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The physical code editor

The default Dev tools are Event, Method, Call Method, Set Variable, If, and Control. Open Objects to obtain typed values and reusable templates. Choose Else through Control → Flow → Else and loops through Control → Flow → Loops.

An Event line responds to a trigger. A Method line defines reusable behavior. Following blocks execute in order. Structured If/Else, loops, and exception handlers contain nested bodies; keep their opening/closing structure intact.

Right-click a configured block, its sign, carpet, or control to open its editor. Choose Operation is in the bottom controls; the header is informational. The sign’s second line identifies the selected operation or definition. Compact sign titles may omit spaces while picker labels remain readable.

Choose a Target Object before looking for target-specific actions. The browser shows only operations compatible with that declared target type. Categories contain up to 36 choices per page. Use Categories, All, Search Operations, and the page controls; Back restores the category view. A single valid choice may apply immediately.

All editor/selection inventories use six rows. Esc closes them. Environment is accessible from relevant selection controls; classes are managed through /plot classes rather than a codeblock-menu Classes button.

Select an inventory item, then click the desired input, or click with a cursor item. Originals remain in your inventory. Right-click removes a configured input without dropping an item. Click a blank String/Number slot without a copied item to open its literal dialog.

Variable slots provide Create New and accessible variables from current draft uses or your inventory. Private locals belonging to another routine do not appear. Removing references removes them from the picker; it is not a permanent variable-history list.

One developer edits a block at a time. The editor rechecks permissions and block identity before saving. If a block moves, disappears, or loses its valid context, reopen it after resolving the change.

Event: Player Right Click
If: a Boolean condition
Call Method: action when true
Else
Call Method: action when false

This is a layout explanation, not pasteable code. Inputs are configured on the corresponding blocks. Follow the detailed guides for arguments, targets, and control flow.