anchor.diff:  * *Button Icon:* The icon image on the Toolbar button.
   * *Hotkey to Show/Hide:* A keyboard shortcut for the Toolbar button. Toggles visibility of the Palette.
   
  -_An infinite number of Pieces can be drawn from a Game Piece Palette. However, some games have a limited number of pieces available on purpose. Too many pieces may actually affect the game ʼs balance and playability. In such games, your module should have the same limitations as the actual game. If the quantity of a Game Piece is limited in a game, itʼs probably better to use At-Start Stacks than a Game Piece Palette. See page 24 for more information._
  -
  -_*Palette Sub-Components*_
  +  An infinite number of Pieces can be drawn from a Game Piece Palette. However, some games have a limited number of pieces available on purpose. Too many pieces may actually affect the game ʼs balance and playability. In such games, your module should have the same limitations as the actual game. If the quantity of a Game Piece is limited in a game, itʼs probably better to use At-Start Stacks than a Game Piece Palette. See page 24 for more information.
  +
  +==== Palette Sub-Components
   
   A Game Piece Palette is highly configurable, and can contain any combination of tabs, lists, and pull-down menus containing individual Game Pieces. For example, a Scrollable List could include a Panel, which includes individual Game Pieces.
   
  
positive.code: 
  image:_images/image98.png[image,width=247,height=126]
  
  _*Can Rotate*_
  
  Can Rotate enables a Game Piece to be rotated through an arbitrary number of facings. The Trait has these attributes:
  
  
negative.code: . Double-click the *[Map Window]* node the sound will be played on.
  . In the Map Window Properties dialog, in *Key Command to Apply to All Units Ending Movement on This Map*, enter the keyboard command for the Play Sound Trait you defined in Step 2. Now, each time the piece is moved, the sound clip is played.
  
  == Property Sheet
  
  The Property Sheet Trait attaches an arbitrary set of editable Properties to a Game Piece. This can be used for character sheets, piece attributes, and many other functions. The Trait has these attributes:
  
  * *Menu Text:* Name of the menu item to show the Property Sheet window.
  * *Keystroke:* Keyboard command to show the Property Sheet window.
  * *Commit Changes On:* When a player edits the Properties window during play, there are three methods for committing changes:
  ** _Commit on Every Keystroke:_ Every keystroke and tick-mark click you make are immediately committed as you make them. Other players see your changes immediately.
  ** _Commit on Apply Button or Enter Key:_ Changes are not communicated to other players until you click the *Apply* button at the bottom of the Property Sheet, press the Enter key on your keyboard, or close the Property Sheet window.
  ** _Commit on Window Close or Enter Key:_ Changes are not communicated to other players until you press the Enter key or close the Property Sheet window.
  * *Background Color:* You may customize the background color of each Property Sheet window, for example to use different colors for the pieces belonging to different Sides.
  * *Properties:* You may select from these formats in which to display Properties:
  ** _Text:_ A simple, single-line field that accepts text.
  ** _Multi-line text:_ A field that accepts multi-line text. This type of field stretches to fill extra space on the Property Sheet window. It is suitable for free form notes.
  ** _Label Only:_ This is not really a Property; it simply adds text to your Property Sheet. It is useful for documenting your Property Sheet.
  ** _Tick Marks:_ Displays one or more rows of checkboxes. Suitable for tracking ammo or damage. Players specify a current and maximum value range.
  ** _Tick Marks with Max Field:_ As above, but the maximum value is displayed in an editable field to the left of the checkboxes. Suitable for role-playing games where damage tracking is based on a character attribute.
  ** _Tick Marks with Value Field:_ As Tick marks, but the current value is displayed in an editable field. Suitable for large-value Properties where clicking ticks might be impractical and when the exact tick value is important. For example weapons that track 100+ rounds of ammo.
  ** _Tick Marks with Value and Max:_ As Tick marks, but both current value and maximum values are editable.
  ** _Spinner:_ A numeric Property that includes increment and decrement buttons.
  
  === Using Tick Marks
  Tick Mark Property types have a value and a maximum. Either, both, or neither may be displayed as a text box in addition to the tick marks. Initially, the maximum and value are both 0, so no tick marks appear. To set the value or maximum when the box is not shown, right-click in the area where the tick marks would appear.
  
  === Pre-defining Values in a Property Sheet
  
  Generally, Property Sheets values are defined at game time. For example, in a game where pieces represent fantasy gladiators, the Property Sheets will be used to record each individual fighterʼs personal attributes like Strength or Hit Points, and are filled in by the players when the game begins.
  
  