NewEvents:
# Common events. Immortality has its own custom logic because it depends on each source's end condition.
- ID: 20005805
  Name: scale
  Comment: Applying the scaling speffect when a character is backread. X0 = entity id, X4 = speffect1
  Commands:
  - IF Character Backread Status (0,X0_4,1,4,1)
  - Set SpEffect (X0_4,X4_4)
  - IF Character Backread Status (0,X0_4,0,4,1)
  - WAIT Fixed Time (Seconds) (1)
  - END Unconditionally (1)
- ID: 20005806
  Name: realdivinedragon
  Comment: In absence of tree collision, make hitting divine dragon a non-viable option. X0 = entity id
  Commands:
  - IF Entity In/Outside Radius Of Entity (0,1,10000,X0_4,15,1)
  - Set Character Invincibility (X0_4,1)
  - IF Entity In/Outside Radius Of Entity (0,0,10000,X0_4,15,1)
  - Set Character Invincibility (X0_4,0)
  - END Unconditionally (1)
- ID: 20005807
  Name: fakedivinedragon
  Comment: Allow hitting divine dragon to death. X0 = entity id
  Commands:
  - IF Character HP Value (0,X0_4,5,1,0,1)
  - Force Character Death (X0_4,1)
- ID: 20005808
  Name: teamtype
  Comment: Set a team type according to the target's original type. X0 = entity id, X4 = team type
  Commands:
  - Set Character Team Type (X0_4,X4_1)
- ID: 20005809
  Name: immortal
  Comment: Make an entity immortal. Forcing their character death still has to be done manually, because it depends on source end cond. X0 = entity id
  Commands:
  - Set Character Immortality (X0_4,1)

ItemTalks:
- ID: 1
  Comment: Don't give idol skills menu if skills were split
  ItemTemplate:
  - Type: splitskills
    Machine: x6
    EventFlag: 6219
    Replace: 67676767
- ID: 110100
  Comment: Sculptor esoteric text checks
  ItemTemplate:
  - Type: loc
    Machine: x39
    EventFlag: 6706
  - Type: loc
    Machine: x42
    EventFlag: 6705
- ID: 110240
  Comment: Isshin esoteric text, and rat description
  ItemTemplate:
  - Type: loc
    Machine: 1000
    EventFlag: 50006244
  - Type: loc
    Machine: x28
    EventFlag: 50006242
- ID: 111110
  Comment: Kuro using Aromatic Branch flag instead of Owl defeat flag for progression to Fountainhead. TODO this may need to be a combined flag of 8411 (aromatic branch) and 9308 (owl defeat) to avoid softlocks?
  ItemTemplate:
  - Type: extraitems
    Machine: 1000; x49; x50; x57
    EventFlag: 9308
    Replace: 8411
- ID: 111240
  Comment: Prevent Isshin softlock by allowing dialogue until invasion, rather than until mortal blade
  ItemTemplate:
  - Type: isshin
    Machine: x44
    EventFlag: 8410
    Replace: 8301
- ID: 112111
  Comment: Only showing game-ending options if Divine Dragon Tears is possessed, slightly more complicated edit
  ItemTemplate:
  - Type: tears
    Machine: x26
- ID: 250250
  Comment: Items from Master's Chamberlain after feeding carp
  ItemTemplate:
  - Type: loc
    Machine: x31
    EventFlag: 50006250
  - Type: loc
    Machine: x31
    EventFlag: 50006251
- ID: 110171
  Comment: Flame Barrel Memo, Promissory Note, and Yellow Gunpowder from Anayama
  ItemTemplate:
  - Type: loc
    Machine: x45; x53; x55
    EventFlag: 50006170
  - Type: loc
    Machine: 2000; x39
    EventFlag: 71101800
  - Type: loc
    Machine: x45
    EventFlag: 71101510
- ID: 111140
  Comment: Iron Fortress from Blackhat Badger
  ItemTemplate:
  - Type: loc
    Machine: x39; x43
    EventFlag: 71111500
- ID: 150280
  Comment: Sake from Head Priest
  ItemTemplate:
  - Type: loc
    Machine: x30
    EventFlag: 50006280
ItemEvents:
- ID: 251
  Comment: Showing a tutorial to return to the sculptor after getting a prosthetic
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6500 (Shuriken Wheel)
  - flag 6501 (Robert's Firecrackers)
  - flag 6502 (Flame Barrel)
  - flag 6503 (Shinobi Axe of the Monkey)
  - flag 6504 (Mist Raven's Feathers)
  - flag 6505 (Sabimaru)
  - flag 6506 (Iron Fortress)
  - flag 6507 (Large Fan)
  - flag 6508 (Gyoubu's Broken Horn)
  - flag 6509 (Slender Finger)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6251)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120100)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6500*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6501*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6502*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6504*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6505*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6506*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6507*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6508*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6509*)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 6090, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = 3, Target Number Of Seconds = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024560, Body Message ID = 10024561, Image Texture ID = 222)
  - Set Event Flag (Event Flag ID = 6251, Flag State = 1)
- ID: 255
  Comment: Showing a tutorial to use the healing gourd
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6720 (Healing Gourd)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127320)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6255)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120100)
  - IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 3, Target HP Ratio = 0.5, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 1, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6720*)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9300)
  - END IF Event Flag (Execution End Type = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125810)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Character HP Ratio (Result Condition Group = -3, Target Entity ID = 10000, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character HP Ratio (Result Condition Group = -3, Target Entity ID = 10000, Comparison Type = 2, Target HP Ratio = 0.5, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 10000, SpEffect ID = 110125, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 10000, SpEffect ID = 100332, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 10000, SpEffect ID = 120, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = -3)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10023150, Body Message ID = 10023151, Image Texture ID = 203)
  - Set Event Flag (Event Flag ID = 6255, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Player In/Out Map (Result Condition Group = 0, Should Player Be Inside = 1, Area ID = 11, Block ID = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 420
  Comment: Interchange between having spiritfalls and the event flags for them. As part of this, these flags should be moved around with the item, in addition to permanent flags.
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 51100950 (Ako's Spiritfall)
  - flag 51300910 (Ceremonial Tanto)
  - flag 51700990 (Gokan's Spiritfall)
  - flag 51500910 (Gachiin's Spiritfall)
  - flag 51110973 (Ungo's Spiritfall)
  - flag 52500940 (Yashariku's Spiritfall)
  DebugCommands:
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 3350, Desired Possession State = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6730)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51100950*)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 6730, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 51100950*, Flag State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 2, Item Type = 3, Item ID = 3800, Desired Possession State = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6718)
  - + IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51300910*)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Event Flag (Event Flag ID = 6718, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 51300910*, Flag State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 3, Item Type = 3, Item ID = 3380, Desired Possession State = 0)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6733)
  - + IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51700990*)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 3)
  - Set Event Flag (Event Flag ID = 6733, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 51700990*, Flag State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 5, Item Type = 3, Item ID = 3390, Desired Possession State = 0)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6734)
  - + IF Event Flag (Result Condition Group = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51500910*)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = 6734, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 51500910*, Flag State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 6, Item Type = 3, Item ID = 3370, Desired Possession State = 0)
  - IF Event Flag (Result Condition Group = 6, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6732)
  - + IF Event Flag (Result Condition Group = 6, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51110973*)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 6)
  - Set Event Flag (Event Flag ID = 6732, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 51110973*, Flag State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 7, Item Type = 3, Item ID = 3360, Desired Possession State = 0)
  - IF Event Flag (Result Condition Group = 7, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6731)
  - + IF Event Flag (Result Condition Group = 7, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 52500940*)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 7)
  - Set Event Flag (Event Flag ID = 6731, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 52500940*, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6420, Flag State = 1)
- ID: 450
  Comment: Granting a skill based on having an item, synonymous with setting the flag
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6700 (Dragon Flash)
  - flag 6701 (One Mind)
  - flag 6719 (Anti-air Deathblow Text)
  DebugInit:
  - Initialize Event (0, 450, X0_4 = 6700*, X4_4 = 3, X8_4 = 2460, X12_4 = 640)
  - Initialize Event (2, 450, X0_4 = 6701*, X4_4 = 3, X8_4 = 2462, X12_4 = 660)
  - Initialize Event (4, 450, X0_4 = 6719*, X4_4 = 3, X8_4 = 2450, X12_4 = 620)
  DebugCommands:
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 0, Item Type = X4_1, Item ID = X8_4, Desired Possession State = 1)
  - Grant Skill (SkillParam ID = X12_4)
  - + Set Event Flag (Event Flag ID = X0_4*, Flag State = 1)
- ID: 460
  Comment: Granting a skill based on having an item, other version
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6710 (Shinobi Medicine Rank 1)
  - flag 6711 (Shinobi Medicine Rank 2)
  - flag 6712 (Shinobi Medicine Rank 3)
  - flag 6713 (A Beast's Karma)
  - 'flag 6714 (Breath of Life: Shadow)'
  - 'flag 6715 (Breath of Nature: Shadow)'
  DebugInit:
  - Initialize Event (0, 460, X0_4 = 6710*, X4_4 = 2470, X8_4 = 600)
  - Initialize Event (1, 460, X0_4 = 6711*, X4_4 = 2471, X8_4 = 601)
  - Initialize Event (2, 460, X0_4 = 6712*, X4_4 = 2472, X8_4 = 602)
  - Initialize Event (3, 460, X0_4 = 6713*, X4_4 = 2475, X8_4 = 603)
  - Initialize Event (4, 460, X0_4 = 6714*, X4_4 = 2480, X8_4 = 604)
  - Initialize Event (5, 460, X0_4 = 6715*, X4_4 = 2481, X8_4 = 605)
  DebugCommands:
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 0, Item Type = 3, Item ID = X4_4, Desired Possession State = 1)
  - Grant Skill (SkillParam ID = X8_4)
  - + Set Event Flag (Event Flag ID = X0_4*, Flag State = 1)
- ID: 626
  Comment: Replenishing merchant stock of Dragon's Blood Droplets, with higher prices, upon them running out and dragonrot affecting people. These items are not randomized.
