I have tried to made it comprehensive so as to cover most areas.
The list is vaguely in the order you might find useful when designing a level.
You can also make an event "Clear" a flag. You can clear a flag even if the player doesn't actually have it without ill effect, this allows you to do some clever things. In my demo I use this to give appropriate messages when crossing to and fro over a bridge.
Some people prefer to set a lot of flags right at the beginning of the game. They then use this so that they can have, for instance, several people who will tell you the same piece of information. These events all need one of the flags that have been set. The events that are your conversation with each of these people then clear that flag so that once one of the people has told you the information the other people don't.
Think of it this way. If an event grants you a flag then you can add it to your notional flag inventory. When you get to a square where there is an event that needs a flag if that flag is in your inventory then the event will trigger. If you haven't got the flag it won't.
A further thing to notice is that if an event gives one or more flags then the event will not trigger again so long as you have all those flags. However if only one of those flags is cleared by a later event then the original event will reactivate.
Last updated 8th October 2000