# Tab 1: Command Name
# Tab 2: inspectDlgIdx
# Tab 3: Arg Count
# Tab 4: Arg Types
# Tab 5: Command Shorthand Description
# Tab 6: Command Description
<AE+	0	0	0	----	Arms Energy +	Refill Ammo
<AM+	0	0	2	aA--	ArMs +	Give weapon X with Ammo Y (or just adds ammo Y to X)
<AM-	0	0	1	a---	ArMs -	Lose Weapon X
<AMC	1	0	2	ae--	ArMs Call	Call event Y if player has weapon X
<AMJ	1	0	2	ae--	ArMs Jump	Jump to Y if player has weapon X
<AMZ	0	0	0	----	ArMs Zero	Lose all weapons
<ANP	0	0	3	N#d-	Animate NPc	Animate npc X with animation Y and direction Z
<ARD	0	0	0	----	Auto Record .pxDemo	Automatically start recording a pxdemo.
<BFR	0	0	0	----	Booster Fuel Refill	Refuel the booster reserves instantly.
<BFS	0	0	1	#---	Booster Fuel Set	Set booster fuel to X.
<BOA	0	0	1	#---	BOss Animation	Animate boss
<BSL	0	0	1	N---	Boss Script Load	Start boss fight with npc X
<CAT	0	0	0	----	Speed All Text	Instant text display on all messages until END
<CEV	1	0	1	e---	Call EVent	Call event X (non-conditional)
<CFN	0	0	1	N---	ConFigure Npc	Sets the given npc's client & focus to the current text script executor
<CIL	0	0	0	----	Clear ILlustration	Clears illustration during credits
<CLO	0	0	0	----	CLOse	Close message box
<CLR	0	0	0	----	CLeaR	Clear message box
<CMP	0	0	3	xyt-	Change MaP tile	Change map coords X:Y to tile Z (with smoke)
<CMU	0	0	1	u---	Change MUsic	Change music to song X
<CNM	0	0	0	----	Character NaMe	Outputs our character's name as text
<CNP	0	0	3	Nnd-	Change NPc	Change npc X to type Y with direction Z
<CO+	0	0	1	#---	COllectables add	Collectable count increases by X
<CO-	0	0	1	#---	COllectables remove	Collectable count decreases by X
<COJ	1	0	2	#e--	COllectables Jump	Jump to event Y if the player has exactly (or more than) X amount of collectables.
<CPS	0	0	0	----	Clear Prop. Sound	Clears propeller sound
<CRE	0	0	0	----	CREdits	Roll Credits
<CSS	0	0	0	----	Clear Stream Sound	Clear stream sound
<DMS	0	0	0	----	DeMo Save	Use after <ARD. Stops the current recording and saves it to '(Game)/Demos/(date and time).pxdemo'
<DNA	0	0	1	n---	Delete NPC All	Delete all NPC of type XXXX
<DNP	0	0	1	N---	Delete NPc	Delete npc X
<ECJ	1	0	2	#e--	Event Check Jump	Jump to Y if npc with ID X exists
<END	0	0	0	----	END	End script event
<EQ+	0	0	1	E---	EQuip +	Add X to equip flag bytes
<EQ-	0	0	1	E---	EQuip -	Subtract X from equip flag bytes
<EQJ	1	0	1	Ee--	EQuip Jump	Jump to event Y if equip flag X is set
<ESC	0	0	0	----	ESCape	Quit to title screen
<EVE	1	0	1	e---	EVEnt	Jump to event X (non-conditional)
<FAC	0	0	1	f---	FACe	Show face X in message box
<FAI	0	0	1	d---	FAde In	Fade in from direction X
<FAO	0	0	1	d---	FAde Out	Fade out from direction X
<FL+	0	0	1	F---	FLag +	Set flag X
<FL-	0	0	1	F---	FLag -	Clear flag X
<FLA	0	0	0	----	FLAsh	Flash screen
<FLC	1	0	2	Fe--	FLag Call	Call event Y if flag X is set
<FLJ	1	0	2	Fe--	FLag Jump	Jump to event Y if flag X is set
<FMU	0	0	0	----	Fade MUsic	Fade Music to low volume
<FOB	0	0	2	N.--	Focus On Boss	Focus of boss X in Y ticks [Y > 0]
<FOM	0	0	1	.---	Focus On Me	Focus on player in X ticks [X > 0]
<FON	0	0	2	N.--	Focus On Npc	Focus on npc X in Y ticks [Y > 0]
<FRE	0	0	0	----	FREe	Frees menu cursor [also used after ZAM or some reason]
<FSH	0	0	0	----	start FiSHing	Begin fishing.
