/
event_FE8.en.txt
510 lines (492 loc) · 52.2 KB
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event_FE8.en.txt
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40050D00000000004005010000XXYYYY210700004005010001ZZWWWW2107000040050100FFFFFFFF21070000 Set event battle parameters [XX:DECIMAL:Damage by attacker][YYYY:ATTACK_TYPE:method of attacker][ZZ:DECIMAL:Damage by defender][WWW:ATTACK_TYPE:method of defender] {BATTLE} {MAPEFFECT}
40050D00000000004005010000XXYYYY210700004005010001ZZWWWW210700004005010002VVUUUU210700004005010001TTSSSS2107000040050100FFFFFFFF21070000 Set event battle parameters (2 combat rounds)[XX:DECIMAL:Damage by attacker][YYYY:ATTACK_TYPE:method of attacker][ZZ:DECIMAL:Damage by defender][WWW:ATTACK_TYPE:method of defender]Next round[VV:DECIMAL:Damage by attacker 2][UUUU:ATTACK_TYPE:method of attacker 2][TT:DECIMAL:Damage by defender 2][SSSS:ATTACK_TYPE:method of defender2] {BATTLE} {MAPEFFECT}
40050D00000000004005010000XXYYYY210700004005010000ZZWWWW2107000040050100FFFFFFFF21070000 Set event battle parameters (attacker doubles, no counterattack)[XXXX:DECIMAL:Damage by attacker][YYYY:ATTACK_TYPE:Attack method][ZZZZ:DECIMAL:Damage by attacker 2][WWWW:ATTACK_TYPE:Attack method 2] {BATTLE} {MAPEFFECT}
40050D00000000004005010000XXYYYY2107000040050100FFFFFFFF21070000 Set event battle parameters (no counterattack)[XX:DECIMAL:Damage by attacker][YYYY:ATTACK_TYPE:Attack method] {BATTLE} {MAPEFFECT}
40050200XXXXXXXX40050300YYYYYYYY400A00008003A608 Extension branch[XXXXXXXX:POINTER_UNIT:Units If Easy][YYYYYYYY:POINTER_UNIT:Units If Normal or Hard] {J}
40050200XXXXXXXX40050300YYYYYYYY400A000048E29E08 Extension branch[XXXXXXXX:POINTER_UNIT:Units If Easy][YYYYYYYY:POINTER_UNIT:Units If Normal or Hard] {U}
40050200XXXXXXXX4005030001000000400A00008003A608 Extension branch[XXXXXXXX:POINTER_UNIT:Units If Normal or Hard] {J}
40050200XXXXXXXX4005030001000000400A000048E29E08 Extension branch[XXXXXXXX:POINTER_UNIT:Units If Normal or Hard] {U}
40050200XXXXXXXX400A0000YYYYYYYY Special event call with unit setting[YYYYYYYY:POINTER_EVENT:event][XXXXXX:POINTER_UNIT:Units]
40050200XXXXXXXX40050300ZZZZZZZZ40050400WWWWWWWW400A0000YYYYYYYY Special event call with unit setting[YYYYYYYY:POINTER_EVENT:event][XXXXXX:POINTER_UNIT:Units 1][ZZZZZZZZ:POINTER_UNIT:Units 2][WWWWWWW:POINTER_UNIT:Units 3]
400DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument](ASMC) {SUBROUTINE}
410DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 1(ASMC)(LOW) {SUBROUTINE}
420DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 2(ASMC)(LOW) {SUBROUTINE}
430DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 3(ASMC)(LOW) {SUBROUTINE}
440DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 4(ASMC)(LOW) {SUBROUTINE}
450DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 5(ASMC)(LOW) {SUBROUTINE}
460DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 6(ASMC)(LOW) {SUBROUTINE}
470DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 7(ASMC)(LOW) {SUBROUTINE}
480DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 8(ASMC)(LOW) {SUBROUTINE}
490DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] 9(ASMC)(LOW) {SUBROUTINE}
4A0DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] A(ASMC)(LOW) {SUBROUTINE}
4B0DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] B(ASMC)(LOW) {SUBROUTINE}
4C0DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] C(ASMC)(LOW) {SUBROUTINE}
4D0DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] D(ASMC)(LOW) {SUBROUTINE}
4E0DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] E(ASMC)(LOW) {SUBROUTINE}
4F0DYYYYXXXXXXXX [XXXXXXXX:POINTER_ASM:Assembler function]is called[YYYY::argument] F(ASMC)(LOW) {SUBROUTINE}
2826XXYY Move camera to[XX:MAPX:X][YY:MAPY:Y](CAM1) {CAMERA}
2126XXXX Move camera instantaneously to[XXXX:UNIT:Character](CAM1) {CAMERA}
203BXXYY [XX:MAPX:X][YY:MAPY:Y]with[]frame(CUMO) {WAKU}
213BXXXX [XXXX:UNIT:Character]with[]frame(CUMO) {WAKU}
243BXXYY [XX:MAPX:X][YY:MAPY:Y]with SHINY []frame {WAKU}
253BXXXX [XXXX:UNIT:Character]with SHINY []frame {WAKU}
223B0000 []Erase frame(CURE) {WAKU}
20010000 Return[TERM](ENDA) {TERM}
21010000 Event end[TERM](ENDB)
200EXXXX [XXXX:FSEC:Frames (1/60 second)]Wait(STAL) @WAIT {WAIT} {MAPEFFECT}
220EXXXX [XXXX:FSEC:Frames (1/60 second)]Wait(STAL2) @WAIT {WAIT} {MAPEFFECT}
230EXXXX [XXXX:FSEC:Frames (1/60 second)]Wait(STAL3) @WAIT {WAIT} {MAPEFFECT}
210EXXXX [XXXX:FSEC:Frames (1/60 second)]Wait(_0E21) @WAIT {WAIT}
20020200 Stop here if you're skipping events(EVBIT_F 2) {MAP} {EVBIT}
28020700 No Fade(EVBIT_T 7) {MAP} {EVBIT}
2802070020010000 Event end(also serves as a section to no fade)[TERM](EVBIT_T+ENDA)
400A0000XXXXXXXX Call[XXXXXX:POINTER_EVENT:event](CALL) {SUBROUTINE}
400A0000FFFFFFFF Call 0xFFFFFF(LOW)
2902XXXX Flag ON[XXXX:FLAG:Flag](ENUT) {FLAG}
2102XXXX Flag OFF[XXXX:FLAG:Flag](ENUF) {FLAG}
28020900 Make camera follow moving units(EVBIT_T) {CAMERA} {EVBIT}
20020900 Stop making camera follow moving units(EVBIT_F) {CAMERA} {EVBIT}
2802XXXX EVBIT_T[XXXX:EVBIT:Bit] {EVBIT}
2002XXXX EVBIT_F[XXXX:EVBIT:Bit] {EVBIT}
2010XXXX EVBIT_MODIFY[XXXX:EVBIT:Operation_to_perform] {EVBIT}
4005XXXXYYYYYYYY SVAL[XXXX:MEMORYSLOT:MemorySlot][YYYY::Value_to_store] {VAL}
2006C100 Copy memory slot C to memory slot 1(MOV VAL_1,VAL_C / SADD) {VAL}
2006C200 Copy memory slot C to memory slot 2(MOV VAL_2,VAL_C / SADD) {VAL}
2006CB00 Copy memory slot C to memory slot B(MOV VAL_B,VAL_C / SADD) {VAL}
2006XXXX SADD[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2106XXXX SSUB[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2206XXXX SMUL[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2306XXXX SDIV[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2406XXXX SMOD[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2506XXXX SAND[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2606XXXX SORR[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2706XXXX SXOR[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2806XXXX SLSL[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2906XXXX SLSR[XXXX:PACKED_MEMORYSLOT:PackedMemorySlot] {VAL}
2207XXXX SLOTS_SETFROMQUEUE[XXXX:MEMORYSLOT:MemorySlot] {VAL}
21070000 SAVETOQUEUE {VAL}
2007XXXX STQFROMSLOT[XXXX:MEMORYSLOT:MemorySlot] {VAL}
210FXXYY COUNTER_SET[X:COUNTER:CounterID(bitshift)][Y::Counter_value] {VAL}
220FXXYY COUNTER_ADD[X:COUNTER:CounterID(bitshift)][Y::Base_operand] {VAL}
230FXXYY COUNTER_SUBTRACT[X:COUNTER:CounterID(bitshift)][Y::Base_operand] {VAL}
230FXXYY2102WWWW200FXX00410CVVVV0C0000002902WWWW2008VVVV Reduce the Counter and turn on the flag when it gets to zero[X:COUNTER:Counter(bitshift)][Y::Base_operand][W:FLAG:Completion Flag][V:LABEL:ConditionID] Perform processing using COUNTER such as 3 turn reinforcement after satisfying the prescribed conditions.\r\nLeave Counter (bitshift) and Base_operand at 0 unless you change it in particular.\r\nFor Completion Flag, please write the same value as Completion Flag set for this event.\r\n\r\nPlease put "ConditionID" in the other ConditionID of this event and a unique value which does not apply.\r\nIf there is no other branch, leave 0 and there is no problem. {VAL} {FLAG}