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 71111130 (Dragon's Blood Droplet)
  - flag 71101320 (Dragon's Blood Droplet)
  - flag 71102160 (Dragon's Blood Droplet)
  - flag 72001140 (Dragon's Blood Droplet)
  - flag 71701110 (Dragon's Blood Droplet)
  - flag 71111070 (Dragon's Blood Droplet)
  - flag 71101240 (Dragon's Blood Droplet)
  - flag 72001080 (Dragon's Blood Droplet)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 627)
  - Reset Dragonrot Counter ()
  - Batch Set Event Flags (Event Flag ID Start = 70, Event Flag ID End = 75, Flag State = 1)
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71111130*)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71101320*)
  - + GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71102160*)
  - + GOTO IF Event Flag (Label = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72001140*)
  - + GOTO IF Event Flag (Label = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71701110*)
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71111070*)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71101240*)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71102101)
  - + GOTO IF Event Flag (Label = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72001080*)
  - GOTO IF Event Flag (Label = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71701051)
  - GOTO Unconditionally (Label = 20)
  - Label 0 ()
  - Set Event Flag (Event Flag ID = 9092, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9097, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 71111130*, Flag State = 0)
  - + Set Event Flag (Event Flag ID = 71111070*, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 1 ()
  - Set Event Flag (Event Flag ID = 9090, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9095, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 71101320*, Flag State = 0)
  - + Set Event Flag (Event Flag ID = 71101240*, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 9091, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9096, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 71102160*, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71102101, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 3 ()
  - Set Event Flag (Event Flag ID = 9093, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9098, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 72001140*, Flag State = 0)
  - + Set Event Flag (Event Flag ID = 72001080*, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 4 ()
  - Set Event Flag (Event Flag ID = 9094, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9099, Flag State = 1)
  - + Set Event Flag (Event Flag ID = 71701110*, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71701051, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 20 ()
  - Set Event Flag (Event Flag ID = 627, Flag State = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 713
  Comment: Granting Dancing Dragon Mask after having all 3 pieces
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6022 (Dancing Dragon Mask)
  DebugCommands:
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6022*)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 5500, Desired Possession State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 5501, Desired Possession State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 5502, Desired Possession State = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Award Item Lot (Item Lot ID = 3800)
  - Remove Item From Player (Item Type = 3, Item ID = 5500, Number = 1)
  - Remove Item From Player (Item Type = 3, Item ID = 5501, Number = 1)
  - Remove Item From Player (Item Type = 3, Item ID = 5502, Number = 1)
  - + Set Event Flag (Event Flag ID = 6022*, Flag State = 1)
- ID: 714
  Comment: Setting the event flag for offering box item display based on getting items, and shop qwc flags/purchase flags. But only needs to depend on the latter. Purchase flags may change.
  ItemTemplate:
  - Type: item
    Remove: END IF Condition Group State (Uncompiled)
  - Type: loc
    EventFlag: 71102200
  - Type: loc
    EventFlag: 71102200
  - Type: loc
    EventFlag: 71102210
  - Type: loc
    EventFlag: 71102220
  - Type: loc
    EventFlag: 71102230
  - Type: loc
    EventFlag: 71102240
  - Type: loc
    EventFlag: 71102250
  - Type: loc
    EventFlag: 71102260
  - Type: loc
    EventFlag: 71102270
  - Type: loc
    EventFlag: 71102280
  - Type: loc
    EventFlag: 71102290
  - Type: loc
    EventFlag: 71102340
  - Type: loc
    EventFlag: 71102350
  DebugInfo:
  - flag 6719 (Anti-air Deathblow Text)
  - flag 6766 (Prayer Bead)
  - flag 6767 (Prayer Bead)
  - flag 6500 (Shuriken Wheel)
  - flag 6508 (Gyoubu's Broken Horn)
  - flag 6723 (Gourd Seed)
  - flag 6741 (Phantom Kunai)
  - flag 6760 (Prayer Bead)
  - flag 6762 (Prayer Bead)
  - flag 6769 (Prayer Bead)
  - flag 6506 (Iron Fortress)
  - flag 6780 (Prayer Bead)
  DebugCommands:
  - Set Event Flag (Event Flag ID = 9008, Flag State = 0)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6719*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6766*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6767*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6500*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6508*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6723*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6741*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6760*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6762*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6769*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6506*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6780*)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102200)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9020)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102210)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9021)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102220)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9022)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102230)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9023)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102240)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9024)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102250)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9025)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102260)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9026)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102270)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9027)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102280)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9028)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102290)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9029)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102340)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9034)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71102350)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9035)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - Clear Compiled Condition Group State (Dummy = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 0 ()
  - Set Event Flag (Event Flag ID = 9008, Flag State = 1)
  - Label 20 ()
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102200)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102210)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102220)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102230)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102240)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102250)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102260)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102270)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102280)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102290)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102340)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 71102350)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9020)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9021)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9022)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9023)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9024)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9025)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9026)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9027)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9028)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9029)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9034)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = 9035)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END Unconditionally (Execution End Type = 1)
- ID: 720
  Comment: Offering box item qwc management, based on trigger event flags (X8 and X12) and item event flag (X0)
  ItemTemplate:
  - Type: loc
    EventFlag: X0
  DebugInfo:
  - flag 6766 (Prayer Bead)
  - flag 6767 (Prayer Bead)
  - flag 6500 (Shuriken Wheel)
  - flag 6508 (Gyoubu's Broken Horn)
  - flag 6723 (Gourd Seed)
  - flag 6760 (Prayer Bead)
  - flag 6762 (Prayer Bead)
  - flag 6769 (Prayer Bead)
  - flag 6501 (Robert's Firecrackers)
  - flag 6721 (Gourd Seed)
  - flag 6768 (Prayer Bead)
  - 'flag 6759 (Mask Fragment: Dragon)'
  - flag 6506 (Iron Fortress)
  - flag 6780 (Prayer Bead)
  - flag 6755 (Mottled Purple Gourd)
  - flag 6753 (Green Mossy Gourd)
  - flag 6756 (Five-color Rice)
  - flag 71102050 (Sabimaru Memo)
  - flag 71102060 (Valley Apparitions Memo)
  - flag 71102070 (Three-story Pagoda Memo)
  - flag 6719 (Anti-air Deathblow Text)
  - flag 6741 (Phantom Kunai)
  DebugInit:
  - Initialize Event (0, 720, X0_4 = 6766*, X4_4 = 9021, X8_4 = 8301, X12_4 = -1)
  - Initialize Event (1, 720, X0_4 = 6767*, X4_4 = 9022, X8_4 = 8301, X12_4 = -1)
  - Initialize Event (2, 720, X0_4 = 6500*, X4_4 = 9023, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (3, 720, X0_4 = 6508*, X4_4 = 9024, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (4, 720, X0_4 = 6723*, X4_4 = 9025, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (5, 720, X0_4 = 6760*, X4_4 = 9027, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (6, 720, X0_4 = 6762*, X4_4 = 9028, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (7, 720, X0_4 = 6769*, X4_4 = 9029, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (8, 720, X0_4 = 6501*, X4_4 = 9030, X8_4 = 1819, X12_4 = 1839)
  - Initialize Event (9, 720, X0_4 = 6721*, X4_4 = 9031, X8_4 = 1819, X12_4 = 9010)
  - Initialize Event (10, 720, X0_4 = 6768*, X4_4 = 9032, X8_4 = 1819, X12_4 = 9011)
  - Initialize Event (11, 720, X0_4 = 6759*, X4_4 = 9033, X8_4 = 1819, X12_4 = 9012)
  - Initialize Event (12, 720, X0_4 = 6506*, X4_4 = 9034, X8_4 = 1380, X12_4 = 1399)
  - Initialize Event (13, 720, X0_4 = 6780*, X4_4 = 9035, X8_4 = 8302, X12_4 = -1)
  - Initialize Event (14, 720, X0_4 = 6721*, X4_4 = 9010, X8_4 = 1839, X12_4 = -1)
  - Initialize Event (15, 720, X0_4 = 6768*, X4_4 = 9011, X8_4 = 1859, X12_4 = -1)
  - Initialize Event (16, 720, X0_4 = 6759*, X4_4 = 9012, X8_4 = 1859, X12_4 = -1)
  - Initialize Event (17, 720, X0_4 = 6755*, X4_4 = 9013, X8_4 = 1919, X12_4 = -1)
  - Initialize Event (18, 720, X0_4 = 6753*, X4_4 = 9014, X8_4 = 1879, X12_4 = -1)
  - Initialize Event (19, 720, X0_4 = 6756*, X4_4 = 9015, X8_4 = 1899, X12_4 = -1)
  - Initialize Event (20, 720, X0_4 = 71102050*, X4_4 = 9016, X8_4 = 1939, X12_4 = -1)
  - Initialize Event (21, 720, X0_4 = 71102060*, X4_4 = 9017, X8_4 = 1939, X12_4 = -1)
  - Initialize Event (22, 720, X0_4 = 71102070*, X4_4 = 9018, X8_4 = 1939, X12_4 = -1)
  - Initialize Event (23, 720, X0_4 = 6719*, X4_4 = 9020, X8_4 = 8301, X12_4 = -1)
  - Initialize Event (24, 720, X0_4 = 6741*, X4_4 = 9026, X8_4 = 8302, X12_4 = -1)
  DebugCommands:
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X12_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = X4_4, Flag State = 1)
- ID: 750
  Comment: Setting permanent item flags if shop flag is set, and vice versa. This messes with rerandomization so remove it, instead editing shop flags (does this work?)
