TalkToNpc\\
AttackNpc\\
ThieveNpc\\
MagicNpc(id, num)\\
Wield(pos)\\
Unwield(pos)\\
WieldById(id)\\
UnwieldById(id)\\
Deposit(Id, count)\\
Withdraw(Id, Count)\\
Answer(choice)//
UseItem(pos)//
UseItemById(pos)//
CloseShop()//
CloseBank()//
LogOut()\\
DropItem(pos)\\
DropItemById(id)\\
TakeItem(x,y, id)\\
PickItemWithItem(x,y,id, pos)\\
PickItemWithItemId(x,y, id, id2)\\
SellItem(id)\\
BuyItem(id)\\
MagicOnItemByPos(pos, num)\\
MagicOnItemById(id, num)\\
UseItemWithItem(pos1, pos2)\\
UseItemWithItemById(id1, id2)\\
AtWall1(x, y)\\
AtWall2(x, y)\\
WithItemAtWall(x,y, id)\\
PrayerOn(num)\\
PrayerOff(num)\\
WaitForQuestMenu(time)\\
WaitForBankWindow(time)\\
WaitForShopWindow(time)\\
WaitForCoordChange()\\
RepeatNextCommandUntilQuestMenu(time, count)\\
FightMode//
AtObjectWithItem//
AtObjectWithItemById//
AtObject//
AtObject2//
MoveToNoWait//
MoveTo//
Debug//

GoTo(@Label)\\
GoToIfBagFull(@Label)\\
GoToIfInInventory(@label, id, id2)\\
GoToIfCountInInventoryEqual(@label, num, id)\\
GoToIfCountInInventoryGreater(@label, num id)\\
GoToIfEqual(@label, num, num)\\
GoToIfNotEqual(@label, num, num)\\
GoToIfAbove(@label, num, num)\\
GoToIfBelow(@label, num, num)\\
SetVar(var, num)\\
AddNum(%var, num)\\
SubVar(%var, num)\\
SetVarItemCount(%var, id)\\
SetVarMyX(%var)\\
SetVarMyY(var)\\
SetVarFatigue(var)\\
SetVarMyHp(var)\\

GoToIfBankWindow(@Label)\\
GoToIfCoordsIn(@label, x1, y1, x2, y2)\\
SetVarsNearestNpc(%x, %y, %id, NpcId)\\
GoToIfNpcNear(@label, type)\\
GoToIfFighting(@label)\\
SetVarNpcType(%type, index)
SetVarNpcCoords(%x, %y, index)
SetVarObject(%type, x, y)
SetVarsNearestObjectXY(%x, %y, type)\\
GoToIfObjectNear(@Label, type)\\

Stop()\\
StopAndLogOut()\\
Debug("text")\\
DebugRs(text)\\
CheckFighters(num) - 1 if so, 0 otherwise\\
GoToIfInLastServerMessageIs(@label, "text")\\
ResetLastServerMessage()\\
GoToIfQuestMenu(@label)\\