210FXXYY2102WWWW Start an event using the Counter[X:COUNTER:CounterID(bitshift)][Y::Base_operand][W:FLAG:Flag] Start processing using COUNTER such as 3 turn reinforcement after satisfying the prescribed conditions.\r\nPlease leave Counter (bitshift) 0 if there is no reason.\r\nIn Base_operand, set the number of turns to be operated.If it is 3 turns it will be 3.\r\nFor the flag, please set the Completion Flag of the event you want to operate. {VAL} {FLAG}
242AXXXX Epilogue Save[XXXX::Value 1](MNC4) {ENDING}
202AXXXX Return to title screen[XXXX::Value 1](MNTS) {ENDING}
402FXXXXYYYYZZWW20300000 Move[YY:UNIT:Character]to[ZZ:MAPX:X][WW:MAPY:Y]with[XXXX:FSEC:Speed](MOVE+ENUN) {UNITMOVE}
412FXXXXYYYYZZZZ20300000 Move[YY:UNIT:Character]to[ZZ:UNIT:opponent unit]with[XXXX:FSEC:Speed](MOVEONTO+ENUN) {UNITMOVE}
422FXXXXYYYYZZZZ20300000 Move[YY:UNIT:Character]one space[ZZ:DIRECTION:Direction]with[XXXX:FSEC:Speed](MOVE_1STEP+ENUN) {UNITMOVE}
402FXXXXYYYYZZWW Set move[YY:UNIT:Character]to[ZZ:MAPX:X][WW:MAPY:Y]with[XXXX:FSEC:Speed](MOVE) {UNITMOVE}
412FXXXXYYYYZZZZ Set move[YY:UNIT:Character]to[ZZ:UNIT:opponent unit]with[XXXX:FSEC:Speed](MOVEONTO) {UNITMOVE}
422FXXXXYYYYZZZZ Set move[YY:UNIT:Character]one space[ZZ:DIRECTION:Direction]with[XXXX:FSEC:Speed](MOVE_1STEP) {UNITMOVE}
432FXXXXYYYYZZZZ Activate set movement[XX::Value1][YY::Value1][ZZ::Value1](LOW) {UNITMOVE}
2029XXXX [XXXX:FOG:Sight range]Change fog sight distance(VCWF) {WEATHER}
2028XXXX [XX:WEATHER:Weather]Weather change {WEATHER}
2128XXXX [XX:WEATHER:Weather]Weather change 2(WEA1)
2113FF7F Mute, Erase BGM(_MUSICSOMETHING 0x7FFF) {MUSIC}
2113XXXX _MUSICSOMETHING[XXXX:MUSIC:Song] {MUSIC}
482F0000YYYYZZWW Set move (ver2)[YY:UNIT:Character][ZZ:MAPX:X][WW:MAPY:Y]
221A0000 Conversation start of CG scene(CGTEXTSTART)
251A0000 _0x1A25
4121XXXXYYYYZZZZ _0x2141[XXXX::Value1][YY::Value2][ZZ::Value3]
2813XXXX Return screen with[XXXX:FSEC:Speed] {SCREENDADE} {MAPEFFECT}
2026XXYY Move camera to[XX:MAPX:X][YY:MAPY:Y] but, it seems not the center(CAM2) {CAMERA}
2926XXXX Move camera instantaneously to[XXXX:UNIT:Character](CAM1) {CAMERA}
202BXXXX _0x2B20[XXXX::Value1]
211EXXXX _0x211E[XXXX::Value1]
432C010000000000 _432C
212BXXXX _0x2B21[XXXX::Value1]
4032XXXXYYZZ0000 Load one Player unit with it's default parameters(SPAWN_ALLY)[XXXX:UNIT:Character][YY:MAPX:X][ZZ:MAPY:Y] {LOADUNIT}
4132XXXXYYZZ0000 Load one NPC (green) unit with it's default parameters(SPAWN_NPC)[XXXX:UNIT:Character][YY:MAPX:X][ZZ:MAPY:Y] {LOADUNIT}
4232XXXXYYZZ0000 Load one Enemy unit with it's default parameters(SPAWN_ENEMY)[XXXX:UNIT:Character][YY:MAPX:X][ZZ:MAPY:Y] {LOADUNIT}
4F32XXXXYYZZ0000 Load one Player unit with it's default parameters, unit will dissapear at the end of the events(SPAWN_CUTSCENE_ALLY)[XXXX:UNIT:Character][YY:MAPX:X][ZZ:MAPY:Y] {LOADUNIT}
4036XXXXYYZZWWTT Check if a unit is within a specified area(CHECK_INAREA)[XXXX:UNIT:Character][YY:MAPX:X][ZZ:MAPY:Y][WW:MAPX:X2][TT:MAPY:Y2] It will return 1 if the unit is within the area, and 0 otherwise. Results are stored in memory slot C. @STOREC {COND}
202EXXYY Get unit ID of the unit at the given coordinates(CHECK_AT)[XX:MAPX:X][YY:MAPY:Y] returns unit ID if there is a unit at coordinates @STOREC {COND}
2F41XXXX _0x412F[XXXX::Value1]
4084XXXXYYYY0000 Map detail specification near ID display[XXXX::Value 1][YY::Value 2]
8088XXXXYYYYZZZZWWWWVVVV00000000 _0x8880[XXXX::Value1][YY::Value2][ZZ::Value3][WW::Value4][VV::Value5]
409BXXXXYYYY0000 _0x9B40[XXXX::Value1][YY::Value2]
409DXXXXYYYY0000 _0x9D40[XXXX::Value1][YY::Value2]
40A600000000ZZZZ Move to the next World Map Node(WM_SETNEXTLOCATION)[ZZ:WMLOCATION:World Map Node] {WMAP}
40AAXXXXYYYY0000 _0xAA40[XXXX::Value1][YY::Value2]
40ABXXXXYYYY0000 _0xAB40[XXXX::Value1][YY::Value2]
20C20000 _0xC220
2009XXXX GOTO[XXXX:GOTO_CONDITIONAL:ConditionID] Jumps to the LABEL of the specified condition ID. {JUMP}
2008XXXX LABEL[XXXX:LABEL_CONDITIONAL:ConditionID] Define a LABEL that can be moved by a conditional expression or GOTO. {JUMP}
221B0000 Conversation end(REMA)
211A0000 Removes speech bubbles and portraits(REMOVEPORTRAITS) {BG}
2044XXXX BREAKING_SACRED_STONE[XXXX:UNIT:Character]
2012FF7F Mute, Turn off the BGM(MUSC 0x7FFF) {MUSIC}
2012XXXX Change BGM to[XXXX:MUSIC:Song](MUSC) {MUSIC}
2014XXXX Change BGM to[XXXX:MUSIC:Song] while saving the previous song(MUSS)
2016XXXX Play SFX[XXXX:SOUND:sound effect](SOUN) {MUSIC}
2013FF7F Mute, Fade out and turn off the BGM(MUSCFAST 0x7FFF) {MUSIC}
2213XXXX Change BGM to[XXXX:MUSIC:Song] with fast fade out(MUSCFAST) {MUSIC}
2413XXXX Change BGM to[XXXX:MUSIC:Song] with fade out(MUSCMID) {MUSIC}
2613XXXX Change BGM to[XXXX:MUSIC:Song] with slow fade out(MUSCSLOW) {MUSIC}
20150000 Decrease BGM volume(MUSI) {MUSIC}
21150000 Increase BGM volume(MUNO) {MUSIC}
2234XXXX Change faction of [XXXX:UNIT:Character] to Player(CUSA) {UNITPERSOLNAL}
2434XXXX Change faction of [XXXX:UNIT:Character] to Enemy(CUSE) {UNITPERSOLNAL}
2334XXXX Change faction of [XXXX:UNIT:Character] to NPC (green) (CUSN) {UNITPERSOLNAL}
2039XXXX CHAI[XXXX:UNIT:Character]
2139XXYY Changes the AI of the unit at the given coordinates[XX:MAPX:X],[YY:MAPY:Y](CHAI)
2634XXXX Ends specified unit's turn, greying them out[XXXX:UNIT:Character](SET_ENDTURN)
2534XXXX Sets [XXXX:UNIT:Character] HP to value stored in memory slot 0x1(SET_HP)(LOW)
2834XXXX SET_STATE[XXXX:UNIT:Character]
2D34XXXX [XXXX:UNIT:Character]Erase (kill) unit with death SFX(SET_SOMETHING) @WARNING_DISA {UNITREMOVE}
2E34XXXX [XXXX:UNIT:Character]Erase (kill) unit without death SFX(DISA_IF) @WARNING_DISA {UNITREMOVE}
2A340000 Clear All Player units(CLEA) {CLEAR} {UNITREMOVE}
2B340000 Clear all NPC (green) units(CLEN) {CLEAR} {UNITREMOVE}
2C340000 Clear All Enemy units(CLEE) {CLEAR} {UNITREMOVE}
20300000 Wait for end of unit movement(ENUN) {WAIT} {UNITMOVE}
403FXXXXYYYYZZZZ Execute event battle[XXXX:UNIT:Attacker][YY:UNIT:Defender][ZZ:ITEM:Attacker's Weapon 00=currently equipped weapon](FIG1) {BATTLE} {MAPEFFECT}
413FXXXXYYYYZZZZ Execute event battle (41)[XXXX:UNIT:Attacker][YY:UNIT:Defender][ZZ:ITEM:Attacker's Weapon 00=currently equipped weapon](FIG2) {BATTLE} {MAPEFFECT}
423FXXXXYYYYZZZZ Execute event battle (42)[XXXX:UNIT:Attacker][YY:UNIT:Defender][ZZ::Unknown](FIG3) {BATTLE} {MAPEFFECT}
22370000 GIVETOSLOT3(LOW)
402C0100XXXXXXXX20300000 Load units and move. Used for new [XXXXXXXX:POINTER_UNIT:Units](LOAD1+ENUN) {LOADUNIT}
402C0100XXXXXXXX Load units without moving. Used for new [XXXXXXXX:POINTER_UNIT:Units](LOAD1) {LOADUNIT}
