Alterações

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Notas:
 
Notas:
 
* 'Nome do NPC' significa seu nome interno em inglês, não o nome de exibição traduzível.
 
* 'Nome do NPC' significa seu nome interno em inglês, não o nome de exibição traduzível.
* Most text is case-sensitive (e.g. <samp>Mon</samp> is not the same as <samp>mon</samp>).
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* Most text is case-sensitive (''e.g.,'' <samp>Mon</samp> is not the same as <samp>mon</samp>).
 
* The game's logic for these codes is in <samp>GameLocation::checkEventPrecondition</samp>.
 
* The game's logic for these codes is in <samp>GameLocation::checkEventPrecondition</samp>.
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|-
 
| <samp>r {{t|number}}</samp>
 
| <samp>r {{t|number}}</samp>
| A random probability check, where {{t|number}} is the probability between 0 and 1 (e.g. 0.2 for 20% chance).
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| A random probability check, where {{t|number}} is the probability between 0 and 1 (''e.g.,'' 0.2 for 20% chance).
 
|-
 
|-
 
| <samp>v {{t|name}}</samp>
 
| <samp>v {{t|name}}</samp>
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|-
 
|-
 
| <samp>fork {{t|event ID}} {{o|req}}</samp>
 
| <samp>fork {{t|event ID}} {{o|req}}</samp>
| End the current command script and starts a different script with the given ID, but only if the {{o|req}} condition is met. The {{o|req}} condition can be a mail ID or dialogue answer ID; if not specified, it checks if the <samp>specialEventVariable1</samp> variable was set (e.g. by a <samp>question</samp> command). The new script should have the same format as a normal event script, but without the mandatory three start fields.
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| End the current command script and starts a different script with the given ID, but only if the {{o|req}} condition is met. The {{o|req}} condition can be a mail ID or dialogue answer ID; if not specified, it checks if the <samp>specialEventVariable1</samp> variable was set (''e.g.,'' by a <samp>question</samp> command). The new script should have the same format as a normal event script, but without the mandatory three start fields.
 
|-
 
|-
 
| <samp>friendship {{t|npc}} {{t|amount}}</samp>
 
| <samp>friendship {{t|npc}} {{t|amount}}</samp>
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