<GIT	0	0	1	g---	Graphic ITem	Show item X in message box (add 1000 to X for items - GIT0000 to remove)
<HCO	0	0	0	----	Hide COllectables	Hide the collectables display
<HMC	0	0	0	----	Hide My Character	Hides player
<IMC	0	0	0	----	IMage Clear	Unloads the current screen image.
<IMF	0	0	2	##--	IMage Folder display	Loads '(mod)/Images/XXXX/YYYY.png' and displays it, covering the entire screen. Recommended size is 426x240.
<IMG	0	0	1	#---	IMaGe display	Loads '(mod)/XXXX.png' and displays it, covering the entire screen. Recommended size is 426x240.
<INI	0	0	0	----	INItialize	Resets memory and starts game from beginning
<INP	0	0	3	Nnd-	[I?] NPc	Change NPc X to type Y and direction Z [Sets flag 0x8000]
<IT+	0	0	1	i---	ITem +	Add item X
<IT-	0	0	1	i---	ITem -	Remove item X
<ITC	1	0	2	ie--	ITem Call	Call event Y if player has item X
<ITJ	1	0	2	ie--	ITem Jump	Jump to Y if player has item X
<KEY	0	0	0	----	KEY lock	Locks keyboard input and hides status bars until END [used for message boxes]
<LDI	0	0	0	----	LoaD Internally	Loads the internally saved gamestate from <SVI.
<LDP	0	0	0	----	LoaD Profile	Loads Profile.dat save file
<LI+	0	0	1	#---	LIfe +	Restores X health
<LI-	0	0	1	#---	LIfe -	Lose X health
<LI=	0	0	1	#---	LIfe =	Set health to X
<LOB	0	0	0	----	LOBby	Go back to the server lobby.
<LOC	0	0	0	l---	LOCalized string	Replaces this tag with a localized string.
<ML+	0	0	1	#---	Max Life +	Maximum health increases by X
<ML-	0	0	1	#---	Max Life -	Maximum health decreases by X
<ML=	0	0	1	#---	Max Life =	Set maximum health to X
<MLP	0	0	0	----	Map [LP?]	Display Map
<MM0	0	0	0	----	My Motion 0	Sets player horizontal motion to zero
<MNA	0	0	0	----	Map NAme	Displays map name
<MNP	0	0	4	Nxyd	Move NPc	Moves npc X to coords Y:Z with direction W
<MOV	0	0	2	xy--	MOVe	Moves player to X:Y
<MP+	0	0	1	#---	[MaP +?]	Unknown [map-related]
<MS2	0	0	0	----	MeSsage 2	Places an invisible message box at top of screen
<MS3	0	0	0	----	MeSsage 3	Places a message box at top of screen
<MSG	0	0	0	----	MeSsaGe	Places a message box at bottom of screen
<MTN	0	0	1	N---	Move To Npc	Moves player to NPC X
<MYB	0	0	1	d---	MY Bump	Player jumps in direction X
<MYD	0	0	1	d---	MY Direction	Set player direction to X
<NAJ	1	0	2	ae--	No Arms Jump	Jump to Y if player does not have weapon X
<NCJ	1	0	2	ne--	Npc Check Jump	Jumps to Y if any npc of type X exist
<NDI	0	0	2	xy--	Net DIe	Set the current client's death position. If the client isn't dead, then kill them
<NFC	1	0	2	Fe--	Not Flag Call	Call event Y if flag X is not set
<NFL	1	0	2	Fe--	Not FLag jump	Jump to event Y if flag X is not set
<NIJ	1	0	2	ie--	No Item Jump	Jump to Y if player does not have item X
<NNJ	1	0	2	ne--	Npc No Jump	Jumps to Y if no npcs of type X exist	
<NOD	0	0	0	----	NOD	Message box wait for key press to continue
<NOM	0	0	0	----	NOM	Message box wait for key press to continue (can be skipped with debug)
<NPJ	1	0	1	e---	Net Play Jump	Jump to X if this is a net play session
<NPP	0	0	2	NN--	NPchar Pointer	Set the pNpc of the NPC with event x to NPC with event y.
<NUM	0	0	1	a---	NUMber	Outputs weapon X's ammo as text
<PHY	0	0	2	##--	PHYsics change	Change physics variable X to value Y
<PRI	0	0	0	----	PRInt	Hides status bars and freezes game until KEY or END
<PS+	0	0	2	#m--	Portal Slot +	Set teleporter slot X to location Y
<QUA	0	0	1	.---	QUAke	Shake screen for X ticks
<RDS	0	0	1	#---	Rec DiSplay	Append the record time from XXXX.rec to the current messagebox. If it doesn't exist, appends '0'.
<REF	0	0	1	#---	Reset Equip Flags	Reset all equip flags.