412C0100XXXXXXXX Load units from memory without moving. Used for returning party members[XXXXXXXX:POINTER_UNIT:Units](LOAD2) {LOADUNIT}
412C0100XXXXXXXX20300000 Load units from memory and move. Used for returning party members[XXXXXXXX:POINTER_UNIT:Units](LOAD2+ENUN) {LOADUNIT}
402C0000XXXXXXXX Load units without moving (ver3)[XXXXXXXX:POINTER_UNIT:Units](LOAD1)
422C0000XXXXXXXX Load one unit[XXXXXXXX:POINTER_UNIT:Units](LOAD3)
402C0100FFFFFFFF Load reinforcement unit for internal processing(LOW)
412C0100FFFFFFFF Load unit for internal processing(LOAD2)(LOW)
20430000 Plays sword slashing animation {J}
2043XXXX RESUMM[XXXX:UNIT:Character]
40050B00XXXXYYYY2041ZZZZ WARP_OUT[XXXX:MAPX:X][YYYY:MAPY:Y][ZZZZ:UNIT:Character](LOW)
2041XXXX WARP_OUT[XXXX:UNIT:Character](LOW)
2141XXXX WARP_IN[XXXX:UNIT:Character](LOW)
40ADXXXXYYYY0000 _SATURATE_COLORS[XXXX::Value1][YY::Value2]
40B2000000000000 WM_FADEOUT
60B4XXXXYYYYZZZZWWWW0000 World map display[XXXX::Value 1][YY::XX][ZZ::YY][WW::Map](WM_SHOWDRAWNMAP) {WMAPMOVE}
20C10000 Skips_world_map_event(SKIPWN) {WMAP}
40830000YYYYZZZZ WM_SETCAM[YY::X-coordinate][ZZ::Y-coordinate] {WMAPMOVE}
4085000000000000 Move camera to lord unit(WM_CENTERCAMONLORD) {WMAP}
20AE0000 _20AE
609F0000XXXXYYYY0000ZZZZ _609F [XXXX::val1][YYYY::val2][ZZZZ::val3]
80860000FFFFFFFFWWWWVVVVUUUUTTTT Scroll to current location[WW::Unk 1][VV:FSEC:Speed][UU:DECIMAL:Delay][TT::Unk 2](WM_MOVECAM) {WMAPMOVE}
80860000YYYYZZZZWWWWVVVVUUUUTTTT [WT::Unk 1][VV:FSEC:Speed][UU:DECIMAL:Delay][TT::Unk 2]Scroll screen[YYYY:WMAPX:XX][ZZZZ:WMAPY:(WM_MOVECAM) {WMAPMOVE}
80870000FFFFFFFFWWWWVVVVUUUU0000 Scroll to current location 2[WW::Unk 1][VV:FSEC:Speed][UU:DECIMAL:Delay](WM_MOVECAMTO) {WMAP}
80870000YYYYZZZZWWWWVVVVUUUU0000 Screen scroll 2[YYYY:WMAPX:XX][ZZZZ:WMAPY:YY][WW::Unk 1][VV:FSEC:Speed][UU:DECIMAL:Delay](WM_MOVECAMTO)
80B600000000ZZZZ0000VVVVUUUUTTTT [ZZ:MAGVELY:departure point Y][VV:MAGVELY:Destination Y][UU:FSEC:Speed][TT:DECIMAL:Delay]Display, while scrolling up and down, an enlarged view of the continent(WM_MOVECAM2) {WMAPMOVE}
609E0000XXXXYY00ZZ00WWWW Register to display unit[XXXX:WMAP_SPRITE_ID:RegistID][YY:CLASS:Class][ZZ:WMAPAFFILIATION:belonging][WW::Unknown](PUTSPRITE) {WMAPUNIT}
40A10000YYYY0000 WM_MAKELORDVISIBLE[YY::Value1]
40A2000000000000 WM_MAKELORDDISAPPEAR
40A30000YYYYZZZZ WM_FADEINSPRITE[YY:WMAP_SPRITE_ID:RegistID][ZZ:FSEC:Frame seconds] {FADE} {WMAPMOVE}
40A40000YYYYZZZZ WM_FADEOUTSPRITE[YY:WMAP_SPRITE_ID:RegistID][ZZ:FSEC:Frame seconds] {FADE} {WMAPMOVE}
20A50000 WM_WAITFORSPRITELOAD
60A70000YYYYZZZZWWWWVVVV Issue unit registered in WMAP[YY:WMAP_SPRITE_ID:RegistID][ZZ:WMAPAFFILIATION:belonging][WW:SCREENX:XX][VV:SCREENY:YY](WM_PUTSPRITE) {WMAPUNIT}
60A70100YYYYZZZZWWWWVVVV Issue unit registered in WMAP2 [YY:WMAP_SPRITE_ID:RegistID][ZZ:WMAPAFFILIATION:belonging][WW:SCREENX:XX][VV:SCREENY:YY](WM_PUTSPRITE) {WMAPUNIT}
C0A80000YYYYZZZZWWWWVVVVUUUUTTTTSSSSRRRRQQQQ0000 Move units issued to move in WMAP[YYYY:WMAP_SPRITE_ID:RegistID][ZZZZ::Acceleration][WWWW:SCREENX:Start X][VVVV:SCREENY:Start Y][UUUU:SCREENX:Destination X][TTTT:SCREENY:Destination Y][SSSS:DECIMAL:Time][RRRR::Flags][QQQQ:DECIMAL:Delay](WM_PUTMOVINGSPRITE) {WMAPUNIT}
80A900000000ZZZZWWWWVVVVUUUUTTTT WM_MOVESPRITETO_HERO Move Hero[ZZ::Value 3][WW::Value 4][VV:WMLOCATION:World Map Node][UU::Time][TT:DECIMAL:Delay] {WMAPUNIT}
80A90000YYYYZZZZWWWWVVVVUUUUTTTT WM::MOVESPRITETO[YY:WMAP_SPRITE_ID:RegistID][ZZ::Value 3][WW::Value 4][VV:WMLOCATION:World Map Node][UU::Time][TT:DECIMAL:Delay](WM_MOVESPRITETO) {WMAPUNIT}
60C30000YYYYZZZZWWWW0000 Write the chapter ID[YY::Value 2][ZZ:UNIT:Hero Unit][WW:WMLOCATION:World Map Node](WM_SPAWNLORD) {WMAP}
40A00000XXXX0000 Erase the units registered in WMAP[XXXX:WMAP_SPRITE_ID:RegistID](REMSPRITE) {WMAPUNIT}
40900000YYYY0000 Draw route [YY:WMPATH:road ID](WM_DRAWPATH) {WMAP}
40910000YYYY0000 Take a quiet road[YY:WMPATH:road ID](WM_DRAWPATH2) {WMAP}
40920000YYYY0000 Turn off road[YY:WMPATH:road ID](WM_REMOVEPATH) {WMAP}
40930000YYYYZZZZ Move lord unit to a World Map Node[YY:WMLOCATION:World Map Node][ZZ::Value 2](WM_LOADLOCATION2) {WMAP}
40940000YYYYZZZZ Erase map icon[YY:WMLOCATION:World Map Node][ZZ::Value 2](WM_REMOVELOCATION) {WMAP}
40950000YYYYZZZZ Display map icon[YY:WMLOCATION:World Map Node][ZZ::Value 2](WM_LOADLOCATION3) {WMAP}
40960000YYYY0000 Route drawing 2[YY:WMPATH:road ID](DRAWPATH3)
20970000 Next destination appearance(WM_CREATENEXTDESTINATION) {WMAP}
409AXXXXYYYY0000 Specify next destination[XXXX::Value 1][YY:WMLOCATION:World Map Node](WM_SETDESTINATION) {WMAP}
40B80000YYYY0000 Highlight a part of the continent and display a name[YY:WMREGION:Country](WM_HIGHLIGHT) {WMAPMOVE}
40B90000YYYY0000 Highlight a part of the continent 1[YYYY:WMREGION:Country](WM_HIGHLIGHTCLEAR1) {WMAPMOVE}
40BA0000YYYY0000 Highlight a part of continent 2[YYYY:WMREGION:Country](WM_HIGHLIGHTCLEAR2) {WMAPMOVE}
60BC00000000XX00YY00ZZ00 Mark a point on the map[XX::Affiliation][YY:WMLOCATION:World Map Node][ZZ::Special_effect](PLACEDOT) {WMAPMOVE}
40BD0000FFFFFFFF Erase(WM_FXCLEAR1) {WMAPMOVE}
40BDXXXXYYYYZZZZ Erase[XXXX::Value 1][YY::Value 2][ZZ::Value 3](WM_FXCLEAR1)
40BD0000FFFFFFFF Erase(WM_FXCLEAR1) {WMAPMOVE}
40BEXXXXYYYYZZZZ Erase[XXXX::Value 1][YY::Value 2][ZZ::Value 3](WM_FXCLEAR2)
60C400000000XXXXYYZZ0000 Display portrait[XXXX:PORTRAIT:Portrait][YY::X][ZZ::Value](WM_SHOWPORTRAIT)
60C400000000XXXX34050000 Display portrait on the left side[XXXX:REVPORTRAIT:Portrait](WM_SHOWPORTRAIT) {WMAPTEXT}
60C400000000XXXXBC020000 Display portrait on the right side[XXXX:PORTRAIT:Portrait](WM_SHOWPORTRAIT) {WMAPTEXT}
60C400000100XXXX34050000 Display portrait on the left side 2[XXXX:REVPORTRAIT:Portrait](WM_SHOWPORTRAIT) {WMAPTEXT}
60C400000100XXXXBC020000 Display portrait on the right side 2[XXXX:PORTRAIT:Portrait](WM_SHOWPORTRAIT) {WMAPTEXT}
40C50000YYYYZZZZ Erase portrait currently being displayed[YY:DIRECTION:Direction to erase][ZZ:DECIMAL:Delay](WM_CLEARPORTRAIT) {WMAPTEXT}
40C5XXXXYYYYZZZZ Erase portrait[XX::Unk 1][YY:DIRECTION:Direction to erase][ZZ:DECIMAL:Delay](WM_CLEARPORTRAIT) {WMAPTEXT}
20890000 Wait until camera movement(WM_WAITFORCAM) {WAIT} {WMAPMOVE}
20990000 Wait until end of special effect(WM_WAITFORFX) {WAIT} {WMAPMOVE}
40ACXXXXFFFFFFFF Wait until image display[XXXX::Value 1](WM_WAITFORSPRITES) {WAIT} {WMAPMOVE}
40ACXXXXYYYYZZZZ Wait until image display[XXXX::Value 1][YYYY::Value 2][ZZZZ::Value 2](WM_WAITFORSPRITES) {WAIT} {WMAPMOVE}
20B10000 Wait until text display(WM_WAITFORTEXT) {WAIT} {WMAPMOVE}
20B50000 Wait for text until screen returns 1(WM_WAITFORFXCLEAR1) {WAIT} {WMAPMOVE}
20B70000 Wait for text until screen returns 2(WM_WAITFORFXCLEAR2) {WAIT} {WMAPMOVE}
40AFXXXXYYYYZZZZ Text window display[XXXX::Value 1][YY::][ZZ:FSEC:Speed Fade](WM_SHOWTEXTWINDOW) {WMAPTEXT}
20B30000 WM_TEXTDECORATE
40C60000XXXX0000 Text display[XXXX:TEXT:Text](WM_TEXT) {WMAPTEXT}
20C70000 Prepare text display(WM_TEXTSTART) {WMAPTEXT}