  ItemTemplate:
  - Type: remove
  DebugInfo:
  - flag 71001000 (Floating Passage Text)
  - flag 6754 (Withered Red Gourd)
  - 'flag 6757 (Mask Fragment: Right)'
  - flag 6501 (Robert's Firecrackers)
  - flag 6721 (Gourd Seed)
  - flag 6741 (Phantom Kunai)
  - flag 6752 (Promissory Note)
  - flag 6722 (Gourd Seed)
  - flag 6768 (Prayer Bead)
  - 'flag 6759 (Mask Fragment: Dragon)'
  - flag 6506 (Iron Fortress)
  - flag 6719 (Anti-air Deathblow Text)
  - flag 6755 (Mottled Purple Gourd)
  - flag 6753 (Green Mossy Gourd)
  - flag 6756 (Five-color Rice)
  - 'flag 6758 (Mask Fragment: Left)'
  - flag 6766 (Prayer Bead)
  - flag 6767 (Prayer Bead)
  - flag 6500 (Shuriken Wheel)
  - flag 6508 (Gyoubu's Broken Horn)
  - flag 6723 (Gourd Seed)
  - flag 6760 (Prayer Bead)
  - flag 6762 (Prayer Bead)
  - flag 6769 (Prayer Bead)
  - flag 71102300 (Robert's Firecrackers)
  - flag 71102310 (Gourd Seed)
  - flag 71102320 (Prayer Bead)
  - 'flag 71102330 (Mask Fragment: Dragon)'
  - flag 6780 (Prayer Bead)
  DebugInit:
  - Initialize Event (0, 750, X0_4 = 71001000*, X4_4 = 6702)
  - Initialize Event (1, 750, X0_4 = 71001010, X4_4 = 6754*)
  - Initialize Event (2, 750, X0_4 = 71001020, X4_4 = 6757*)
  - Initialize Event (3, 750, X0_4 = 71101000, X4_4 = 6501*)
  - Initialize Event (4, 750, X0_4 = 71101210, X4_4 = 6721*)
  - Initialize Event (5, 750, X0_4 = 71101400, X4_4 = 6741*)
  - Initialize Event (6, 750, X0_4 = 71101800, X4_4 = 6752*)
  - Initialize Event (7, 750, X0_4 = 71102000, X4_4 = 6722*)
  - Initialize Event (8, 750, X0_4 = 71111000, X4_4 = 6768*)
  - Initialize Event (9, 750, X0_4 = 71111010, X4_4 = 6759*)
  - Initialize Event (10, 750, X0_4 = 71111500, X4_4 = 6506*)
  - Initialize Event (11, 750, X0_4 = 71111510, X4_4 = 6719*)
  - Initialize Event (12, 750, X0_4 = 71501000, X4_4 = 6755*)
  - Initialize Event (13, 750, X0_4 = 71701000, X4_4 = 6753*)
  - Initialize Event (14, 750, X0_4 = 72001000, X4_4 = 6756*)
  - Initialize Event (15, 750, X0_4 = 72501000, X4_4 = 6758*)
  - Initialize Event (16, 750, X0_4 = 71102200, X4_4 = 6719*)
  - Initialize Event (17, 750, X0_4 = 71102210, X4_4 = 6766*)
  - Initialize Event (18, 750, X0_4 = 71102220, X4_4 = 6767*)
  - Initialize Event (19, 750, X0_4 = 71102230, X4_4 = 6500*)
  - Initialize Event (20, 750, X0_4 = 71102240, X4_4 = 6508*)
  - Initialize Event (21, 750, X0_4 = 71102250, X4_4 = 6723*)
  - Initialize Event (22, 750, X0_4 = 71102260, X4_4 = 6741*)
  - Initialize Event (23, 750, X0_4 = 71102270, X4_4 = 6760*)
  - Initialize Event (24, 750, X0_4 = 71102280, X4_4 = 6762*)
  - Initialize Event (25, 750, X0_4 = 71102290, X4_4 = 6769*)
  - Initialize Event (26, 750, X0_4 = 71102300*, X4_4 = 6501*)
  - Initialize Event (27, 750, X0_4 = 71102310*, X4_4 = 6721*)
  - Initialize Event (28, 750, X0_4 = 71102320*, X4_4 = 6768*)
  - Initialize Event (29, 750, X0_4 = 71102330*, X4_4 = 6759*)
  - Initialize Event (30, 750, X0_4 = 71102340, X4_4 = 6506*)
  - Initialize Event (31, 750, X0_4 = 71102350, X4_4 = 6780*)
  DebugCommands:
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4*)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4*)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Event Flag (Event Flag ID = X0_4*, Flag State = 1)
  - + Set Event Flag (Event Flag ID = X4_4*, Flag State = 1)
- ID: 910
  Comment: Activating the Interior Ministry invasion. Add conditions for talking to Isshin, and not being in maps that still load Ashina Castle, and also open the door.
  ItemTemplate:
  - Type: any
    Add:
    - Cmd: IF Event Flag (1,1,0,8400)
      Before: IF Condition Group (0,1,1)
    - Cmd: IF Player In/Out Map (1,0,11,0)
      Before: IF Condition Group (0,1,1)
    - Cmd: IF Player In/Out Map (1,0,11,1)
      Before: IF Condition Group (0,1,1)
    - Cmd: IF Player In/Out Map (1,0,11,2)
      Before: IF Condition Group (0,1,1)
    - Cmd: IF Player In/Out Map (1,0,13,0)
      Before: IF Condition Group (0,1,1)
    - Cmd: Set Event Flag (61110602,1)
      Before: Save Request (0)
  DebugInfo:
  - region 1112955 (チェックポイント_05_リスポン位置)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 2400, Desired Possession State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 2500, Desired Possession State = 1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 2501, Desired Possession State = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 8301, Flag State = 1)
  - Disable Bonfire (Bonfire Entity ID = 1111950)
  - Disable Bonfire (Bonfire Entity ID = 1111951)
  - Disable Bonfire (Bonfire Entity ID = 1111952)
  - Disable Bonfire (Bonfire Entity ID = 1111953)
  - Disable Bonfire (Bonfire Entity ID = 1111954)
  - Disable Bonfire (Bonfire Entity ID = 1111956)
  - Disable Bonfire (Bonfire Entity ID = 1111957)
  - Disable Bonfire (Bonfire Entity ID = 1121950)
  - Disable Bonfire (Bonfire Entity ID = 1121951)
  - Set Event Flag (Event Flag ID = 11110005, Flag State = 1)
  - + Set Player Respawn Point (Respawn Point Entity ID = 1112955*)
  - Save Request (Dummy = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 920
  Comment: Make shichimen warrior appearing not dependent on slender finger
  ItemTemplate:
  - Type: any
    Remove: END IF Condition Group State (Uncompiled) (0,1,1)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8307)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - IF Player In/Out Map (Result Condition Group = -1, Should Player Be Inside = 1, Area ID = 17, Block ID = 0)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 0, Item ID = 79000, Desired Possession State = 0)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 0, Item ID = 79100, Desired Possession State = 0)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 8307, Flag State = 1)
  - Disable Bonfire (Bonfire Entity ID = 1701956)
  - END Unconditionally (Execution End Type = 0)
- ID: 6500
  Comment: Setting event flag upon having a prosthetic material
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6500 (Shuriken Wheel)
  - flag 6501 (Robert's Firecrackers)
  - flag 6502 (Flame Barrel)
  - flag 6503 (Shinobi Axe of the Monkey)
  - flag 6504 (Mist Raven's Feathers)
  - flag 6505 (Sabimaru)
  - flag 6506 (Iron Fortress)
  - flag 6507 (Large Fan)
  - flag 6508 (Gyoubu's Broken Horn)
  - flag 6509 (Slender Finger)
  DebugInit:
  - Initialize Event (0, 6500, X0_4 = 9700, X4_4 = 6500*)
  - Initialize Event (1, 6500, X0_4 = 9710, X4_4 = 6501*)
  - Initialize Event (2, 6500, X0_4 = 9720, X4_4 = 6502*)
  - Initialize Event (3, 6500, X0_4 = 9730, X4_4 = 6503*)
  - Initialize Event (4, 6500, X0_4 = 9740, X4_4 = 6504*)
  - Initialize Event (5, 6500, X0_4 = 9750, X4_4 = 6505*)
  - Initialize Event (6, 6500, X0_4 = 9760, X4_4 = 6506*)
  - Initialize Event (7, 6500, X0_4 = 9770, X4_4 = 6507*)
  - Initialize Event (8, 6500, X0_4 = 9780, X4_4 = 6508*)
  - Initialize Event (9, 6500, X0_4 = 9790, X4_4 = 6509*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 0, Item Type = 3, Item ID = X0_4, Desired Possession State = 1)
  - + Set Event Flag (Event Flag ID = X4_4*, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11000240
  Comment: Custom event for axe treasure. Which also sets a treasure state on it.
