1=ambient sound : TAG2=number of sounds; S$=filenameprefix
2=flame         : TAG2=pointer to target square; S$=sprite prefix
3=rolling stone : launches when event 2 is raised
4=spawn in enemy: TAG2=event; enemy #4; event 204 kills effector; S$=enemy health
5=event-sound   : ABS(TAG2)=event; if TAG2 > 0 then event is re-setted to 0
6=special music : TAG2=0->always; TAG2=event; S$=MIDI-File
7=animator      : TAG2=pointer to object; S$="1"+animation steps
8=thunderstorm  : just use it
9=write XBUFFER : TAG2=pointer on XBUFFER; S$=value to set
10=platform I   : TAG2=pointer on XBUFFER
11=platform II  : TAG2=pointer on XBUFFER; S$=1->right; S$=-1->left
12=change AI    : TAG2=event; S$=AI-#; enemy # must always be 1
13=gossip       : TAG2=start with(1-34); S$=sound prefix; up to #35; event=123
14=if goal =    : if goal priority >= TAG2 raise event #S$
15=set goal     : TAG2=0->always; TAG2=Event; S$=XX-YY-priority
16=typhoon      : Don't use this feature.
17=no water coll: Use this without parameters.
18=sprite       : TAG2=pointer to goal square; S$=sprite
19=Jman-control : TAG2=event; S$=evt/C/D/val C=Go/wait/dir/Tin/X/S +DIR
20=Jman-instance: Just use this.
21=Crumblefloor : set it and fall down
22=arrows off   : TAG2=max. goal priority
23=arrows on    : Just use this
Sokke's tip: Read the manual before you try to understand this stuff.