20C90000 Wait until end of movement(WM_REMOVETEXT) {WAIT} {WMAPTEXT}
2046XX00 Small screening effect on[XX::]
2F460000 Screen effect - Small summon
2014XXXX200E2100201A0000 Change BGM during conversation[XXXX:MUSIC:change BGM](MUSS) {MUSIC}
213BXXXX200EYYYY223B0000 For[YYYY:FSEC:Frame seconds][]frames[XXXX:UNIT:Character]is highlighted(CUMO) {WAKU}
40050100XXYY00002039ZZ00 Change AI[ZZ:UNIT:Character][XX:AI1:AI1][YY:AI2:AI2] {UNIT}
40050300XX0000002037YYYY Give item[XX:ITEM:item]to[YYYY:UNIT:Character](LOW) {ITEM}
40050300XX0000002037FFFF Give item to active (visiting) unit[XX:ITEM:item](LOW) {ITEM}
40050300XXXX000021370000 Give gold[XXXX:DECIMAL:GOLD](LOW) {GOLD} {ITME}
400A0000249D5B0840050300XXXX000021370000 Give gold[XXXX:DECIMAL:GOLD] {GOLD} {ITEM} {J}
400A0000401F590840050300XXXX000021370000 Give gold[XXXX:DECIMAL:GOLD] {GOLD} {ITEM} {U}
40050100XX0000002534YYYY Set HP to[XX:DECIMAL:Current HP]for Player[YY:UNIT:Character](SET_HP) {UNIT}
40050100XX0000002434YYYY Set HP to[XX:DECIMAL:Current HP]for Enemy[YY:UNIT:Character] {UNIT}
40050100XX0000002334YYYY Set HP to[XX:DECIMAL:Current HP]for Ally[YY:UNIT:Character] {UNIT}
231A000040050B00FFFFFFFF Display textbox (TUTORIALTEXTBOXSTART)(LOW)
40050100YYZZWWUU2039XX00 Change AI of [XX:UNIT:Character]to[YY:AI1:AI1][ZZ:AI2:AI2][WW:AI3:AI3][UU:AI4:AI4] {UNIT}
4040XXXXYYYYZZZZ Force promote[XXXX:UNIT:Character]to[YY:CLASS:Class]with[ZZ:ITEM:Item ID (Display Only)](LOW)(PROM) {CC}
201000004040XX00ZZ00YY0020100400 Force promote[XX:UNIT:Character]to[ZZ:CLASS:CCC Class]with[YY:ITEM:Item ID (Display Only)](LOW) {CC}
201BXXXX201D0000 [XXXX:CONVERSATION_TEXT:Conversation text]Dialog (conversation) with no background (LOW)(TEXTSHOW+TEXTEND) {TEXT}
211BXXXX201D0000 [XXXX:CONVERSATION_TEXT:Conversation Text]Dialog (conversation) with background(LOW)(TEXTSHOW2+TEXTEND)
201D0000 Ends_text_started_by_TEXTSTART(TEXTEND)
221A00004221000000000200 Ending Ephraim and Lyon CG display
221A0000201BXXXX201D0000 Display text at bottom by CG scene[XXXX:CONVERSATION_TEXT:Text](CGTEXTSTART+TEXTSHOW+TEXTEND) {TEXT}
40050200ZZ000000482FFFFFFDFFXXYY400A00003006A608482F0000ZZ00XXYY [ZZ:UNIT:Character]appears, warp to[XX:MAPX:X][YY:MAPY:Y](_WARP+MOVE) {UNITMOVE} {J}
40050200ZZ000000482FFFFFFDFFXXYY400A0000F8E49E08482F0000ZZ00XXYY [ZZ:UNIT:Character]appears, warp to[XX:MAPX:X][YY:MAPY:Y](_WARP+MOVE) {UNITMOVE} {U}
40050200ZZ000000482FFFFFFDFFXXYY400A00007406A608482F0000ZZ00XXYY [ZZ:UNIT:Character]appears, warp2 to[XX:MAPX:X][YY:MAPY:Y]2(_WARP+MOVE) {UNITMOVE} {J}
40050200ZZ000000482FFFFFFDFFXXYY400A00003CE59E08482F0000ZZ00XXYY [ZZ:UNIT:Character]appears, warp2 to[XX:MAPX:X][YY:MAPY:Y]2(_WARP+MOVE) {UNITMOVE} {U}
40050200ZZ000000482FFFFFFDFFXXYY400A00003006A608 [ZZ:UNIT:Character]appears, warp to[XX:MAPX:X][YY:MAPY:Y] {UNITMOVE} {J}
40050200ZZ000000482FFFFFFDFFXXYY400A0000F8E49E08 [ZZ:UNIT:Character]appears, warp to[XX:MAPX:X][YY:MAPY:Y] {UNITMOVE} {U}
40050200ZZ000000482FFFFFFDFFXXYY400A00007406A608 [ZZ:UNIT:Character]appears, warp2 to[XX:MAPX:X][YY:MAPY:Y] {UNITMOVE} {J}
40050200ZZ000000482FFFFFFDFFXXYY400A00003CE59E08 [ZZ:UNIT:Character]appears, warp2 to[XX:MAPX:X][YY:MAPY:Y] {UNITMOVE} {U}
40050200ZZ00000040050300XXXX0000400A00004804A608 Dialog (conversation) with background(LOW)[ZZ:BG:Background][XXXX:CONVERSATION_TEXT:TEXT] {TEXT} {J}
40050200ZZ00000040050300XXXX0000400A000010E39E08 Dialog (conversation) with background(LOW)[ZZ:BG:Background][XXXX:CONVERSATION_TEXT:TEXT] {TEXT} {U}
40050200ZZ000000400A00005406A6082F34ZZ00 Warp[ZZ:UNIT:Character]out of the map @WARNING_DISA {UNITREMOVE} {J}
40050200ZZ000000400A00001CE59E082F34ZZ00 Warp[ZZ:UNIT:Character]out of the map @WARNING_DISA {UNITREMOVE} {U}
40050300XXXX0000400A00004804A608 [XXXX:CONVERSATION_TEXT:Text]Dialog (conversation) with background(LOW) {TEXT} {J}
40050300XXXX0000400A000010E39E08 [XXXX:CONVERSATION_TEXT:Text]Dialog (conversation) with background(LOW) {TEXT} {U}
40050200XX000000400A00002004A608 Change BG to[XX:BG:Background](SetBackground) {BG} {J}
40050200XX000000400A0000E8E29E08 Change BG to[XX:BG:Background](SetBackground) {BG} {U}
40050200XXXXXXXX400A0000AC03A608 Load reinforcements[XXXXXXXX:POINTER_UNIT:Units] {LOADUNIT} {J}
40050200XXXXXXXX400A000074E29E08 Load reinforcements[XXXXXXXX:POINTER_UNIT:Units] {LOADUNIT} {U}
40050200XXXXXXXX400A0000D403A608 Load hard mode exclusive reinforcements[XXXXXXXX:POINTER_UNIT:Units] {LOADUNIT} {J}
40050200XXXXXXXX400A00009CE29E08 Load hard mode exclusive reinforcements[XXXXXXXX:POINTER_UNIT:Units] {LOADUNIT} {U}
40050200XX000000400A0000D402A608 When[XX:UNIT:Character]stops in range (used at the start of range based events (0B)) {COND} {J}
40050200XX000000400A00009CE19E08 When[XX:UNIT:Character]stops in range (used at the start of range based events (0B)) {COND} {U}
4005020000000000400A0000F002A608 When any player unit stops in range (used at the start of range based events (0B)) {COND} {J}
4005020000000000400A0000B8E19E08 When any player unit stops in range (used at the start of range based events (0B)) {COND} {U}
40050200XX000000400A00005406A608 Warp[XX:UNIT:Character]out of the map {UNITREMOVE} {J}
40050200XX000000400A00001CE59E08 Warp[XX:UNIT:Character]out of the map {UNITREMOVE} {U}
40050200XX000000400A0000D805A608 Add[XX:UNIT:Character]to a group {UNITPERSOLNAL} {J}
40050200XX000000400A0000A0E49E08 Add[XX:UNIT:Character]to a group {UNITPERSOLNAL} {U}
40050200XX000000400A0000F406A608 Add[XX:UNIT:Character]to a group(ver2) {UNIT} {J}
40050200XX000000400A0000BCE59E08 Add[XX:UNIT:Character]to a group(ver2) {UNIT} {U}
40050200XX000000400A0000F00CA608 Have[XX:UNIT:Character]play "destroying a Sacred Stone" FX {MAPEFFECT} {J}
40050200XX000000400A0000B8EB9E08 Have[XX:UNIT:Character]play "destroying a Sacred Stone" FX {MAPEFFECT} {U}
40050200XX000000400A0000F404A608 Erase[XX:UNIT:Character]by superimposing on lord unit {UNITREMOVE} {J}
40050200XX000000400A0000BDE39E08 Erase[XX:UNIT:Character]by superimposing on lord unit {UNITREMOVE} {U}
40050200XXXXXXXX400A0000F801A608 If Tutorial, Branch[XXXXXXXX:POINTER_EVENT:Event] {SUBROUTINE} {J}
40050200XXXXXXXX400A0000C0E09E08 If Tutorial, Branch[XXXXXXXX:POINTER_EVENT:Event] {SUBROUTINE} {U}
400D0000E1860808 Party switch to Ephraim (Temporary, used in Chapter 5) {J}
400D000015640808 Party switch to Ephraim (Temporary, used in Chapter 5) {U}
400D000031870808 Party switch to Eirika (Temporary, used in Chapter 5) {J}
400D000065640808 Party switch to Eirika (Temporary, used in Chapter 5) {U}
400D00004D880808 Party switch to Ephraim 2 (Permanent) {J}
400D000081650808 Party switch to Ephraim 2 (Permanent) {U}
400D000031880808 Party switch to Eirika 2 (Permanent) {J}
400D000065650808 Party switch to Eirika 2 (Permanent) {U}
400D0000B91B0808 Play Demon King summon FX {MAPEFFECT} {J}
400D000079F80708 Play Demon King summon FX {MAPEFFECT} {U}
