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Values.

Expressions: literals, the event's fields, locals, and functions, each with a type the editor checks.

Every setting is an expression.

A step's settings are values: a number written in, the event's block, a variable, or a function worked out from other values, such as the place three blocks above the player. The inspector offers what fits where the step stands, so a value is picked more often than typed.

Types.

Every value has a type: a number, text, yes or no, a player, a mob, a kind of block, a place, an area, or a list of any of those. A setting takes only what fits, and the editor says when something doesn't.

Text with placeholders.

Text carries colours and styles, such as <gold> and <bold>, and placeholders in braces: the player, the event's fields, variables, the clock. The preview shows it as the game will draw it.

Functions.

Functions take values and give one back: the nearest player, a random number, whether a player holds an item, the block at a place. They nest as deep as a value needs, and the reference lists every one with its signature.