<RMU	0	0	0	----	Restore MUsic	Restores music playback [doesn't work for all songs]
<RND	0	0	4	###e	RaNDom	Jump to event W if a random number between X and Y is equal to Z.
<RNJ	0	0	2	##--	RaNdom Jump	Jump to a random event between X and Y.
<SAT	0	0	0	----	Speed-up All Text	Instant text display on all messages until END [glitches scrolling text]
<SCO	0	0	0	----	Show COllectables	Show the collectables display
<SIL	0	0	1	l---	Show ILlustration	Show Illustration X during credits
<SIS	0	0	0	----	Stop Intro Sequence	Stop the intro sequence
<SK+	0	0	1	F---	SKipflag +	Sets Skipflag X [remains set after player died]
<SK-	0	0	1	F---	Skipflag -	Removes Skipflag
<SKJ	1	0	2	Fe--	SKipflag Jump	Jump to event Y if Skipflag X is set
<SLP	0	0	0	----	Show Location Portals	Show teleporter location menu
<SMC	0	0	0	----	Show My Character	Shows player character
<SMP	0	0	2	xy--	Shift MaP tile	Shift map tile at coords X:Y one tile to the left in the tile set (without smoke)
<SNA	0	0	4	N###	Set Npc Action	Perform action Y on npc X with arguments Z and W
<SNE	0	0	4	nxy#	Set Npc with Event	Create npc of type X at coord Y:Z and event # W
<SNP	0	0	4	nxyd	Set NPc	Create npc of type X at coord Y:Z and direction W
<SOU	0	0	1	s---	SOUnd	Play Sound X
<SPC	1	0	0	#---	SPeCial csmp thing	Do a special thing! :)	
<SPJ	1	0	1	e---	Single Player Jump	Jump to X if this is a single player session
<SPS	0	0	0	----	Start Propeller Sound	Starts propeller sound
<SPT	0	0	0	----	SPeedrun Times	Show a menu displaying speedrun times
<SSO	0	0	1	#---	Stage Selection Offset	Set the display offset for stage selection.
<SSS	0	0	1	#---	Start Stream Sound	Starts stream sound with pitch X
<STC	0	0	0	----	Save Time Counter	Saves time counter to 290.rec
<STF	0	0	1	#---	Save Timer File	Saves the current Nikumaru timer to XXXX.rec
<SV1	1	0	1	e---	SaVe slots 1	If there is only 1 save slot, jump to event x.
<SVI	0	0	0	----	SaVe Internally	Saves the current game state internally.
<SVJ	1	0	1	e---	SaVe Jump	Open the 'save game' prompt. Jumps to event X if the user doesn't save the game.
<SVP	0	0	0	----	SaVe Profile	Open the 'save game' prompt.
<TAM	0	0	3	aaA-	Trade ArMs	Trade weapon X for weapon Y with ammo Z [max ammo 0000 = no change]
<TAR	0	0	1	#---	set TARget	Set the target that should be effected by events. [0 = Everyone, 1 = Event Starter, 2 = Event Starter's Team]
<TEA	0	0	2	#---	TEam Add	Add the current event executor to the specified team.
<TEC	0	0	3	####	TEam Create	Create a team with ID X and RGB(Y, Z, W) color.
<TEJ	1	0	2	#e--	TEam Jump	Jump to event Y if the event executor is apart of team X.
<TMT	0	0	1	N---	Transport Me To	Transport the player to an NPC.
<TRA	2	1	4	mexy	TRAnsport	Transport to map X, run event Y and place player at coordinates Z:W
<TRN	2	0	3	meN-	TRansport to Npc	Transport to map X, run event Y and place player at npc Z
<TTM	0	0	1	N---	Transport To Me	Transports an NPC directly to the player.
<TUR	0	0	0	----	Text UnRead?	Instant text display until CLR
<UNI	0	0	1	#---	UNIverse?	Changes movement mode (0000 - regular, 0001 - zero-G, 0002 - No movement allowed)
<UNJ	0	0	1	#---	UNiverse Jump?	Unknown
<USE	0	0	0	----	USE item	Use an inventory item.
<WAD	0	0	1	#---	WAit Dialog	Pause script for X ticks. Can be skipped with debug.
<WAI	0	0	1	.---	WAIt	Pauses script for X ticks
<WAN	0	0	2	N#--	WAit until Npc stage	Pause script until an npc reaches an animation
<WAS	0	0	0	----	WAit until Standing	Pause script until player touches ground
<XX1	0	0	1	l---	XX1	Shows distant view of Island [image X]
<YNJ	1	0	1	e---	Yes/No Jump	Ask question, jump to event X if no
<ZAM	0	0	0	----	Zero ArMs	All weapon levels drop to 1