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20 lines
1.0 KiB
Plaintext
20 lines
1.0 KiB
Plaintext
@functions
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# 00: technically this is an end token, but it occurs during room setup and activating the dialogue continues with the next byte
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!00=<\n[NPC:]>,<@NPCs>:1
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!01=<\n[if flag X is not set, skip Y bytes]>,<@flags>:1,<@bytes>:1
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!02=<\n[skip X bytes]>,<@bytes>:1
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!03=<\n[read string from address]>,2
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/04=\n[exit script engine]
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!05=<\n[set flag:]>,<@flags>:1
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!06=<\n[unset flag]>,<@flags>:1
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!07=<\n[if flag X is set, skip Y bytes]>,<@flags>:1,<@bytes>:1
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!08=<\n[load/receive item]>,<@items>:1
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# 09: technically this is an end token, but we've attached the ending to the tokens inside @OneBytePascalString
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!09=<\n[Dialogue:]\n>,<@OneBytePascalString>:1
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!0A=<\n[display yes/no; if no selected, skip X bytes]>,<@bytes>:1
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!0B=<\n[if # salamander skins less than 20, skip X bytes]>,<@bytes>:1
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!0C=<\n[if # olives less than X, skip Y bytes]>,1,<@bytes>:1
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/0D=\n[generate and display password]
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# looks like these ones are health related, possibly refilling and extending; I didn't bother investigating them
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/0E=\n[function_0E]
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/0F=\n[function_0F] |