If the object number is 0, the commands manipulates the graphics of the main
character.
The image can be a BOB image number, an animation string, or even a pattern
(PTRN) specification.
If x and y are left blank, the position of the object will not be altered,
only the image.
If image is left blank, the object is moved to the new co-ordinates
retaining the previous image.
Note: If the object was in the inventory before the SHOW, it is removed and
the inventory is updated.
Example:
@{b} SHOW 3, , ,PTRN 1@{ub}
would show object 3 in its previous position using the animation sequence
stored in the 1.ptrn file.
Another example:
@{b}SHOW ROBJ1,30,70, @{ub}
would place room object 1 at the new co-ordinates 30,70.
A third example:
SHOW 0, , ,
refreshes the graphics of the main character. This is useful if you have
loaded new global images, for instance.
See also: @{"HIDE" link "GG_HIDE" 0}, @{"OMOVE" link "GG_OMOVE" 0}, @{"CPOS" link "GG_CPOS" 0}, @{"CBOB" link "GG_CBOB" 0}, @{"CMOVE" link "GG_CMOVE" 0}