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What red golden dragon does, turn by turn. CHARACTERS_ACT runs one step of a character's script each turn it can, and a step is an action the character tries as if it had typed it: RUN, TAKE, GIVE TO. A step that names nothing acts on whatever fits.
First comes the script table: one entry per script, a key and the script's address. Key 0 is an ordinary script -- the ones a character wanders between, picked at random by a 'switch at random' step. Any other key is an action code, and that script is the character's reaction when that is done to it: attacked, given something, captured.
Then the scripts, one step to a line. A step's first byte says what it is: its low four bits $00-$03 an action with objects (or, $01 and $03, a routine to call), $04 an action with none, $0E go to, $0F switch at random, $0C switch to a reaction. $10 added means an address follows, where the script goes on if the step is refused; $20 that the step is used up once it works (SCRIPT_DO zeroes its first byte); $40 that an order from the player cannot interrupt it. So $14 is an action with no objects, with somewhere to go if it is refused. The Characters page has every script written out.
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| RED_GOLDEN_DRAGON_SCRIPTS | C9B1 | DEFB $00 | Key 0, an ordinary script: RED_GOLDEN_DRAGON_A | |
| C9B2 | DEFW RED_GOLDEN_DRAGON_A | |||
| C9B4 | DEFB $0F | Key $0F, ATTACK WITH: its reaction, RED_GOLDEN_DRAGON_ON_ATTACK_WITH | ||
| C9B5 | DEFW RED_GOLDEN_DRAGON_ON_ATTACK_WITH | |||
| C9B7 | DEFB $FF | End of the table | ||
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RED_GOLDEN_DRAGON_A -- An ordinary script: DRAGON_HUNTS, Go to RED_GOLDEN_DRAGON_A.
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| RED_GOLDEN_DRAGON_A | C9B8 | DEFB $13 | Call DRAGON_HUNTS | |
| C9B9 | DEFW DRAGON_HUNTS | |||
| C9BB | DEFB $00 | Not used | ||
| C9BC | DEFW RED_GOLDEN_DRAGON_B | If it is refused: RED_GOLDEN_DRAGON_B | ||
| C9BE | DEFB $0E | Go to RED_GOLDEN_DRAGON_A | ||
| C9BF | DEFW RED_GOLDEN_DRAGON_A | |||
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RED_GOLDEN_DRAGON_B -- Where a jump or a refusal goes on: DRAGON_FOLLOWS, DRAGON_THREATENS, then on as RED_GOLDEN_DRAGON_ON_ATTACK_WITH.
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| RED_GOLDEN_DRAGON_B | C9C1 | DEFB $13 | Call DRAGON_FOLLOWS | |
| C9C2 | DEFW DRAGON_FOLLOWS | |||
| C9C4 | DEFB $00 | Not used | ||
| C9C5 | DEFW RED_GOLDEN_DRAGON_C | If it is refused: RED_GOLDEN_DRAGON_C | ||
| C9C7 | DEFB $13 | Call DRAGON_THREATENS | ||
| C9C8 | DEFW DRAGON_THREATENS | |||
| C9CA | DEFB $00 | Not used | ||
| C9CB | DEFW RED_GOLDEN_DRAGON_C | If it is refused: RED_GOLDEN_DRAGON_C | ||
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RED_GOLDEN_DRAGON_ON_ATTACK_WITH -- The reaction to ATTACK WITH: BURN, Go to RED_GOLDEN_DRAGON_A.
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| RED_GOLDEN_DRAGON_ON_ATTACK_WITH | C9CD | DEFB $04,$2D | BURN | |
| C9CF | DEFB $0E | Go to RED_GOLDEN_DRAGON_A | ||
| C9D0 | DEFW RED_GOLDEN_DRAGON_A | |||
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RED_GOLDEN_DRAGON_C -- Where a jump or a refusal goes on: RUN, Go to RED_GOLDEN_DRAGON_A.
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| RED_GOLDEN_DRAGON_C | C9D2 | DEFB $04,$24 | RUN | |
| C9D4 | DEFB $0E | Go to RED_GOLDEN_DRAGON_A | ||
| C9D5 | DEFW RED_GOLDEN_DRAGON_A | |||
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