return "CYCLE GRAPHICS" & RETURN & RETURN & "This behavior cycles through a series of consecutive cast members" & RETURN & RETURN & "It gives you all the features of a single member filmloop, plus the possibility of precise control via Lingo. These possibilities include speed control, starting and stopping at an arbitrary image, modifying the list of images to cycle through and more. (See 'Public Methods' below)" & RETURN & RETURN & "You simply arrange your castmembers in the order they should appear in the cycle, then use the Behavior Parameters dialog to indicate the first and last images. You can use any type of visual member, including fields, text and buttons. Spaces between cast members will be ignored." & RETURN & RETURN & "The regPoint of each member will appear at the loc of the current sprite. If necessary, modify the regPoint of each member individually so that it appears in the correct position relative to the other members of the cycle." & RETURN & RETURN & "If you shift the members to different cast slots, you will need to alter the settings in the Behavior Parameters dialog: a film loop can keep track of where you drag its members to, but this behavior cannot do that." & RETURN & RETURN & "The images cannot cycle faster than the current frame tempo. If you need to cycle faster, either increase the tempo or reduce the number of images in the list. At speeds of more than 60 images per second, the human eye is incapable of distinguishing individual images, so higher speeds are unnecessary." & RETURN & RETURN & "PERMITTED MEMBER TYPES:" & RETURN & "#bitmap, #button, #field, #filmLoop, #flash, #movie," & RETURN & "#quickTimeMedia, #shape, #text, #vectorShape." & RETURN & RETURN & "PARAMETERS:" & RETURN & "* First/Last members: indicate which cast members to use." & RETURN & "* Rate of display of images (120 fps to 2 hours per image)" & RETURN & "* Cycle forwards or backwards" & RETURN & "* Start cycling images on beginsprite? (TRUE | FALSE)" & RETURN & "If you choose not to start cycling images on beginsprite, then you need to send a #CycleGraphics_ToggleLoop message to the sprite or the behavior to make the cycle start." & RETURN & RETURN & "PUBLIC METHODS:" & RETURN & "=> Determine which image is currently showing" & RETURN & "=> Cycle images at the frameTempo or slower" & RETURN & "=> Play the images forwards or backwards" & RETURN & "=> Start and stop at an arbitrary image" & RETURN & "=> Jump to a given image" & RETURN & "=> Determine or modify the list of images to cycle through" & RETURN & "=> Obtain the behavior reference."
end
on getBehaviorTooltip me
vTip = "Use with any graphic member, including text" & RETURN