400D000001200808 Play Demon King summon FX (floor) {MAPEFFECT} {J}
400D000079F80708 Play Demon King summon FX (floor) {MAPEFFECT} {U}
410D0000B5270808 Play Demon King sealing FX {MAPEFFECT} {J}
410D000074040808 Play Demon King sealing FX {MAPEFFECT} {U}
400D000031960C08 Roll Endgame Credits {ENDING} {J}
400D000079480C08 Roll Endgame Credits {ENDING} {U}
400D000041D00B08 Display total number of turns for the ending {ENDING} {J}
400D000075810B08 Display total number of turns for the ending {ENDING} {U}
400D0000D5B70B08 Ending battle display {ENDING} {J}
400D0000956C0B08 Ending battle display {ENDING} {U}
400D000069880808 Branch (place unknown) {J}
400A0000BC9D5B08 Call Preparation screen {PREPARATION} {MAP} {J}
400A0000D81F5908 Call Preparation screen {PREPARATION} {MAP} {U}
40050D000000000040050100YYYYYYYY2107000040050100000000002107000040050100ZZZZZZZZ21070000400501000000000021070000432F0000XXXX0000 Set move (2 coords)[XXXX:UNIT:Character]to[YYYYYYYY:EVENTUNITPOS:coordinate 1]to[ZZZZZZZZ:EVENTUNITPOS:coordinate 2] {UNITMOVE}
40050D000000000040050100YYYYYYYY2107000040050100000000002107000040050100ZZZZZZZZ2107000040050100000000002107000040050100WWWWWWWW21070000400501000000000021070000432F0000XXXX0000 Set move (3 coords)[XXXX:UNIT:Character]to[YYYYYYYY:EVENTUNITPOS:coordinate 1]to[ZZZZZZZZ:EVENTUNITPOS:coordinate 2]to[WWWWWWW:EVENTUNITPOS:coordinate 3] {UNITMOVE}
40050D000000000040050100YYYYYYYY2107000040050100000000002107000040050100ZZZZZZZZ2107000040050100000000002107000040050100WWWWWWWW2107000040050100000000002107000040050100VVVVVVVV21070000400501000000000021070000432F0000XXXX0000 Set move (4 coords)[XXXX:UNIT:Character]to[YYYYYYYY:EVENTUNITPOS:Coordinate 1]to[ZZZZZZZZ:EVENTUNITPOS:Coordinate 2]to[WWWWWWWW:EVENTUNITPOS:Coordinate 3]to[VVVVVVVV:EVENTUNITPOS:Coordinate 4] {UNITMOVE}
40050D000000000040050100YYYYYYYY2107000040050100000000002107000040050100ZZZZZZZZ21070000400501000000000021070000432F0000XXXX000020300000 Move (2 coords)[XXXX:UNIT:Character]to[YYYYYYYY:EVENTUNITPOS:coordinate 1]to[ZZZZZZZZ:EVENTUNITPOS:coordinate 2] {UNITMOVE}
40050D000000000040050100YYYYYYYY2107000040050100000000002107000040050100ZZZZZZZZ2107000040050100000000002107000040050100WWWWWWWW21070000400501000000000021070000432F0000XXXX000020300000 Move (3 coords)[XXXX:UNIT:Character]to[YYYYYYY:EVENTUNITPOS:Coordinate 1]to[ZZZZZZZZ:EVENTUNITPOS:Coordinate 2]to[WWWWWWW:EVENTUNITPOS:Coordinate 3] {UNITMOVE}
40050D000000000040050100YYYYYYYY2107000040050100000000002107000040050100ZZZZZZZZ2107000040050100000000002107000040050100WWWWWWWW2107000040050100000000002107000040050100VVVVVVVV21070000400501000000000021070000432F0000XXXX000020300000 Move (4 coords)[XXXX:UNIT:Character]to[YYYYYYYY:EVENTUNITPOS:Coordinate 1]to[ZZZZZZZZ:EVENTUNITPOS:Coordinate 2]to[WWWWWWWW:EVENTUNITPOS:Coordinate 3]to[VVVVVVVV:EVENTUNITPOS:Coordinate 4] {UNITMOVE}
201BXXXX201D0000221B0000 Dialog (conversation) (macro for conversation start command)[XXXX:CONVERSATION_TEXT:conversation text](TEXTSHOW+TEXTEND+REMA)
40050200ZZ00000040050300XXXX0000400A00004804A608221B0000 Dialog (conversation) with BG (macro for conversation start command)[ZZ:BG:Background][XXXX:CONVERSATION_TEXT:Conversation text](SetBackground+REMA) {J}
40050200ZZ00000040050300XXXX0000400A000010E39E08221B0000 Dialog (conversation) with BG (macro for conversation start command)[ZZ:BG:Background][XXXX:CONVERSATION_TEXT:Conversation text](SetBackground+REMA) {U}
201A0000201BXXXX201D0000221B0000 Dialog (conversation)[XXXX:CONVERSATION_TEXT:conversation text](TEXTSTART+TEXTEND+REMA) {TEXT}
201A000040050200ZZ00000040050300XXXX0000400A00004804A608221B0000 Dialog (conversation) with BG[ZZ:BG:Background][XXXX:CONVERSATION_TEXT:Conversation text](TEXTSTART+SetBackground+REMA) {TEXT} {J}
201A000040050200ZZ00000040050300XXXX0000400A000010E39E08221B0000 Dialog (conversation) with BG[ZZ:BG:Background][XXXX:CONVERSATION_TEXT:Conversation text](TEXTSTART+SetBackground+REMA) {TEXT} {U}
231A000040050B00FFFFFFFF201BXXXX201D0000221B0000 Display textbox (system message)[XXXX:SYSTEM_TEXT:explanation text](TUTORIALTEXTBOXSTART+TEXTEND+REMA) {TEXT}
2015000040050200ZZ00000040050300XXXX0000400A00004804A60821150000 Lower volume and display dialog (conversation) with BG [ZZ:BG:background][XXXX:CONVERSATION_TEXT:conversation text](HouseEvent) {TEXT} {J}
2015000040050200ZZ00000040050300XXXX0000400A000010E39E0821150000 Lower volume and display dialog (conversation) with BG [ZZ:BG:background][XXXX:CONVERSATION_TEXT:conversation text](HouseEvent) {TEXT} {U}
400502004F000000400A00002004A60821171000201000004040XX00ZZ00YY002010040020171000 Force promote[XX:UNIT:Character]to[ZZ:CLASS:class]with[YY:ITEM:item ID (display only)] {UNITPERSOLNAL} {CC} {J}
4005020035000000400A0000E8E29E0821171000201000004040XX00ZZ00YY002010040020171000 Force promote[XX:UNIT:Character]to[ZZ:CLASS:class]with[YY:ITEM:item ID (display only)] {UNITPERSOLNAL} {CC} {U}
2A3400002C3400002B340000 Clear (erase) all units(CLEA+CLEN+CLEE) {CLEAR} {UNITREMOVE}
410D000099810408 Call name input screen(uses @0080@0020)(LOW) {J}
410D000081820408 Call name input screen(uses @0080@0020)(LOW) {U}
211A0000410D00009981040820220000 Call name input screen(uses @0080@0020) {MAP} {J}
211A0000410D00008182040820220000 Call name input screen(uses @0080@0020) {MAP} {U}
410D000075040808 Play Demon King sealing FX {MAPEFFECT} {U}
40A600000000ZZZZ212AXXXX Goto next chapter with world map based on designated base.[ZZ:WMLOCATION:World Map Node][XXXX:MAPCHAPTER:Chapter_ID](WM_SETNEXTLOCATION+MNCH) {MAP}
212AXXXX Goto next chapter with world map.[XXXX:MAPCHAPTER:Chapter_ID](MNCH) @MNCHBUG {MAP}
222AXXXX Goto next chapter without world map.[XXXX:MAPCHAPTER:Chapter_ID](MNC2) Proceed to the next chapter. @MNC2BUG {MAP}
232AXXXX Goto next chapter without world map or save screen.[XXXX:MAPCHAPTER:Chapter_ID](MNC3) Proceed to the next chapter without saving. @MNC2BUG {MAP}
40050700YYYYYYYY400CXXXX0C000700 Imm BEQ (If Result == [YYYY::Value], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) @CMP_C_IMM {JUMP}
40050700YYYYYYYY410CXXXX0C000700 Imm BNE (If Result != [YYYY::Value], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) @CMP_C_IMM {JUMP}
40050700YYYYYYYY420CXXXX0C000700 Imm BGE (If Result >= [YYYY::Value], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) @CMP_C_IMM {JUMP}
40050700YYYYYYYY430CXXXX0C000700 Imm BGT (If Result > [YYYY::Value], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) @CMP_C_IMM {JUMP}
40050700YYYYYYYY440CXXXX0C000700 Imm BLE (If Result <= [YYYY::Value], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) @CMP_C_IMM {JUMP}
40050700YYYYYYYY450CXXXX0C000700 Imm BLT (If Result < [YYYY::Value], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) @CMP_C_IMM {JUMP}
400CXXXXYYYYZZZZ BEQ (If [YYYY:MEMORYSLOT:MemorySlot] == [ZZZZ:MEMORYSLOT:MemorySlot], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) {JUMP}
