/* LINE: dlg;line_no;sentence1;sentence2| ;{cond} (This statement is optional)
/* LACT: dlg;line_no;{cond|comm} (This statement is optional)
LINE: 1;1;$The right one, of course. You said so.; ;
LACT: 1;1;SAY You got it! See ya!;LINE 3;REDO
LINE: 1;2;$Gee, I still kinda fancy the left one...; ;
LACT: 1;2;SAY Oh, my... PC user, eh?;LINE 3;REDO
LINE: 1;3; ; ;
LACT: 1;3;CMOVE 50,164,P;CBOB 11;SAY Don't worry! I'll be back later!;SAY By the way - that little "dialogue" used the option of prefixing the dialogue alternatives with "$" characters.
LACT: 1;3;SAY They are not visible to the player, but means the main character does not SAY the line when the player clicks it.
LACT: 1;3;SAY This means you can use dialogues to get player input regardless of whether the main character is on screen or not!;CMOVE -20,164,C
LACT: 1;3;CHAR OFF;CUTSCENE 3,H
LACT: 1;3;EDLG;EXIT
/* ACTION: verb_no;{cond|comm} (This statement is optional)