(based on bs_castlevania)

AI_chargePlayer			Move to player's position. Then end.

AI_disable_attack		This marker acts as an "attack" box override, and places itself a million miles away.
AI_disable_hit			This marker acts as a "hit" box override, but it's too flat to hit anything. It's only enough to continue standing on ground.
AI_disable_rape			This marker acts as a "rape" box override, and places itself a million miles away.
AI_faceSprite				Makes a sprite look at another sprite. (assumes it's image is named "image")
AI_getHurt					Makes this enemy take damage.
AI_gotoLevel				Teleports the player to another level in the mapGrid.
AI_gravity					Enable/Disable gravity for this enemy sprite.
AI_horny						Makes this enemy sprite vulnerable to player rape.  (on/off)  (redundant)
AI_itemDrop					Drop an Item/Equipment. Item can be random. Drop chance can be random.
AI_jump							Launch this enemy sprite upward. Optionally allowing mid-air jumps. (It's assumed that gravity will bring it back down)
AI_jumpImage				Offset a movieClip within the AI to move up, then back down. This sprite's coords on the map isn't affected.
AI_letterbox				Show/Hide cutscene letterbox.

AI_move							Relative move (allowing inertia) in this direction while this marker exists. Horz direction is relative to facing direction. (previous velocities are retained and this marker's movement acellerates against it)
AI_moveBy						Relative move a certain number of tiles, then end.
AI_moveTo						Absolute move to a specific tile, then end.

AI_music						Stop/Start a specified song.
AI_pause						Pause/Resume parts of the game engine.
AI_playerState			Set the player's state.
AI_shake						Shakes the screen momentarily. Then ends.
AI_showPlayer				Hide/Show the player.
AI_sound						Plays a sound effect.
AI_spawn						Places a sprite. Position can be either the current coords, or a specific tile. AI can be specified for enemy sprites.
AI_talk							Displays a textbox. This ends when it closes.
AI_turnAround				Reverses this enemy's facing direction.
AI_vanish						Makes this enemy die and then increments the defeatFlag associated with it. (the defeatFlag is set in the level editor) (all sprites are then updated)
AI_variable					Sets a RAM variable = to a value. Then optionally updates all sprites.
AI_timer						This waits a specified number of seconds, then ends. Seconds can be read from a variable path.

AI_wait_for					Waits for another marker to end. Then either advances 1 frame, or jumps to a specified AI state.
AI_react						Checks for a specific condition while this marker exists and jumps to another AI state. Then ends. Else is optionally supported. No states have to be specified.

AI_walk							Relative move in this direction while this marker exists. Facing direction is ignored.
