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authorKonAki <konaki@anokonaki.org>2026-10-13 10:12:38 +0800
committerKonAki <konaki@anokonaki.org>2026-10-13 10:12:38 +0800
commita2dc5ca4c659e2d0a9527cd0910bc76b65e6d09f (patch)
tree40f69bfe33feab0ba7bbe08629ace2b9079a9ee9
parent7a37a5b555cc82d6aaa40997c5f54bc90a31cbc7 (diff)
readme: script reads text
-rw-r--r--README.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/README.md b/README.md
index 7ce2bd4..24cfcc5 100644
--- a/README.md
+++ b/README.md
@@ -34,7 +34,7 @@ The engine modules are a `.h` and a `.c` pair, they depend on each other a bit,
| 2d | what any 2D game needs: a scrolling camera, frame animation, drawing frames of a sprite sheet |
| fx | whole screen effects done on the pixels: fade to a colour, flash, shake and tone (adds 2d) |
| particles | pooled particle emitters (sparks, dust, glows) and rain, snow and storm presets |
-| script | event scripts: say, menus, switches, variables, jumps and calls as a flat list of commands, with the program doing the showing. what converters write to |
+| script | event scripts: say, menus, switches, variables, jumps and calls as a flat list of commands, with the program doing the showing. can be read from text with labels. what converters write to |
| battle | turn based fights with RPG Maker style rules: stats, states, skills with damage formulas, hit and critical rolls, elements, turn order, escaping. nothing drawn, you show the results |
| party | actors with classes and levels, equipment, the party, gold and the bag, shops, and using items from the menu (adds battle and save) |
| save | save files: tagged chunks with a checksum, read and written in a buffer, each module saves its own part; the party saves with it (party adds this) |