410CXXXXYYYYZZZZ BNE (If [YYYY:MEMORYSLOT:MemorySlot] != [ZZZZ:MEMORYSLOT:MemorySlot], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) {JUMP}
420CXXXXYYYYZZZZ BGE (If [YYYY:MEMORYSLOT:MemorySlot] >= [ZZZZ:MEMORYSLOT:MemorySlot], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) {JUMP}
430CXXXXYYYYZZZZ BGT (If [YYYY:MEMORYSLOT:MemorySlot] > [ZZZZ:MEMORYSLOT:MemorySlot], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) {JUMP}
440CXXXXYYYYZZZZ BLE (If [YYYY:MEMORYSLOT:MemorySlot] <= [ZZZZ:MEMORYSLOT:MemorySlot], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) {JUMP}
450CXXXXYYYYZZZZ BLT (If [YYYY:MEMORYSLOT:MemorySlot] < [ZZZZ:MEMORYSLOT:MemorySlot], Then Jump to [XXXX:IF_CONDITIONAL:ConditionID], Else execute following) {JUMP}
20190000 Checks current game mode(CHECK_MODE) Returns 1 if it is Pre-Route split (chapters prologue-8), 2 if it is Eirika Route, or 3 if it Ephraim Route @STOREC {COND}
22190000 Checks for hard mode(CHECK_HARD) Returns 1 if the difficulty is set to hard mode and 0 otherwise @STOREC {COND}
23190000 Checks turn count(CHECK_TURNS) Returns the current turn number @STOREC {COND}
24190000 Checks number of enemies(CHECK_ENEMIES) Returns the number of active enemy units @STOREC {COND}
25190000 Checks number of NPCs(CHECK_OTHERS) Returns the number of active NPC (green) units @STOREC {COND}
26190000 Checks if you're in a skirmish or dungeon(CHECK_SKIRMISH) Checks to see if you are in a skirmish or dungeon. Used for the Retreat command
27190000 Checks if you're in easy mode(CHECK_TUTORIAL) Returns 1 if the difficulty is set to easy mode, and 0 otherwise @STOREC {COND}
28190000 Checks your gold balance(CHECK_MONEY) Returns the current amount of gold held by the player @STOREC {GOLD} {COND}
29190000 Checks the current event's flag ID(CHECK_FLAGID(CHECK_EVENTID)) Returns the flag number of the current event @STOREC {COND} {FLAG}
2A190000 Checks for Creature Campaign by post-game(CHECK_POSTGAME) returns 1 if Creature Campaign, 0 otherwise Checks your Mode byte; likely checks to see if you are in the postgame @STOREC {COND}
21190000 Checks chapter number(CHECK_CHAPTER_NUMBER) Returns the current chapter's ID OldName is CHECK_SOMETHING @STOREC {COND}
2103XXXX Checks whether the flag is set[XXXX:FLAG:Flag](CHECK_EVENTID) returns 1 if it is valid, 0 otherwise @STOREC CHECK_FLAG {COND} {FLAG}
2003XXXX Checks whether the EVBIT is set[XXXX:EVBIT:Bit](CHECK_EVBIT) returns 1 if it is valid, 0 otherwise @STOREC {COND} {EVBIT}
2133FFFF Get the conversation group of the active (visiting) unit(CHECK_STATUS) @STOREC {UNITCOND}
2733FFFF Get the class ID of the active (visiting) unit(CHECK_CLASS) @STOREC {UNITCOND}
2633FFFF Get the coordinates of the active (visiting) unit(CHECK_COORDS) @STOREC {UNITCOND}
2833FFFF Get the luck stat of the active (visiting) unit(CHECK_LUCK) @STOREC {UNITCOND}
212E0000 Get the unit ID of the active (visiting) unit(CHECK_ACTIVE) @STOREC {UNITCOND}
2133XXXX Get the conversation group of the specified [XXXX:UNIT:Character](CHECK_STATUS) @STOREC
2633XXXX Get the coordinates of the specified [XXXX:UNIT:Character](CHECK_COORDS) @STOREC {UNITCOND}
2733XXXX Get the class ID of the specified [XXXX:UNIT:Character](CHECK_CLASS) @STOREC {UNITCOND}
2833XXXX Get the luck stat of the specified [XXXX:UNIT:Character](CHECK_LUCK) @STOREC {UNITCOND}
2033XXXX Check if exists [XXXX:UNIT:Character](CHECK_EXISTS) Returns 1 if the unit is in your party and 0 otherwise @STOREC CHECK_EXISTS {UNITCOND}
2233XXXX Checks if alive the [XXXX:UNIT:Character](CHECK_ALIVE) Returns 1 if the unit is alive and 0 otherwise @STOREC {UNITCOND}
2333XXXX Checks if deployment the [XXXX:UNIT:Character](CHECK_DEPLOYED) Returns 1 if the unit is deployed in this chapter and 0 otherwise @STOREC {UNITCOND}
2433XXXX checks if active unit matches given [XXXX:UNIT:Character](CHECK_ACTIVEID) Returns 1 if the unit(character) is active (visiting) and 0 otherwise @STOREC {UNITCOND}
2533XXXX Get the allegiance of the [XXXX:UNIT:Character](CHECK_ALLEGIANCE) Returns 0 if the unit is a player unit, 1 if the unit is a NPC (green) unit, or 2 if the unit is an enemy unit. @STOREC {UNITCOND}
4021XXXX00000000 BACG[XXXX::Value1]Changes background to value in Slot_2(LOW)
403AXXXXYYYY0000 Notification by popup[XXXX:ONELINE_TEXT:text][YY:MUSIC:sound effect](NOTIFY) Displays a notification popup. {TEXT}
413AXXXXYYYYZZZZ Display location text[XXXX:ONELINE_TEXT:Text]at screen coordinates[YYYY:SCREENX:X][ZZZZ:SCREENY:Y](BROWNBOXTEXT) Displays a small textbox on the screen (used for location names) {TEXT}
201A0000 Start dialog (conversation)(TEXTSTART) {TEXT}
231A0000 TUTORIALTEXTBOXSTART {TEXT}
241A0000 Preparation of blowing display(SOLOTEXTBOXSTART) {TEXT}
201C0000 Resume dialog (conversation)(used for BG changes) (TEXTCONT) {TEXT}
2037XXXX GIVEITEMTO[XXXX:UNIT:Character]
2137XXXX GIVEITEMTOMAIN[XXXX::Village_or_cutscene]
20220000 Erase the background(CLEAN) {CLEAR} {BG}
203E0000 Sortie preparation(PREP) {PREPARATION}
2027XXXX Execute tile change[XXXX:MAP_CHANGE:tile change ID](TILECHANGE) {MAPCHANGE}
2127XXXX Revert tile change[XXXX:MAP_CHANGE:tile change ID](TILEREVERSE) {MAPCHANGE}
40050B00XXXXYYYY2027FFFF Execute tile change[XXXX:MAPX:X][YYYY:MAPY:Y](TILECHANGE) {MAPCHANGE}
40050B00XXXXYYYY2127FFFF Revert tile change[XXXX:MAPX:X][YYYY:MAPY:Y](TILEREVERSE) {MAPCHANGE}
2025XX00 [XX:MAPCHAPTER:Chapter_ID]Change map(LOMA) {MAP}
2004XXXX Get a random number[XXXX::Maximum_Number](RANDOMNUMBER) @STOREC {COND}
601800000000000000000000 STARTFADE {FADE}
611800000000000000000000 ENDFADE {FADE}
2042XXXX Shake the screen (earthquake FX)[XXXX:EARTHQUAKE:value](EARTHQUAKE_START) {MAPEFFECT}
2F420000 Stop shaking the screen (earthquake FX)(EARTHQUAKE_END) {MAPEFFECT}
2045XXXX GLOWING_CROSS[XXXX:UNIT:Character] Makes a glowing cross effect appear underneath the character
2F450000 END_GLOWING_CROSS
200FXXXX COUNTER_CHECK[X:COUNTER:CounterID(bitshift)] Return the value of the specified counter @STOREC {VAL} {COND}
2734XXXX _0x3427[XXXX:UNIT:Character]
410BYYYYFFFFFFFF Event call in memory slot 2[YYYY::param]
410BYYYYXXXXXXXX Unconditional jump1 to[XXXXXX:POINTER_EVENT:event][YYYY::param]
400BYYYYXXXXXXXX Unconditional jump0 to[XXXXXX:POINTER_EVENT:event][YYYY::param]
203DXXXX _203D[XXXX::value]
213DXXXX _213D[XXXX::value]
2031XXXX Shows movement and attack range for [XXXX:UNIT:Character](SHOW_ATTACK_RANGE)
21310000 Hides currently displayed movement and attack range(HIDE_ATTACK_RANGE)
40050B00XXXXYYYY2D34FEFF Erase (kill) unit at coordinates[XXXX:MAPX:X][YYYY:MAPY:Y]with death SFX @WARNING_DISA
40050B00XXXXYYYY2E34FEFF Erase (kill) unit at coordinates[XXXX:MAPX:X][YYYY:MAPY:Y]without death SFX @WARNING_DISA
40050B00XXXXYYYY2D34FEFF2E34FEFF Erase (kill) unit at coordinates[XXXX:MAPX:X][YYYY:MAPY:Y]with death SFX @WARNING_DISA {UNITREMOVE}