  ItemTemplate:
  - Type: loc
    EventFlag: 6503
    ItemLot: 1000010
    Remove: Set Object Treasure State (1001271,1)
  DebugInfo:
  - flag 6503 (Shinobi Axe of the Monkey)
  - flag 51000015 (Bundled Jizo Statue)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1001211, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001271, State = 0)
  - Set Object Treasure State (Target Object Entity ID = 1001211, State = 0)
  - Set Object Treasure State (Target Object Entity ID = 1001271, State = 0)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - (De)activate Object (Target Object Entity ID = 1001211, State = 1)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - (De)activate Object (Target Object Entity ID = 1001271, State = 1)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51000015*)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000240)
  - IF ObjAct Event Flag (Result Condition Group = 0, ObjAct Event Flag = 1003401)
  - Set Event Flag (Event Flag ID = 11000240, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Label 0 ()
  - + SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - Set Object Treasure State (Target Object Entity ID = 1001211, State = 1)
  - Set Event Flag (Event Flag ID = 51001015, Flag State = 1)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51001015)
  - Set Object Treasure State (Target Object Entity ID = 1001271, State = 1)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - + IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6503*)
  - + Set Event Flag (Event Flag ID = 51000015*, Flag State = 1)
  - Set Event Flag (Event Flag ID = 51001015, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005610
  Comment: Flames going fwoosh after talking to Owl. Make this not depend only on having the key.
  ItemTemplate:
  - Type: any
    Remove: IF Condition Group (-1,1,1)
  DebugInfo:
  - 1000590 (c5060_0000 - Owl - not random)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000610)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - Set Lighting + UNKNOWN (Time of Day = 1, Unknown = 0)
  - (De)activate Object (Target Object Entity ID = 1001610, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001611, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001612, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001613, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001614, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001615, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001616, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001617, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001618, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001619, State = 1)
  - Reproduce Object Animation (Target Object Entity ID = 1001620, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001621, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001622, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001623, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001624, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001625, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001626, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001627, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001628, Animation ID = 10)
  - Reproduce Object Animation (Target Object Entity ID = 1001629, Animation ID = 10)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - (De)activate Object (Target Object Entity ID = 1001620, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001621, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001622, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001623, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001624, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001625, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001626, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001627, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001628, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001629, State = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 9403, Desired Possession State = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71000100)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1000590*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11005610, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11000610, Flag State = 1)
  - (De)activate Object (Target Object Entity ID = 1001620, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001621, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001622, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001623, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001624, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001625, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001626, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001627, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001628, State = 1)
  - (De)activate Object (Target Object Entity ID = 1001629, State = 1)
  - Force Animation Playback (Entity ID = 1001620, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001621, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001622, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001623, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001624, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001625, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001626, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001627, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001628, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001629, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Lighting + UNKNOWN (Time of Day = 2, Unknown = 3)
  - Activate Hit (Hit Entity ID = 1004620, State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.66)
  - Force Animation Playback (Entity ID = 1001620, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001621, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001622, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001623, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001624, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001625, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001626, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Force Animation Playback (Entity ID = 1001620, Animation ID = 20, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Create Object-following SFX (Object Entity ID = 1001620, Dummypoly ID = 201, SFX ID = 810151)
  - (De)activate Object (Target Object Entity ID = 1001610, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001611, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001612, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001613, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001614, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001615, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001616, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001617, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001618, State = 0)
  - (De)activate Object (Target Object Entity ID = 1001619, State = 0)
  - Set Event Flag (Event Flag ID = 11000695, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - Set Lighting + UNKNOWN (Time of Day = 2, Unknown = 3)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - Set Lighting + UNKNOWN (Time of Day = 4, Unknown = 3)
  - (De)activate Object (Target Object Entity ID = 1006610, State = 0)
  - (De)activate Object (Target Object Entity ID = 1006620, State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000611)
  - IF Player Standing On Hit (Result Condition Group = -2, Hit Entity ID = 1004210)
  - IF Player Standing On Hit (Result Condition Group = -2, Hit Entity ID = 1004410)
  - IF Player Standing On Hit (Result Condition Group = -2, Hit Entity ID = 1004411)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 0, Target Condition Group = -2)
  - Force Animation Playback (Entity ID = 1001620, Animation ID = 20, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Create Object-following SFX (Object Entity ID = 1001620, Dummypoly ID = 201, SFX ID = 810151)
  - Activate Hit (Hit Entity ID = 1004620, State = 1)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Force Animation Playback (Entity ID = 1001620, Animation ID = 20, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Hit (Hit Entity ID = 1004621, State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Event Flag (Event Flag ID = 11000611, Flag State = 1)
  - Label 2 ()
  - Force Animation Playback (Entity ID = 1001621, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001622, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001623, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001624, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001625, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1001626, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
- ID: 11105700
  Comment: Sets an animation for Inosuke's mother based on getting the item or not
  ItemTemplate:
  - Type: loc
    EventFlag: 50006160
    ItemLot: 61600
  DebugInfo:
  - flag 50006160 (Young Lord's Bell Charm)
  - 1100702 (c7450_0000 - Inosuke's Mother - not random)
  DebugInit:
  - Initialize Event (0, 11105700, X0_4 = 1100702*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1120)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1121)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = X0_4*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1139)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 1139, Flag State = 1)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1139)
  - GOTO IF Event Flag (Label = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 70002005)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 50006160*)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21001, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21002, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 15 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21009, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 11105725
  Comment: Enables esoteric text/prosthetic text treasure if not gotten from sculptor
  ItemTemplate:
  - Type: loc
    EventFlag: 6705
    ItemLot: 61000
  - Type: loc
    EventFlag: 6706
    ItemLot: 61004
  DebugInfo:
  - flag 6705 (Shinobi Esoteric Text)
  - flag 6706 (Prosthetic Esoteric Text)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X0_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X0_4, State = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1001)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6705*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6706*)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - (De)activate Object (Target Object Entity ID = X0_4, State = 1)
  - Set Object Treasure State (Target Object Entity ID = X0_4, State = 1)
- ID: 11105793
  Comment: Activating treasure 1101700 based on having rat description flag or not, after invasion 1. Remove check for specific item
  ItemTemplate:
  - Type: loc
    EventFlag: 50006242
    # Remove: IF Condition Group (0,1,1)
    Remove: IF Player Has/Doesn't Have Item (1,3,9206,0)
  DebugInfo:
  - flag 50006242 (Rat Description)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X0_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X0_4, State = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50006242*)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 3, Item ID = 9206, Desired Possession State = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - (De)activate Object (Target Object Entity ID = X0_4, State = 1)
  - Set Object Treasure State (Target Object Entity ID = X0_4, State = 1)
- ID: 11115345
  Comment: Giving an item lot on killing the spy assassin by the bridge
  ItemTemplate:
  - Type: loc
    EventFlag: 51110985
    ItemLot: 13605200
  DebugInfo:
  - flag 51110985 (Heavy Coin Purse)
  - 1110641 (c1361_0000 - Assassin (Interior Ministry) - not random)
  DebugCommands:
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51110985*)
  - + IF Character DrawGroup State (Result Condition Group = 15, Target Character Entity ID = 1110641*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio New (Result Condition Group = 15, Character Entity ID = 1110641*, Comparison Type = 0, Target Amount = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Other) (Result Condition Group = 15, Target Entity ID = 1110641*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - + IF Character Has SpEffect (Result Condition Group = -15, Target Entity ID = 1110641*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
  - Award Items (Including Clients) (Item Lot ID = 13605200)
- ID: 11115592
  Comment: Geckos attack when grabbing the item
  ItemTemplate:
  - Type: loc
    EventFlag: 51110830
    ItemLot: 1110830
  DebugInfo:
  - flag 51110830 (Scrap Iron)
  - 1110592 (c1100_0012 - Gecko)
  - 1110593 (c1100_0013 - Gecko)
  - 1110594 (c1100_0014 - Gecko)
  - 1110595 (c1100_0015 - Gecko)
  - 1110596 (c1100_0016 - Gecko)
  DebugInit:
  - Initialize Event (0, 11115592, X0_4 = 1110592*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1045220557, X16_4 = 1056964608)
  - Initialize Event (1, 11115592, X0_4 = 1110593*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1063675494, X16_4 = 1067869798)
  - Initialize Event (2, 11115592, X0_4 = 1110594*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1058642330, X16_4 = 1065353216)
