IF - CONDITIONAL
RECEIVER

Used for management of conditional flags, asking players yes/no type questions (Gamer Related Model), displaying messages and pictures, hero variable selection, extended dialog boxes and CMD setup.

Note: Since IF receiver involves, at some point, text messages, be aware that a string cannot contain the ; , ^ characters. Example:
!!IF:M^this is a wrong text ; it contains ^special elements^.  ^;
!!VRz567:S^wrong text ; it contains ^special elements^. ^;
!!IF:M^this is a correct  text. It contains no "special elements".  ^;
 
!!IF:XXXX; Management of conditional flags (1-1000), player questions (GRM), plus message and picture display.

OPTIONS 
B#/$1/$2; Preset up/change a CMD dialogue (alternative way).
See Dialogue Button
D#/$1...$15; Preset up/change a CMD dialogue (alternative way).
See Dialogue Button
E$1/$2; We can use the Extended dialogue with IF:E command.
See Dialogue Button
F$1/$2/$3/$4/$5/$6; Add hint to IF:E. This command is an extension to IF:D command.
See Dialogue Button

G#1/#2/#3/#4/#5/(up to #16);

Set up Radio or Checkbox Dialogue (Up to 12 choices)
See Dialogue Button
M^TEXT^; Show the message (TEXT) on the screen IMMEDIATELY. 
See Dialogue Button
M-1; Do not show the message on the screen.
M1/$; Set and  get the string parameters. 
See Dialogue Button

P$;

Call a PIC/AVI message or Extended message/request number $.
See Dialogue Button

Q#^Text^; Ask the player a question (TEXT) IMMEDIATELY. See Dialogue Button
Q#1/#2/#3/#4^Text^;

Show a message or request with one picture.
See Dialogue Button

Q#1/#2/#3/#4/#5/#6^Text^;

Show a message or request with two pictures.
See Dialogue Button

Q#1/#2/#3/#4/#5/#6/#7/#8^Text^; Show a message or request with three pictures.
See Dialogue Button
Q$/....; Equal to Q...^text^ but ^text^ is a string var with index = the last $
See Dialogue Button
V#1/#2; Set conditional flag #1 (from 1 to 1000) at once in the meaning #2 (1 or 0).

W$;

Every hero has now 100 variables.
Comments:
They are called w# (#=1...100)
They may be used everywhere when f...t variables.
You should set the hero you refer to by these vars:
($=1...155,-1=current)

Every time you apply W$ command, you will refer then to a particular hero's variables.
!!IF:W-1 refers to the current hero.
(see also Flags&Variables section and VR section)
X$; Answer the gamer Sphinx question
   $ - number of question (-1 = random)
Comments:
This brings up the Sphinx question dialog box.
All Questions and answers are taken from ZSphinx.txt
file. If you have not the TxtEditor, you can use a CmdEditor to add something there. 
First column - question,
second column - answer.
For now the exact coincidence of gamer answer with written one means correct. ERM Flag1 will be set to 1 if answer is correct and 0 if answer is wrong.

Now we have 1000 flags (from 1 to 1000).

Condition Management of the first ten flags

AXXXX Set all 10 flags at once. The line XXXX consists of 10 zeroes and ones. 
Example:
A0100010000
- set all conditional flags into 0 but the second and six. At the beginning of game all the flags set into zero.
SXXXX Set the pointed out of the ten flags. The line XXXX consists of 10 zeroes and ones.
Example:
S0100010000 set the second and the six into one, the rest are not changed.
RXXXX Set off the pointed out flags.
The line XXXX consist of 10 zeroes and ones.
Example:
R0100010000 set the second and six into zero, the rest are not changed.