40050B00XXXXYYYY402FZZZZFEFFWWVV Move the unit at coordinates[XXXX:MAPX:X][YYYY:MAPY:Y]to coordinates[WW:MAPX:X][VV:MAPY:Y]with[ZZZZ:FSEC:Speed] {UNITMOVE}
40050B00XXXXYYYY402FZZZZFEFFWWVV20300000 Move a unit to coordinates[WW:MAPX:X][VV:MAPY:Y]with[ZZZZ:FSEC:Speed]. The unit to move is at coordinates[XXXX:MAPX:X][YYYY:MAPY:Y] {UNITMOVE}
40050D000000000040050100XX0000002107000040050100YYYYYYYY2107000040050100ZZZZ00002107000040050100UUUUUUUU2107000040050100WWWW00002107000040050100PPPPPPPP2107000040050100VVVVVVVV2107000040050100TTTTTTTT21070000400A00002C08A608 Tutorial - urge the movement of the unit[XX:UNIT:Character to act]to coordinates[YY:MAPXY:XY][VVVVVVVV:POINTER_EVENT:Next event][TTTTTTTT:POINTER_EVENT:THIS][UUUUUUUU:SCREENXY:Description position][ZZZZ:SYSTEM_TEXT:Explanatory text][PPPPPPPP:SCREENXY:Location of the reminder][WWWW:SYSTEM_TEXT:remind sentences] {J}
40050D000000000040050100XXXXXXXX2107000040050100ZZZZ00002107000040050100UUUUUUUU2107000040050100VVVVVVVV2107000040050100TTTTTTTT21070000400A0000CC08A608 Tutorial - remind unit to move to coordinates[XXXX:MAPXY:XY][VVVVVVVV:POINTER_EVENT:next event][TTTTTTTT:POINTER_EVENT:THIS][UUUUUUUU:SCREENXY:description position position][ZZZZ:SYSTEM_TEXT:explanation text] {J}
40050D000000000040050100XX0000002107000040050100YYYYYYYY2107000040050100ZZZZ00002107000040050100UUUUUUUU2107000040050100WWWW00002107000040050100PPPPPPPP2107000040050100VVVVVVVV2107000040050100TTTTTTTT21070000400A0000F4E69E08 Tutorial - urge the movement of the unit[XX:UNIT:Character to act]to coordinates[YY:MAPXY:XY][VVVVVVVV:POINTER_EVENT:Next event][TTTTTTTT:POINTER_EVENT:THIS][UUUUUUUU:SCREENXY:Description position][ZZZZ:SYSTEM_TEXT:Explanatory text][PPPPPPPP:SCREENXY:Location of the reminder][WWWW:SYSTEM_TEXT:remind sentences] {U}
40050D000000000040050100XXXXXXXX2107000040050100ZZZZ00002107000040050100UUUUUUUU2107000040050100VVVVVVVV2107000040050100TTTTTTTT21070000400A000094E79E08 Tutorial - remind unit to move to coordinates[XXXX:MAPXY:XY][VVVVVVVV:POINTER_EVENT:next event][TTTTTTTT:POINTER_EVENT:THIS][UUUUUUUU:SCREENXY:description position position][ZZZZ:SYSTEM_TEXT:explanation text] {U}
203DXXXX _203D[XXXX::value]
243BXXXX _243B[XXXX::value]
203C0000 _203C
2114XXXX [XXXX:FSEC:Speed]Fade in music and return to map BGM(MURE) {MUSIC}
2011XXXX STORETOSOMETHING[XXXX::immediate value] Write a value to 03000010
213BXXXX200EYYYY223B0000 For[YYYY:FSEC:Frame seconds][]frames[XXXX:UNIT:Character]is highlighted(CUMO) {WAKU}
2126XXXX213BXXXX200EYYYY223B0000 Move the camera to[XXXX:UNIT:Character]and highlight them in a []frame for[YYYY:FSEC:Frame seconds]seconds[]in[XXXX:UNIT:Character](CAM1+CUMO) {WAKU} {CAMERA}
203BXXYY200EZZZZ223B0000 For[ZZZZ:FSEC:Frame seconds][]frames, unit at coordinates[XX:MAPX:X][YY:MAPY:Y]is highlighted.(CUSO) {WAKU}
253BXXXX200EYYYY223B0000 For[YYYY:FSEC:Frame seconds] SHINY []frames[XXXX:UNIT:Character]is highlighted {WAKU}
2126XXXX253BXXXX200EYYYY223B0000 Move the camera to[XXXX:UNIT:Character]and highlight them in a SHINY []frame for[YYYY:FSEC:Frame seconds]seconds[]in[XXXX:UNIT:Character](CAM1+) {WAKU} {CAMERA}
243BXXYY200EZZZZ223B0000 For[ZZZZ:FSEC:Frame seconds] SHINY []frames, unit at coordinates[XX:MAPX:X][YY:MAPY:Y]is highlighted. {WAKU}
482FZZZZWW00XXYY Set[WW:UNIT:Character]to warp to coordinates[XXXX:MAPX:X][YYYY:MAPY:Y]with[ZZZZ:FSEC:Speed](_WARP) {UNITMOVE}
482FZZZZWW00XXYY20300000 [WW:UNIT:Character]warps to coordintates[XXXX:MAPX:X][YYYY:MAPY:Y]with[ZZZZ:FSEC:Speed](_WARP+ENUN) {UNITMOVE}
40050D00000000004005010000WWVVVV2107000040050100FFFFFFFF21070000403FXXXXYYYYZZZZ Set and execute event battle(No counterattack)[WW:DECIMAL:Damage by attacker][VVVV:ATTACK_TYPE:method of attacker][XXXX:UNIT:Attacker][YY:UNIT:Defender][ZZ:ITEM:Attacker's weapon 00=Currently equipped weapon] {BATTLE} {MAPEFFECT}
40050D00000000004005010000WWVVVV21070000403FXXXXYYYYZZZZ Event battle setting and execution(No counterattack)[WW:DECIMAL:Damage given by attacker][VVVV:ATTACK_TYPE:Attack method][XXXX:UNIT:Attacker][YY:UNIT:Defender][ZZ:ITEM:Attacker's weapon 00=Currently equipped weapon] {BATTLE} {MAPEFFECT}
400A0000249D5B08 Item pre-processing {ITEM} {J}
400A0000401F5908 Item pre-processing {ITEM} {U}
400A0000249D5B0840050300XX0000002037FFFF Give item[XX:ITEM:item]to active (visiting) unit. {ITEM} {J}
400A0000401F590840050300XX0000002037FFFF Give item[XX:ITEM:item]to active (visiting) unit. {ITEM} {U}
400A0000249D5B0840050300XX0000002037YYYY Give item[XX:ITEM:item]to[YYYY:UNIT:Character] {ITEM} {J}
400A0000401F590840050300XX0000002037YYYY Give item[XX:ITEM:item]to[YYYY:UNIT:Character] {ITEM} {U}
202DXX00 Change the color of Player Unit to be read from now to[XX:UNIT_COLOR:color]
202DXX02 Change the color of Player Unit to be read from now to[XX:UNIT_COLOR:color] 2
202D0000 Draw the color of Player Unit to be read in the original color
6218XXXXYYYYZZZZWWWWVVVV FADECOLORS[XXXX::Target][YY:FSEC:Speed][ZZ:DECIMAL:Red][WW:DECIMAL:Green][VV:DECIMAL:Blue] {FADE}
62180000YYYYZZZZWWWWVVVV Change the color of the entire screen[YY:FSEC:Speed][ZZ:DECIMAL:Red][WW:DECIMAL:Green][VV:DECIMAL:Blue](FADECOLORS) {FADE} {MAPEFFECT}
6218060AYYYYZZZZWWWWVVVV Change the background color[YY:FSEC:Speed][ZZ:DECIMAL:Red][WW:DECIMAL:Green][VV:DECIMAL:Blue] {FADE} {MAPEFFECT}
62181D01YYYYZZZZWWWWVVVV Change color of enemy units[YY:FSEC:Speed][ZZ:DECIMAL:Red][WW:DECIMAL:Green][VV:DECIMAL:Blue] {FADE} {MAPEFFECT}
40050100000000002834XX00 When event presentation, Delete if[XX:UNIT:Character]is in leave state {UNITPERSOLNAL}
40050100FFFFFFFF2834XX00 When event presentation, When[XX:UNIT:Character]is in an leave state, restore what was deleted {UNITPERSOLNAL}
2117XXXX Fade the screen to black with[XXXX:FSEC:Speed](FADI) @FADESPEED {FADE} {MAPEFFECT}
2017XXXX Fade the screen back from black with[XXXX:FSEC:Speed](FADU) @FADESPEED {FADE} {MAPEFFECT}
2317XXXX Fade the screen to white with[XXXX:FSEC:Speed](FAWI) @FADESPEED {FADE} {MAPEFFECT}
2217XXXX Fade the screen back from white with[XXXX:FSEC:Speed](FAWU) @FADESPEED {FADE} {MAPEFFECT}
4005XXXXYYYY04002025WW00 [WW:MAPCHAPTER:Chapter_ID][XX:MAPX:X][YY:MAPY:Y]Change map(LOMA) {MAP}
40050D00000000004005010000WWVVVV21070000413FXXXXYYYYZZZZ Set and execute event battle (41) (No counterattack)[WW:DECIMAL:Damage by attacker][VVVV:ATTACK_TYPE:Attack method][XXXX:UNIT:Attacker][YY:UNIT:Defender][ZZ:ITEM:Attacker's weapon 00=Currently equipped weapon] {BATTLE} {MAPEFFECT}
40050100XXYY00002039ZZZZ Change the AI of[ZZ:UNIT:Character]to[XX:AI1:AI 1][YY:AI2:AI 2](CHAI) {UNIT} {UNITPERSOLNAL}
40050100XXYY00002139ZZWW Change the AI of unit at coordinates[ZZ:MAPX:MAPX][WW:MAPY:Y]to[XX:AI1:AI 1][YY:AI 2:AI 2](CHAI) {UNIT} {UNITPERSOLNAL}
40050B00XXXXYYYY2025WW00 [WW:MAPCHAPTER:Chapter_ID][XX:MAPX:X][YY:MAPY:Y]Change map (LOMA) {MAP}
40050B00XXXXYYYY SET_VAL_B Enter coordinates in memory slot B[XX:MAPX:X][YY:MAPY:Y] Memory slot B is often used for passing coordinate data.