  - Initialize Event (3, 11115592, X0_4 = 1110595*, X4_4 = 21002, X8_4 = 20013, X12_4 = 1053609165, X16_4 = 1058642330)
  - Initialize Event (4, 11115592, X0_4 = 1110596*, X4_4 = 21002, X8_4 = 20013, X12_4 = 0, X16_4 = 1060320051)
  DebugCommands:
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -1, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 1)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51110830*)
  - + IF Event Flag (Result Condition Group = -10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51110830*)
  - IF Event Flag (Result Condition Group = -10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115597)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - Label 2 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - Set Event Flag (Event Flag ID = 11115597, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
- ID: 11115652
  Comment: Setting Gatehouse Key after first invasion
  ItemTemplate:
  - Type: loc
    EventFlag: 51110984
    ItemLot: 10101400
  DebugInfo:
  - flag 51110984 (Gatehouse Key)
  DebugCommands:
  - Set Object Treasure State (Target Object Entity ID = 1111510, State = 0)
  - (De)activate Object (Target Object Entity ID = 1111510, State = 0)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51110984*)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51110984*)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Object Treasure State (Target Object Entity ID = 1111510, State = 1)
  - (De)activate Object (Target Object Entity ID = 1111510, State = 1)
- ID: 11115760
  Comment: Positions for Isshin in Ashina Castle, as well as treasures for Isshin's Letter (before rat quest) and Ashina Esoteric Text (if rat quest refused, after invasion 2). xx for now juse remove check, until item lots work
  ItemTemplate:
  - Type: loc
    EventFlag: 6227
    ItemLot: 1110810
  - Type: any
    Remove: 6227
  DebugInfo:
  - 1110707 (c5430_0002 - Isshin - not random)
  - 1110705 (c5410_0000 - Isshin - not random)
  - treasure 1111511 (o000100 - Treasure)
  - treasure 1111731 (o000100 - Treasure)
  DebugInit:
  - Initialize Event (0, 11115760, X0_4 = 1110705*, X4_4 = 1110707*, X8_4 = 1111511*, X12_4 = 1111731*, X16_4 = 1117740, X20_4 = 1117741)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Invincibility (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + (De)activate Object (Target Object Entity ID = X8_4*, State = 0)
  - + Set Object Treasure State (Target Object Entity ID = X8_4*, State = 0)
  - + (De)activate Object (Target Object Entity ID = X12_4*, State = 0)
  - + Set Object Treasure State (Target Object Entity ID = X12_4*, State = 0)
  - Activate Map Part (Map Part Entity ID = X16_4, State = 0)
  - Activate Map Part (Map Part Entity ID = X20_4, State = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1280)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1281)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1282)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1283)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + (De)activate Object (Target Object Entity ID = X8_4*, State = 1)
  - + Set Object Treasure State (Target Object Entity ID = X8_4*, State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Set Multiplayer-dependent Buffs (Non-Boss) (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - Activate Map Part (Map Part Entity ID = X16_4, State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Activate Map Part (Map Part Entity ID = X20_4, State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Set Multiplayer-dependent Buffs (Non-Boss) (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - + Force Animation Playback (Entity ID = 1110707*, Animation ID = 21002, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6227)
  - + (De)activate Object (Target Object Entity ID = X12_4*, State = 1)
  - + Set Object Treasure State (Target Object Entity ID = X12_4*, State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115773
  Comment: Showing Iron Fortress if not purchased in the store
  ItemTemplate:
  - Type: loc
    EventFlag: 71111500
  DebugInfo:
  - treasure 1111730 (o000100_0081 - Treasure)
  - flag 71111500 (Iron Fortress)
  DebugCommands:
  - + Set Object Treasure State (Target Object Entity ID = 1111730*, State = 0)
  - + (De)activate Object (Target Object Entity ID = 1111730*, State = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1380)
  - + (De)activate Object (Target Object Entity ID = 1111730*, State = 1)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71111500*)
  - + Set Object Treasure State (Target Object Entity ID = 1111730*, State = 1)
- ID: 11120704
  Comment: Kuro bugging you to equip healing gourd
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6720 (Healing Gourd)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120107)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 59)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6720*)
  - IF Player Has Item Equipped (Result Condition Group = -1, Item Type = 0, Item ID = 3000, Has Equipped = 1)
  - IF Player Has Item Equipped (Result Condition Group = -1, Item Type = 0, Item ID = 3001, Has Equipped = 1)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 3000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Label 0 ()
  - Set Event Flag (Event Flag ID = 71120107, Flag State = 1)
- ID: 11125652
  Comment: Deactivates ornamental letter object based on event flag
  ItemTemplate:
  - Type: loc
    EventFlag: 51120000
    ItemLot: 1120000
  DebugInfo:
  - flag 51120000 (Ornamental Letter)
  DebugCommands:
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 51120000*)
  - (De)activate Object (Target Object Entity ID = 1121500, State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120100)
  - Set Object Treasure State (Target Object Entity ID = 1121501, State = 1)
  - + IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51120000*)
  - (De)activate Object (Target Object Entity ID = 1121500, State = 0)
- ID: 11125701
  Comment: Healing gourd acquisition and tutorial
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6720 (Healing Gourd)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 61120700)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - Set ObjAct State (Entity ID = X0_4, ObjActParam ID = X4_4, State = 0)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6720*)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120107)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120102)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Action Button (Result Condition Group = 2, Action Button Parameter ID = 9600, Target Entity ID = X0_4)
  - + IF Event Flag (Result Condition Group = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6720*)
  - IF Event Flag (Result Condition Group = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120107)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120102)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 4)
  - Set Event Flag (Event Flag ID = 71110694, Flag State = 1)
  - Set Event Flag (Event Flag ID = 71120110, Flag State = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - Display Generic Dialog (Message ID = 13011000, Dialog Type = 0, Number of Options = 1, Entity ID = X0_4, Display Distance = 2)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - Set ObjAct State (Entity ID = X0_4, ObjActParam ID = X4_4, State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 61120700, Flag State = 1)
- ID: 11127230
  Comment: Flag setting after healing gourd
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 6720 (Healing Gourd)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6058)
  - Set Event Flag (Event Flag ID = 6058, Flag State = 1)
  - Label 0 ()
  - + IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6720*)
  - Set Event Flag (Event Flag ID = 6050, Flag State = 1)
- ID: 11305286
  Comment: Some action upon picking up the note item from a test subject, but they are dummy, so this might not do anything
  ItemTemplate:
  - Type: loc
    EventFlag: 51300010
    ItemLot: 1300010
  DebugInfo:
  - flag 51300010 (Rotting Prisoner's Note)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Force Animation Playback (Entity ID = 1300286, Animation ID = 431, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Character AI State (Entity ID = 1300286, Disabled/Enabled = 0)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51300010*)
  - IF Character Damaged By (Result Condition Group = -1, Target Entity ID = 1300286, Attacker Entity ID = 10000)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51300010*)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Force Animation Playback (Entity ID = 1300286, Animation ID = 432, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Character AI State (Entity ID = 1300286, Disabled/Enabled = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 1 ()
  - IF Character Damaged By (Result Condition Group = -2, Target Entity ID = 1300286, Attacker Entity ID = 10000)
  - IF Entity In/Outside Radius Of Entity (Result Condition Group = -2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1300286, Target Distance = 5, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - Force Animation Playback (Entity ID = 1300286, Animation ID = 432, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Character AI State (Entity ID = 1300286, Disabled/Enabled = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11305350
  Comment: A different version of the note reaction event which may be actually used
  ItemTemplate:
  - Type: loc
    EventFlag: 51300010
    ItemLot: 1300010
  DebugInfo:
  - flag 51300010 (Rotting Prisoner's Note)
  - region 1302302 (コオロギ_宝部屋_降り注ぐ)
  - 1300228 (c1211_0019 - Cricket)
  - 1300229 (c1211_0020 - Cricket)
  - 1300230 (c1211_0021 - Cricket)
  - 1300233 (c1211_0024 - Cricket)
  - 1300234 (c1211_0025 - Cricket)
  - 1300235 (c1211_0026 - Cricket)
  - 1300236 (c1211_0027 - Cricket)
  DebugInit:
  - Initialize Event (0, 11305350, X0_4 = 1300228*, X4_4 = 21006, X8_4 = 20006, X12_4 = 1036831949, X16_4 = 1060320051)
  - Initialize Event (1, 11305350, X0_4 = 1300229*, X4_4 = 21006, X8_4 = 20006, X12_4 = 1045220557, X16_4 = 1065353216)
  - Initialize Event (2, 11305350, X0_4 = 1300230*, X4_4 = 21006, X8_4 = 20006, X12_4 = 1045220557, X16_4 = 1065353216)
  - Initialize Event (5, 11305350, X0_4 = 1300233*, X4_4 = 21005, X8_4 = 20005, X12_4 = 0, X16_4 = 1045220557)
  - Initialize Event (6, 11305350, X0_4 = 1300234*, X4_4 = 21007, X8_4 = 20007, X12_4 = 1036831949, X16_4 = 1060320051)
  - Initialize Event (7, 11305350, X0_4 = 1300235*, X4_4 = 21007, X8_4 = 20007, X12_4 = 1036831949, X16_4 = 1060320051)
  - Initialize Event (8, 11305350, X0_4 = 1300236*, X4_4 = 21007, X8_4 = 20007, X12_4 = 1045220557, X16_4 = 1065353216)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 0.1, Max Number Of Seconds = 0.2)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51300010*)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Event Flag (Result Condition Group = -2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51300010*)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 1 ()
  - + IF In/Outside Area (Result Condition Group = -6, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1302302*, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -6, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -6, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = -6)
  - + IF Character Has SpEffect (Result Condition Group = 6, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 6, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 6)
  - + IF Character Backread Status (Result Condition Group = 5, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 5, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11305710
  Comment: Lots of management around Doujun, but includes some logic for getting a letter from him
  ItemTemplate:
  - Type: loc
    EventFlag: 50006312
    ItemLot: 63120
  DebugInfo:
  - flag 50006312 (Surgeon's Stained Letter)
  - 1300710 (c7490_0000 - Doujun - not random)
  - 1300724 (c7490_0001 - Doujun - not random)
  - 1300729 (c7490_0002 - Doujun - not random)
  - 1300732 (c7490_0005 - Doujun - not random)
  - 1300731 (c7490_0004 - Doujun - not random)
  - 1300730 (c7490_0003 - Doujun - not random)
  DebugInit:
  - Initialize Event (0, 11305710, X0_4 = 1300710*, X4_4 = 1300724*, X8_4 = 1300729*, X12_4 = 1300732*, X16_4 = 1300731*, X20_4 = 1300730*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X12_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X12_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X12_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X12_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X16_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X16_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X16_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X16_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X20_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X20_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X20_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X20_4*, Disabled/Enabled = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1460)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1461)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1462)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1463)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1464)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1465)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1466)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1479)
