- Add instant help message - Prevent from ending town combat if one member is in a forcecage or if everyone's in a different forcecage (you can still end it if everyone's in the same cage) - If entering town combat while caged, everyone remains in the cage - Penalties to melee combat if the target or attacker is in a forcecage (higher penalties if the attacker is caged, unless they're using a pole weapon) - Instead of placing a forcecage at every location where someone gains forcecage status, the game now syncs forcecages (placing them on locations where someone has forcecage status) at the end of the move. - The Flash Step and Word of Recall spells and any specials that move the party also clear their forcecage status, so that a new forcecage won't appear on their new location. If they're moved into a forcecage, the syncing process will give them the status at the end of the move. - Forcecage status now supported for the Occasional Status item ability - Forcecages now eventually expire on their own even if you can't break out. Unoccupied ones also have a slight (0.1%) chance each turn to expire. - Affect Status node now allows forcecage status. (It also works as documented, using Extra 1c rather than 2a as the status type.) - Preset monsters placed in preset force cages gain the status at town initialization; it's a lot more than they'd gain through the syncing process, so unless they break free, it'll last a very long time. - Monsters/PCs with spells (and PCs with Mage Lore) now have an increased chance of resisting entrapment in a forcecage - If the full party is subject to a forcecage, the PC with the best chance of breaking free (assuming they don't resist) is chosen to determine whether they resist. Note that this may not be the PC with the best chance of resisting in the first place. - Protection from Forcecage now implemented as an item ability Other stuff (though related): - Reset party's combat pos to the null location (-1,-1) after a cutscene ends; to not do so would mess up get_loc() calls
449 lines
6.0 KiB
Plaintext
449 lines
6.0 KiB
Plaintext
Select a target
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First part of message
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Second part of message
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0 - only living, 1 - any, 2 - all, 3 - dead, 4 - inv. space
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Special if Cancel button pressed
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0 - player choice, 1 - random, 2 - specific
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0..6 - PC, 100+ - monster (if above = 2)
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Special to Jump To
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Do Damage
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First part of message
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Number of dice
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Number of 'sides' on dice
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Amount of extra damage
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Type of damage (0..8)
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Sound to play
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Special to Jump To
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Affect Health
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First part of message
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Second part of message
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Amount
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0 - raise, 1 - lower
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Special to Jump To
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Affect Spell Points
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First part of message
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Amount
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0 - raise, 1 - lower
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Special to Jump To
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Affect Experience
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First part of message
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Second part of message
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Amount (0 .. 100)
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0 - raise, 1 - lower
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Special to Jump To
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Affect Skill Points
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First part of message
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Second part of message
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Amount (0 .. 10)
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0 - raise, 1 - lower
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Unused
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Unused
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Special to Jump To
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--------------------
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Kill/Raise Dead
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First part of message
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Second part of message
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0 - dead, 1 - dust, 2- stoned
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0 - raise dead, 1 - hurt
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Special to Jump To
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Affect Status Effect
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First part of message
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Second part of message
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Amount (usually 0 .. 8)
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0 - help, 1 - harm
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Which effect (0 .. 14)
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Special to Jump To
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Affect Traits
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First part of message
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Which trait
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0 - give, 1 - take
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Special to Jump To
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Affect Action Points
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First part of message
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How many AP
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0 - give, 1 = take
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Special to Jump To
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Affect Name
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First part of message
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New name
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Special to Jump To
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Affect Level
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Number of levels
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0 - add levels, 1 - remove
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Special to Jump To
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Affect Morale
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First part of message
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Second part of message
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Amount to change
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0 - increase, 1 - decrease
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Special to Jump To
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Unused Node
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Special to Jump To
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Affect Monster Target
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First part of message
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Unused
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New target (0-5 PC, 100+x monster x)
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Special to Jump To
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Affect Soul Crystal
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First part of message
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0 - record, 1 - erase
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0 - allow resist, 1 - force
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Special to Jump To
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Affect Monster Attack
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First part of message
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Attack to change (0 ... 2)
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Amount to change dice
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Amount to change sides
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0 - increase, 1 - decrease
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Special to Jump To
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Affect Monster Statistic
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First part of message
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Amount to change
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0 - increase, 1 - decrease
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Which stat (0 ... 10)
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Special to Jump To
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Affect Statistic
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First part of message
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Second part of message
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Chance of changing (0 - 100)
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Amount (0 .. 10)
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0 - increase, 1 - decrease
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Unused
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Statistic to adjust (0..20)
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Unused
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Special to Jump To
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--------------------
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Give Mage Spell
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Which Spell (0 .. 61)
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1 - remove, 0 - give
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Unused
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Unused
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Special to Jump To
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Give Priest Spell
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Which Spell (0 .. 61)
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1 - remove, 0 - give
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Unused
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Unused
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Special to Jump To
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Affect Gold
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First part of message
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Second part of message
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Unused
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Unused
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Amount (0 .. 25000)
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0 - increase, 1 - decrease
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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Affect Food
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First part of message
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Second part of message
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Unused
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Unused
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Amount (0 .. 25000)
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0 - increase, 1 - decrease
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Unused
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Unused
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Unused
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Special to Jump To
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Affect Alchemy
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Which Recipe (0 .. 19)
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Unused
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Unused
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Special to Jump To
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Affect Party Status Effect
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Amount (0 .. 250)
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0 - increase, 1 - decrease
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Unused
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Which effect (0 .. 3)
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Unused
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Unused
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Special to Jump To
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Create New PC
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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First part of message
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Second part of message
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PC name
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Which graphic
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Special to call if no room
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PC health
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PC spell points
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PC race
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PC strength
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PC dexterity
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PC intelligence
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Special to Jump To
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Store PC
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Stuff Done Flag Part A
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Stuff Done Flag Part B
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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If 1, just store ID in SDF and leave PC in party
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extra 1b
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extra 1c
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extra 2a
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extra 2b
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extra 2c
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Special to Jump To
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Unstore PC
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Unused
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Unused
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First part of message
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Second part of message
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Unused
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Unused
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Unused
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Unique ID of PC to unstore
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Special to call if no room
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Unused
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Unused
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Unused
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Unused
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Special to Jump To
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