492FXXXXYYYYZZZZ Set move[YY:UNIT:Character]to[ZZ:UNIT:opponent unit]with[XXXX:FSEC:Speed](MOVENEXTTO) {UNITMOVE}
492FXXXXYYYYZZZZ20300000 Move[YY:UNIT:Character]to[ZZ:UNIT:opponent unit]with[XXXX:FSEC:Speed](MOVENEXTTO+ENUN) {UNITMOVE}
241A000040050B00XXXXYYYY201BZZZZ201D0000221B0000 Show Walla Text[XXXX:SCREENX:X][YYYY:SCREENY:Y][ZZZZ:CONVERSATION_TEXT:Walla Text](SOLOTEXTBOXSTART+SET_VAL_B+TEXTSHOW+TEXTEND+REMA) {TEXT}
40050B00XXXXYYYY201BZZZZ201D0000221B0000 Show Walla Text(After the second one)[XXXX:SCREENX:X][YYYY:SCREENY:Y][ZZZZ:CONVERSATION_TEXT:Walla Text](SET_VAL_B+TEXTSHOW+TEXTEND+REMA) {TEXT}
2833FFFF2006C20040050300XX000000400A00005407A608410CYYYY0C000000400A00000C03A6082008YYYY Desert treasure [XX:ITEM:Item][YYYY:LABEL:ConditionID] Implement items buried in the desert.\r\nApart from thieves, it depends on the unit's luck stat to judge whether you can pick up the item.\r\n\r\nPlease put "ConditionID" in the other ConditionID of this event, and a unique value.\r\nIf there is no other branch, you can set it to 0 without any problems. {ITEM} {J}
2833FFFF2006C20040050300XX000000400A00001CE69E08410CYYYY0C000000400A0000D4E19E082008YYYY Desert treasure [XX:ITEM:Item][YYYY:LABEL:ConditionID] Implement items buried in the desert.\r\nApart from thieves, it depends on the unit's luck stat to judge whether you can pick up the item.\r\n\r\nPlease put "ConditionID" in the other ConditionID of this event, and a unique value.\r\nIf there is no other branch, you can set it to 0 without any problems. {ITEM} {U}
2034XXXX Remove [XXXX:UNIT:Character] from the party. Sets departure flag to on(REMU) {UNITPERSOLNAL}
2F34XXXX Erase [XXXX:UNIT:Character] (DISA) @WARNING_DISA {UNITPERSOLNAL}
2134XXXX Rejoin [XXXX:UNIT:Character] to the party. Sets departure flag to off(REVEAL) {UNITPERSOLNAL}
40050B00XXXXYYYY2F34FEFF Erase unit at coordinates [XXXX:MAPX:X][YYYY:MAPY:Y] @WARNING_DISA
40050300XXXX000022370000 Take [XXXX:DECIMAL:GOLD] gold from the player(GIVETOSLOT3) {GOLD} {ITME}
40050200XXXXXXXX40050300YYYY0000400A00004405A008 Ending scene 1 [XX:POINTER_UNIT:Units][YY:TEXT:conversation] {U}
40050200XXXXXXXX40050300YYYY0000400A0000B405A008 Ending scene 2 [XX:POINTER_UNIT:Units][YY:TEXT:conversation] {U}
40050200XXXXXXXX40050300YYYY0000400A00002C06A008 Ending scene 3 [XX:POINTER_UNIT:Units][YY:TEXT:Conversation] {U}
40050200XXXXXXXX40050300YYYY0000400A0000FC25A708 Ending scene 1 [XX:POINTER_UNIT:Units][YY:TEXT:conversation] {J}
40050200XXXXXXXX40050300YYYY0000400A00006C26A708 Ending scene 2 [XX:POINTER_UNIT:Units][YY:TEXT:conversation] {J}
40050200XXXXXXXX40050300YYYY0000400A0000E426A708 Ending scene 3 [XX:POINTER_UNIT:Units][YY:TEXT:Conversation] {J}
211A0000400D00002DD00B08 Show tactics evaluation screen {ENDING} {J}
400D0000C97E0808 Torch item FX {MAPEFFECT} {J}
400D000009190808 Blacks out the map. {J}
400D0000A9180808 Makes the map a little darker. {J}
400D0000FD5B0808 Torch item FX {MAPEFFECT} {U}
400D000069F50708 Blacks out the map. {U}
400D0000C9F50708 Make the map a little darker. {U}
211A0000400D000045570A082022000020171000 Display Support menu on preperation screen {J}
211A0000400D00006D190A082022000020171000 Display Support menu on preperation screen {U}
400D0000DD600108 Returns the music to the map BGM. {MUSIC} {J}
400D0000D1600108 Returns the music to the map BGM. {MUSIC} {U}
400D0000317F0808 Display the "Map Clear!"" FX (From the Tower of Valni and Lagdou Ruins) {MAPEFFECT} {J}
400D0000655C0808 Display the "Map Clear!"" FX (From the Tower of Valni and Lagdou Ruins) {MAPEFFECT} {U}
20000000 NOP
201BXXXX [XXXX:CONVERSATION_TEXT:Conversation text]Dialog (conversation) with no background (LOW)(TEXTSHOW) {TEXT}
211BXXXX [XXXX:CONVERSATION_TEXT:Conversation Text]Dialog (conversation) with background (LOW)(TEXTSHOW2)
253BXXYY200EZZZZ223B0000 [XX:MAPX:X] [YY:MAPY:Y] displays [ZZZZ:FSEC:Frames Seconds] glowing [] frame {WAKU}
222B0000 Ignore the move in the LOAD command that is called immediately after.(_2B22)
40050200YY00000040050300XX000000400A0000580AA608 Floor clear of towers and ruins.To [XX:MAPCHAPTER:next map].In case of Retreat, return to [YY:MAPCHAPTER:Map of entrance]. {J}
40050200YYYY000040050300XX000000400A0000280AA608 Tower floor clear.If [YYYY:FLAG:flag] is invalid, return to [YY:MAPCHAPTER:Map of entrance]. {J}
40050200XXXX0000400A0000BC02A608 If Creature Campaign mode, enable [XX:FLAG:Flag]. {U}
40050200YY00000040050300XX000000400A000020E99E08 Floor clear of towers and ruins.To [XX:MAPCHAPTER:next map].In case of Retreat, return to [YY:MAPCHAPTER:Map of entrance]. {U}
40050200YYYY000040050300XX000000400A0000F0E89E08 Tower floor clear.If [YYYY:FLAG:Flag] is invalid, return to [YY:MAPCHAPTER:Map of entrance]. {U}
40050200XXXX0000400A000084E19E08 If Creature Campaign mode, enable [XX:FLAG:Flag] {U}
400D000055D60008 Show Game Over Screen GAMEOVER appears on the screen and returns to OP title. {J}
400D000091D30008 Show Game Over Screen GAMEOVER appears on the screen and returns to OP title. {U}