  - GOTO IF Batch Event Flags (Label = 19, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1475, Ending Target Event Flag ID = 1476)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 70002035)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - GOTO Unconditionally (Label = 17)
  - Label 5 ()
  - + Change Character Enable State (Entity ID = X20_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X20_4*, Removed = 0)
  - Label 17 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1463)
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50006312*)
  - GOTO IF Condition Group State (Uncompiled) (Label = 6, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Animation Playback (Entity ID = X20_4*, Animation ID = 21000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 6 ()
  - + Force Animation Playback (Entity ID = X8_4*, Animation ID = 21005, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = X20_4*, Animation ID = 21000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 18 ()
  - END Unconditionally (Execution End Type = 0)
  - Label 19 ()
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - + Set Character Team Type (Entity ID = X8_4*, Team Type = 27)
  - + Clear SpEffect (Entity ID = X8_4*, SpEffect ID = 30200)
  - + Clear SpEffect (Entity ID = X8_4*, SpEffect ID = 5301)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - + EzState Instruction Request (Entity ID = X8_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X8_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1479)
  - GOTO IF Batch Event Flags (Label = 19, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1475, Ending Target Event Flag ID = 1476)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 70002035)
  - GOTO IF Event Flag (Label = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1464)
  - GOTO IF Event Flag (Label = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1465)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - GOTO Unconditionally (Label = 17)
  - Label 10 ()
  - + Change Character Enable State (Entity ID = X12_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X12_4*, Removed = 0)
  - GOTO Unconditionally (Label = 17)
  - Label 5 ()
  - + Change Character Enable State (Entity ID = X16_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X16_4*, Removed = 0)
  - Label 17 ()
  - + Force Animation Playback (Entity ID = X12_4*, Animation ID = 21005, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = X16_4*, Animation ID = 21000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 19 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 27)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 30200)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5301)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1479)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 30200)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + Force Character Treasure (Character Entity ID = X4_4*)
  - + EzState Instruction Request (Entity ID = X4_4*, Command = 100, Slot = 2)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505290
  Comment: Shelter Stone treasure
  ItemTemplate:
  - Type: loc
    EventFlag: 51500050
    ItemLot: 1500050
  DebugInfo:
  - flag 51500050 (Shelter Stone)
  DebugCommands:
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500050*)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 1500000, Target Entity ID = 1501220)
  - Award Item Lot (Item Lot ID = 1500050)
  - Label 0 ()
  - Set Lighting + UNKNOWN (Time of Day = 2, Unknown = 0)
  - (De)activate Object (Target Object Entity ID = 1501220, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505430
  Comment: Enemies noticing you upon picking something up
  ItemTemplate:
  - Type: loc
    EventFlag: 51500590
    ItemLot: 1500590
  DebugInfo:
  - flag 51500590 (Oil)
  - 1500416 (c1550_0016 - Bandit)
  - 1500434 (c1550_0034 - Bandit)
  - 1500435 (c1550_0035 - Bandit)
  DebugCommands:
  - + GOTO IF Event Flag (Label = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500590*)
  - + Set SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500416*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500434*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500435*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Event Flag (Result Condition Group = -2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500590*)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - Label 1 ()
  - + Clear SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500434*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500435*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Clear SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Clear SpEffect (Entity ID = 1500434*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500435*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
  - Label 10 ()
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = 1500416*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = 1500434*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = 1500435*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -3)
  - + Clear SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500434*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500435*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505431
  Comment: Enemies noticing you upon picking something up
  ItemTemplate:
  - Type: loc
    EventFlag: 51500140
    ItemLot: 1500140
  DebugInfo:
  - 1500419 (c1550_0019 - Bandit)
  - 1500420 (c1550_0020 - Bandit)
  - 1500421 (c1550_0021 - Bandit)
  - 1500418 (c1550_0018 - Bandit)
  - flag 51500140 (Ceramic Shard)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11505431)
  - + Force Animation Playback (Entity ID = 1500419*, Animation ID = 451, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500420*, Animation ID = 451, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500421*, Animation ID = 451, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500418*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500419*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500420*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500421*, Attacker Entity ID = 10000, Damage Type = 0)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500140*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500140*)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = 1500418*, SpEffect ID = 220600)
  - + Force Animation Playback (Entity ID = 1500419*, Animation ID = 452, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500420*, Animation ID = 452, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500421*, Animation ID = 452, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505440
  Comment: Enemies noticing you upon picking something up
  ItemTemplate:
  - Type: loc
    EventFlag: 51500100
    ItemLot: 1500100
  DebugInfo:
  - 1500431 (c1550_0031 - Bandit)
  - 1500438 (c1550_0038 - Bandit)
  - 1500439 (c1550_0039 - Bandit)
  - 1500410 (c1550_0010 - Bandit)
  - 1500411 (c1550_0011 - Bandit)
  - flag 51500100 (Mibu Balloon of Soul)
  DebugInit:
  - Initialize Event (0, 11505440, X0_4 = 1500431*, X4_4 = 1500438*, X8_4 = 1500439*, X12_4 = 0, X16_4 = 0, X20_4 = 0)
  - Initialize Event (1, 11505440, X0_4 = 1500410*, X4_4 = 1500411*, X8_4 = 0, X12_4 = 0, X16_4 = 0, X20_4 = 51500100*)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4*, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X4_4*, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X4_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X8_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X12_4, Right-hand Side = 0)
  - IF Damage Type (Result Condition Group = -1, Target Entity ID = X12_4, Attacker Entity ID = 10000, Damage Type = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Damage Type (Result Condition Group = -1, Target Entity ID = X16_4, Attacker Entity ID = 10000, Damage Type = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4*, Right-hand Side = 0)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X20_4*)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X20_4*)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = X8_4*, SpEffect ID = 220600)
  - Clear SpEffect (Entity ID = X12_4, SpEffect ID = 220600)
  - Clear SpEffect (Entity ID = X16_4, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505690
  Comment: O'Rin item drop
  ItemTemplate:
  - Type: loc
    EventFlag: 6777
    ItemLot: 70000000
    Remove: Award Items (Including Clients) (70000005)
  DebugInfo:
  - 1500690 (c7000_0000 - O'Rin)
  - flag 6777 (Prayer Bead)
  DebugCommands:
  - + Change Character Enable State (Entity ID = 1500690*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1500690*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1500690*, Removed = 1)
  - GOTO IF Event Flag (Label = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11507690)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500690)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Change Character Enable State (Entity ID = 1500690*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1500690*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1500690*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set SpEffect (Entity ID = 1500690*, SpEffect ID = 4800)
  - + IF Character HP Ratio (Result Condition Group = 15, Target Entity ID = 1500690*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 15, Target Entity ID = 1500690*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Clear SpEffect (Entity ID = 1500690*, SpEffect ID = 4800)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1500690*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -5, Target Entity ID = 1500690*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 1)
  - + GOTO IF Character Has SpEffect (Label = 3, Target Entity ID = 1500690*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1422)
  - IF Elapsed Seconds (Result Condition Group = 1, Target Number Of Seconds = 17)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 11500690, Flag State = 1)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6777*)
  - Award Items (Including Clients) (Item Lot ID = 70000000)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Award Items (Including Clients) (Item Lot ID = 70000005)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 3 ()
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1500690*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1422)
  - IF Elapsed Seconds (Result Condition Group = 2, Target Number Of Seconds = 17)
  - IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Event Flag (Event Flag ID = 11500690, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 0)
  - + GOTO IF Event Flag (Label = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6777*)
  - Award Items (Including Clients) (Item Lot ID = 70000000)
  - END Unconditionally (Execution End Type = 0)
  - Label 6 ()
  - Award Items (Including Clients) (Item Lot ID = 70000005)
  - END Unconditionally (Execution End Type = 0)
  - Label 10 ()
  - + Force Character Death (Entity ID = 1500690*, Should Receive Souls = 1)
  - GOTO IF Event Flag (Label = 12, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500690)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - Set Event Flag (Event Flag ID = 11500690, Flag State = 1)
  - + GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6777*)
  - Award Items (Including Clients) (Item Lot ID = 70000000)
  - GOTO Unconditionally (Label = 12)
  - Label 11 ()
  - Award Items (Including Clients) (Item Lot ID = 70000005)
  - Label 12 ()
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 0)
- ID: 11505700
  Comment: Award from Head Priest
  ItemTemplate:
  - Type: loc
    EventFlag: 50006280
    ItemLot: 62800
  DebugInfo:
  - flag 50006280 (Dragonspring Sake)
  - 1500701 (c7480_0000 - Head Priest - not random)
  - 1500704 (c1300_0000 - Palace Noble)
  - 1500705 (c1001_0004 - Invisible - not random)
  DebugInit:
  - Initialize Event (0, 11505700, X0_4 = 1500701*, X4_4 = 1500704*, X8_4 = 1500705*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X8_4*, Disabled/Enabled = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1400)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1401)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 9, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1419)
  - + GOTO IF Event Flag (Label = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 50006280*)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21007, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 6 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21008, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 18 ()
  - END Unconditionally (Execution End Type = 0)
  - Label 9 ()
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 9, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1419)
  - END Unconditionally (Execution End Type = 0)
  - Label 9 ()
  - + Force Character Treasure (Character Entity ID = X4_4*)
  - + EzState Instruction Request (Entity ID = X4_4*, Command = 100, Slot = 2)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505731
  Comment: Some interaction between picking up pine Resin ember replacement and exiled memorial mob. Just keep it intact (?)
