Calls a subroutine and passes it a number of parameters.
The parameters have a special representation in the data files: a type indicator, and then the data value. The data value can be either an integer or a float. The type indicator can indicate three things,
In the current syntax this is represented by prefixing the data with either (int) or (float).
The parameters seem to end up on the stack of the called subroutine.
Jumps to another instruction. The offset is calculated by subtracting the location of the current instruction from the location of the target instruction. Labels can be used to calculate this automatically.
The current time is also changed.
Jumps when the top of the arithmetic stack is not equal to 0.
Refer to 12.
Create an "object", i.e. an enemy or something that can move around. The subroutine is called to set up and control the object.
Items dropped (0 for nothing):
Selects an animation for an object. The animation indices are listed in the ANM files, and contain their own animation script.
The first parameter might allow for attaching several sprites to an object.
Moves the object to the specified position in the specified time.
The movement mode controls how the object moves to the target position, but the time it takes is the same. 0 is normal movement, 1 accelerates and stops suddenly, 4 moves in an interpolated manner.