to a null string (nothing).  Its
     sole purpose in life is to enable the Status Line.



     Example:  $SBARON$ = <nil>





















   ~NEXT~829   ~PREV~827   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$SBAROFF$ ~... Turn OFF the Status Line~

     This Text Variable is somewhat different than the other Text
     Variables described above.  Rather than send something back
     to the Host, it performs a specific operation - it turns OFF
     the Status Line.  In this respect, it is considered an ACTIVE
     TEXT VARIABLE.  It evaluates to a null string (nothing).  Its
     sole purpose in life is to disable the Status Line.



     Example:  $SBAROFF$ = <nil>





















   ~NEXT~830   ~PREV~828   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$ETW$ ~... Erase text window~

    This command erases the current text window (much like a clear
    screen code does).  This command is particularly useful in host
    commands when you click on a mouse area, and after it is finished
    clicking, it could erase the text window THEN transmit the
    remainder of the host command (if any) to the host.


























   ~NEXT~831   ~PREV~829   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726

$DTW$ ~... Disable text window~

    This text variable disables the current text window (preventing
    any received text from showing up on screen).





























   ~NEXT~832   ~PREV~830   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$EGW$ ~... Erase graphics window~

    This text variable it erases the current graphics window (much
    like a reset windows command does).  This command is particularly
    useful in host commands when you click on a mouse area, and after
    it is finished clicking, it could erase the graphics window THEN
    transmit the remainder of the host command (if any) to the host.


























   ~NEXT~833   ~PREV~831   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$MKILL$ ~... Kill (delete) all mouse field definitions~

    This text variable deletes all currently defined mouse fields
    exactly like the RIPscrip RIP_KILL_MOUSE_FIELDS command does. The
    net benefit of this is that when the user clicks on a mouse
    button, the mouse fields are removed, but the graphics remain on
    the screen so that the fields could be subsequently re-defined
    quickly and easily without having to re-transmit an identical
    menu over again.
























   ~NEXT~834   ~PREV~832   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$BEEP$ ~... Beep there terminal (like CTRL-G does)~

    This command issues a beep to the terminal, thus producing
    a CTRL-G sound.



























   ~NEXT~835   ~PREV~833   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$BLIP$ ~... Make a short "blipping" sound~

    This active text variable is much like the BEEP variable, except
    that the sound produced is different.  It produces a sound more
    akin to a "barrier" sound; something that sounds like you're
    bumping into a wall or something to that effect.


























   ~NEXT~836   ~PREV~834   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$MUSIC$ ~... Make a musical (cheerful) sound~

    This active text variable also produces an audio result.  The
    sound that is generated is a cheerful sound, representing some
    kind of success.  The sound is exactly the same as the sound you
    would hear when you receive a successful download, or when you
    achieve a connection when dialing the modem in RIPterm.


























   ~NEXT~837   ~PREV~835   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$PCB$ ~... Paste Clipboard at last location~

    This command pastes the contents of the clipboard at the last
    location where the clipboard was "clipped" from.  This even works
    with icons that are loaded.  The last location taken in this
    situation, is the location the icon was stamped when it was
    originally loaded.  This text variable is very useful in
    situations where you want to "pop-up" a dialog box on the screen
    (saving the previous area behind the dialog onto the clipboard),
    and when the user clicks on the "OK" button, restoring the screen
    contents (by adding a $PCB$ in the host command string).






















   ~NEXT~838   ~PREV~836   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$SMF$ ~... Save Mouse Fields~

    This text variable will save all currently defined mouse fields
    and mouse buttons to a temporary file for later retrieval.  This
    is designed especially for the graphical designer who wishes to
    pop-up a dialog box on the screen with one or more mouse fields,
    and when finished, to restore the screen and original mouse
    fields (if any) so that the user is not left "floating".  This
    command is intended to be used with the restore mouse fields text
    variable $RMF$.























   ~NEXT~839   ~PREV~837   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$RMF$ ~... Restore Mouse Fields~

    This text variable restores any previously saved mouse fields
    saved with the $SMF$ text variable.  You may have only one set of
    mouse fields saved at any one time.  If there were no mouse
    fields saved, or if the number of mouse fields that were saved
    was 0, then no mouse fields will be active.  Any fields that were
    defined at the time of this command's execution will be erased.
    Due to technical details, this should be the last piece of text
    or the last text variable in any mouse host command (or button
    host command). Having subsequent text variables or host command
    text after this variable (in a mouse field) can lead to
    unpredictable and potentially disastrous results.

    NOTE: You may restore mouse fields more than once if you wish.
          In other words, if you perform a "Save Mouse Fields"
          command, you may execute Restore Mouse Fields one or
          more times after that point.















   ~NEXT~840   ~PREV~838   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$STW$ ~... Save Text Window~

    This command will physically store all of the text window 
    settings.  The window's X/Y dimensions are preserved, as is the
    current cursor location, ANSI attributes, cursor ON/OFF status
    and the vertical scrolling margins.  Even the current System Font
    will be saved (if necessary).


























   ~NEXT~841   ~PREV~839   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$RTW$ ~... Restore Text Window~

    This command will restore the text window to whatever settings
    were active when the $STW$ (save text window) command was issued.
    The cursor, ANSI attributes and any other piece of text window
    information will be restored (including the System Font setting).



























   ~NEXT~842   ~PREV~840   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$CON$ ~... Cursor ON~

    This command will physically turn ON the ASCII text cursor.  This
    is the exact opposite of the $COFF$ command which disables the
    text cursor.




























   ~NEXT~843   ~PREV~841   ~PRE-DEFINED TEXT VARIABLES~760   ~TEXT VARIABLE DESCRIPTION~726
$COFF$ ~... Cursor OFF~

    This command will physically shut off the ASCII text cursor that 
    is normally seen in the text window.  This is automatically reset
    whenever a $CON$ command (Cursor ON) or a Reset Windows command
    is received.



























   ~PRE-DEFINED TEXT VARIABLES~760   ~PREV~842   ~TEXT VARIABLE DESCRIPTION~726
Strip Mouse Fields from scene or add KILL FIELDS command?

ANSI Editor

Convert ANSI text to RIPscrip graphical text?

Loading custom Grid Snap settings

Loading custom Grid Snap settings

Fill Pattern File Browser Path Field













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Fill Pattern File Browser Wildcard Field













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                  * No help is currenly available on this subject *
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Fill Pattern File Browse Filename Field













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Grid Snap Visual Editor













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Query modes

     Whether the information is transmitted instantly or not is dependant
     on the <mode> parameter.  The <mode> parameter determines when data
     queries are processed.  The possible settings for the <mode> parameter
     are as follows:

          MODE      DESCRIPTION
          ========================================================
            0       Process the query command NOW (upon receipt)
            1       Process when mouse clicked in Graphics Window
            2       Process when mouse clicked in Text Window
                    (any text variables that return X or Y mouse
                    coordinates return TEXT coordinates, not
                    graphics coordinates in this mode).

     Note that modes 1-2 do not return the results of the Query instantly.
     They query commands are processed when the user clicks the mouse
     either in the text window, or in the graphics window respectively.
     These "queries after mouse clicks" are only acted upon if the user
     is clicking on something other than a Button or a Mouse Field.
     To disable these two special "deferred" query modes, issue the
     same command with the query string of $OFF$.  This will disable
     this mode.  Providing a <text> parameter of anything other than
     $OFF$ will produce a revised query command (active).
When should this query be processed?