  ItemTemplate:
  - Type: any
  DebugInfo:
  - flag 51500005 (Bundled Jizo Statue)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71500043)
  - + IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500005*)
  - Set Network-Connected Event Flag (Event Flag ID = 71500043, Flag State = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1580)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71500000)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1599)
  - IF Batch Event Flags (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 1595, Ending Target Event Flag ID = 1596)
  - IF Batch Event Flags (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 70002040, Ending Target Event Flag ID = 70002044)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71500037)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 0, Target Condition Group = 1)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1580, Event Flag ID End = 1594, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1581, Flag State = 1)
- ID: 11505790
  Comment: Shelter Stone note interaction, once it's been picked up
  ItemTemplate:
  - Type: loc
    EventFlag: 51500050
    ItemLot: 1500050
  DebugInfo:
  - flag 51500050 (Shelter Stone)
  - 1500712 (c1001_0007 - Invisible - not random)
  DebugCommands:
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500050*)
  - + IF Action Button (Result Condition Group = 1, Action Button Parameter ID = 1100090, Target Entity ID = 1500712*)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Large Inspect Box (Title Message ID = 12000290, Body Message ID = 12000291)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705200
  Comment: Similar to Shelter Stone, special item pickup
  ItemTemplate:
  - Type: loc
    EventFlag: 51700000
    ItemLot: 1700000
  DebugInfo:
  - flag 51700000 (Lotus of the Palace)
  DebugCommands:
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51700000*)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 1778000, Target Entity ID = 1701200)
  - Award Item Lot (Item Lot ID = 1700000)
  - Label 0 ()
  - (De)activate Object (Target Object Entity ID = 1701200, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705201
  Comment: Also special item pickup
  ItemTemplate:
  - Type: loc
    EventFlag: 51700810
    ItemLot: 1700810
  DebugInfo:
  - flag 51700810 (Dried Serpent Viscera)
  DebugCommands:
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51700810*)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 1779000, Target Entity ID = 1701210)
  - Award Item Lot (Item Lot ID = 1700810)
  - Label 0 ()
  - (De)activate Object (Target Object Entity ID = 1701210, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705535
  Comment: Another special item pickup
  ItemTemplate:
  - Type: loc
    EventFlag: 51700925
    ItemLot: 50500000
  DebugInfo:
  - flag 51700925 (Great White Whisker)
  DebugCommands:
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51700925*)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9370)
  - Create Object-following SFX (Object Entity ID = 1701580, Dummypoly ID = 90, SFX ID = 60)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 4000, Target Entity ID = 1701580)
  - Award Item Lot (Item Lot ID = 50500000)
  - Award Achievement (Achievement ID = 33)
  - Delete Object-following SFX (Object Entity ID = 1701580, Should Delete Root = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005218
  Comment: Another special item
  ItemTemplate:
  - Type: loc
    EventFlag: 52000010
    ItemLot: 2000010
  DebugInfo:
  - "flag 52000010 (Holy Chapter: Dragon's Return)"
  DebugCommands:
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 52000010*)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72000015)
  - Create Object-following SFX (Object Entity ID = 2001250, Dummypoly ID = 200, SFX ID = 62)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 2000000, Target Entity ID = 2001250)
  - Award Item Lot (Item Lot ID = 2000010)
  - Delete Object-following SFX (Object Entity ID = 2001250, Should Delete Root = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005220
  Comment: Another special item
  ItemTemplate:
  - Type: loc
    EventFlag: 52000170
    ItemLot: 2000170
  DebugInfo:
  - flag 52000170 (White Pinwheel)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 2001260, State = 0)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 52000170*)
  - (De)activate Object (Target Object Entity ID = 2001260, State = 1)
  - Create Object-following SFX (Object Entity ID = 2001260, Dummypoly ID = 170, SFX ID = 62)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 2000000, Target Entity ID = 2001260)
  - Award Item Lot (Item Lot ID = 2000170)
  - Delete Object-following SFX (Object Entity ID = 2001260, Should Delete Root = 0)
  - (De)activate Object (Target Object Entity ID = 2001260, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005221
  Comment: Another special item
  ItemTemplate:
  - Type: loc
    EventFlag: 52000030
    ItemLot: 2000030
  DebugInfo:
  - flag 52000030 (Red and White Pinwheel)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 2001261, State = 0)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 52000030*)
  - (De)activate Object (Target Object Entity ID = 2001261, State = 1)
  - Create Object-following SFX (Object Entity ID = 2001261, Dummypoly ID = 170, SFX ID = 62)
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 2000000, Target Entity ID = 2001261)
  - Award Item Lot (Item Lot ID = 2000030)
  - Delete Object-following SFX (Object Entity ID = 2001261, Should Delete Root = 0)
  - (De)activate Object (Target Object Entity ID = 2001261, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005710
  Comment: Event for Kotaro, including whether persimmon has been given. This lot is missable, so treat it as non-permanent-eligible.
  ItemTemplate:
  - Type: any
  DebugInfo:
  - region 2002711 (event_無限回廊_小太郎_初期位置)
  - flag 50006260 (Taro Persimmon)
  - 2000701 (c7470_0000 - Kotaro - not random)
  - 2000706 (c7470_0001 - Kotaro - not random)
  DebugInit:
  - Initialize Event (0, 12005710, X0_4 = 2000701*, X4_4 = 2000706*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71300122)
  - + Issue Short Warp Request (Entity ID = X4_4*, Warp Type = 1, Warp Destination Entity ID = 2002711*, Dummypoly ID = -1)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - Set Event Flag (Event Flag ID = 71300123, Flag State = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X4_4*, Disabled/Enabled = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1440)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1442)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1446)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1440)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1442)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1446)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1459)
  - GOTO IF Event Flag (Label = 19, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1455)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 70002025)
  - GOTO IF Event Flag (Label = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72009011)
  - GOTO IF Event Flag (Label = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72009010)
  - GOTO IF Event Flag (Label = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72009002)
  - GOTO IF Event Flag (Label = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72009001)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21005, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - label 7 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21008, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 6 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21006, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 5 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21002, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 18 ()
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1443)
  - END Unconditionally (Execution End Type = 1)
  - Label 19 ()
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 27)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 30200)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 50006260*)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 21010, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 21008, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1459)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + EzState Instruction Request (Entity ID = X4_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X4_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005720
  Comment: Where Holy Chapter Infested shows up
  ItemTemplate:
  - Type: loc
    EventFlag: 50006320
    ItemLot: 2000820
  DebugInfo:
  - 'flag 50006320 (Holy Chapter: Infested)'
  - 2000703 (c1210_0000 - Infested Seeker - not random)
  DebugInit:
  - Initialize Event (0, 12005720, X0_4 = 2000703*, X4_4 = 2001202)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character HP Bar Display (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1480)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1481)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1482)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - + SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 50006320*)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 1)
  - END Unconditionally (Execution End Type = 0)
# Start of common item stuff
- ID: 20005340
  Comment: Enemy award on death
  ItemTemplate:
  - Type: loc
    EventFlag: X8
    ItemLot: X12
    RemoveArg: X16
  - Type: carp
    Entity: X4
    ItemLot: X12
  DebugInfo:
  - 1000450 (c1320_0000 - Treasure Carp - not random)
  - 1000451 (c1320_0001 - Treasure Carp - not random)
  - 1000452 (c1320_0002 - Treasure Carp - not random)
  - 1000453 (c1320_0003 - Treasure Carp - not random)
  - 1000459 (c1320_0009 - Treasure Carp - not random)
  - 1000460 (c1320_0010 - Treasure Carp - not random)
  - 1000300 (c1070_0000 - Shura Samurai)
  - flag 6764 (Prayer Bead)
  - 1000301 (c1070_0001 - Shura Samurai)
  - flag 6782 (Prayer Bead)
  - 1000330 (c1050_0000 - Shinobi Hunter)
  - flag 6763 (Prayer Bead)
  - group 1005331 [1000331 (c1050_0001 - Shinobi Hunter), 1000332 (c1050_0002 - Shinobi Hunter)]
  - flag 51000930 (Bulging Coin Purse)
  - 1000350 (c1470_0000 - Lone Shadow)
  - flag 51000940 (Scrap Iron)
  - 1000353 (c1470_0003 - Lone Shadow)
  - flag 6781 (Prayer Bead)
  - 1100300 (c1020_0000 - Samurai General)
  - flag 6760 (Prayer Bead)
  - 1100301 (c1020_0001 - Samurai General)
  - flag 6762 (Prayer Bead)
  - 1100310 (c5020_0000 - Chained Ogre)
  - flag 6761 (Prayer Bead)
  - 1100450 (c1360_0000 - Assassin (Senpou))
  - flag 51100930 (Herb Catalogue Scrap)
  - 1100370 (c1190_0000 - Sunken Valley Clan)
  - flag 51100940 (Black Gunpowder)
  - 1100330 (c1350_0000 - Headless)
  - flag 51100950 (Ako's Spiritfall)
  - 1100480 (c1070_0000 - Shura Samurai)
  - flag 6787 (Prayer Bead)
  - 1110440 (c1370_0000 - Blazing Bull)
  - flag 6765 (Prayer Bead)
  - 1110504 (c1400_0004 - Fencer)
  - flag 6767 (Prayer Bead)
  - 1110410 (c1020_0000 - Samurai General)
  - flag 6766 (Prayer Bead)
  - 1110610 (c5020_0000 - Chained Ogre)
  - flag 6778 (Prayer Bead)
  - 1110316 (c1470_0016 - Lone Shadow)
  - flag 6780 (Prayer Bead)
  - 1110305 (c1470_0005 - Lone Shadow)
  - flag 6779 (Prayer Bead)
  - 1110660 (c1340_0000 - Underwater Headless)
  - flag 51110973 (Ungo's Spiritfall)
  - 1110511 (c1400_0011 - Fencer)
  - flag 6785 (Prayer Bead)
  - 1110432 (c1180_0002 - Taro Troop)
  - flag 51110972 (Scrap Magnetite)
  - 1110433 (c1180_0003 - Taro Troop)
  - 1110225 (c1010_0035 - Ashina Soldier)
  - flag 51110978 (Heavy Coin Purse)
  - 1110460 (c1050_0000 - Shinobi Hunter)
  - flag 51110971 (Heavy Coin Purse)
  - 1110461 (c1050_0001 - Shinobi Hunter)
  - 1110462 (c1050_0002 - Shinobi Hunter)
  - 1110640 (c1360_0000 - Assassin (Senpou))
  - flag 51110975 (Black Gunpowder)
  - group 1115250 [1110466 (c1250_0015 - Valley Monkey), 1110467 (c1250_0016 - Valley Monkey)]
  - flag 51110986 (Bundled Jizo Statue)
  - 1110650 (c1320_0000 - Treasure Carp - not random)
  - 1120250 (c1020_0001 - Samurai General)
  - flag 51112920 (Pellet)
  - 1120530 (c1021_0002 - Seven Ashina Spears)
  - flag 6769 (Prayer Bead)
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - flag 6786 (Prayer Bead)
  - 1120300 (c1470_0000 - Lone Shadow)
  - flag 6770 (Prayer Bead)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - flag 51300910 (Ceremonial Tanto)
  - 1500495 (c1470_0000 - Lone Shadow)
  - flag 51500940 (Scrap Magnetite)
  - 1500200 (c1300_0001 - Palace Noble)
  - flag 51500900 (Lump of Grave Wax)
  - 1500680 (c1350_0000 - Headless)
  - flag 51500910 (Gachiin's Spiritfall)
  - 1500490 (c1070_0000 - Shura Samurai)
  - flag 6776 (Prayer Bead)
  - 1500460 (c1320_0000 - Treasure Carp - not random)
  - 1500562 (c1320_0021 - Treasure Carp - not random)
  - 1700200 (c1191_0000 - Snake Eyes)
  - flag 6773 (Prayer Bead)
  - 1700201 (c1191_0001 - Snake Eyes)
  - flag 6775 (Prayer Bead)
  - 1700500 (c1350_0000 - Headless)
  - flag 51700990 (Gokan's Spiritfall)
  - 1700425 (c1040_0000 - Centipede Boss)
  - flag 6774 (Prayer Bead)
  - 1700350 (c1250_0007 - Valley Monkey)
  - flag 51700931 (Yellow Gunpowder)
  - 1700351 (c1250_0052 - Valley Monkey)
  - flag 51700935 (Yellow Gunpowder)
  - group 1705299 [1700310 (c1250_0005 - Valley Monkey), 1700311 (c1250_0008 - Valley Monkey), 1700312 (c1250_0009 - Valley Monkey), 1700313 (c1250_0010 - Valley Monkey), 1700316 (c1250_0012 - Valley Monkey), 1700317 (c1250_0014 - Valley Monkey), 1700318 (c1250_0015 - Valley Monkey), 1700319 (c1250_0016 - Valley Monkey), 1700320 (c1250_0017 - Valley Monkey), 1700321 (c1250_0019 - Valley Monkey), 1700314 (c1250_0020 - Valley Monkey), 1700322 (c1250_0022 - Valley Monkey), 1700323 (c1250_0023 - Valley Monkey), 1700315 (c1250_0024 - Valley Monkey), 1700324 (c1250_0025 - Valley Monkey), 1700325 (c1250_0032 - Valley Monkey), 1700326 (c1250_0033 - Valley Monkey), 1700327 (c1250_0034 - Valley Monkey), 1700328 (c1250_0035 - Valley Monkey), 1700329 (c1250_0036 - Valley Monkey), 1700333 (c1250_0037 - Valley Monkey), 1700334 (c1250_0045 - Valley Monkey)]
  - flag 51700670 (Monkey Booze)
  - 1700670 (c1500_0008 - Mibu Villager)
  - 1700450 (c1320_0000 - Treasure Carp - not random)
  - 1700451 (c1320_0001 - Treasure Carp - not random)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - flag 6743 (Malcontent's Ring)
  - 2000650 (c1060_0000 - Spear Adept)
  - flag 52000900 (Heavy Coin Purse)
  - 2000670 (c1180_0000 - Taro Troop)
  - flag 52000930 (Scrap Magnetite)
  - 2000279 (c1040_0000 - Centipede Boss)
  - flag 6772 (Prayer Bead)
  - 2000690 (c1320_0000 - Treasure Carp - not random)
  - 2000691 (c1320_0001 - Treasure Carp - not random)
  - 2500401 (c1310_0001 - Okami Warrior)
  - flag 52500950 (Dragonspring Sake)
  - 2500406 (c1310_0006 - Okami Warrior)
  - flag 6784 (Prayer Bead)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  - flag 52500930 (Lapis Lazuli)
  - 2500550 (c1340_0000 - Underwater Headless)
  - flag 52500940 (Yashariku's Spiritfall)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  - flag 6783 (Prayer Bead)
  - 2500600 (c1320_0000 - Treasure Carp - not random)
  - 2500601 (c1320_0001 - Treasure Carp - not random)
  - 2500602 (c1320_0002 - Treasure Carp - not random)
  - 2500611 (c1320_0011 - Treasure Carp - not random)
  - 2500612 (c1320_0012 - Treasure Carp - not random)
  - 2500613 (c1320_0013 - Treasure Carp - not random)
  - 2500617 (c1320_0017 - Treasure Carp - not random)
  DebugInit:
  - Initialize Common Event (20005340, X0_4 = 11000450, X4_4 = 1000450*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000451, X4_4 = 1000451*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000452, X4_4 = 1000452*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000453, X4_4 = 1000453*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000459, X4_4 = 1000459*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000460, X4_4 = 1000460*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000300, X4_4 = 1000300*, X8_4 = 6764*, X12_4 = 10700000, X16_4 = 10700005, X20_4 = 0, X24_4 = 8304, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11007300)
  - Initialize Common Event (20005340, X0_4 = 11000301, X4_4 = 1000301*, X8_4 = 6782*, X12_4 = 10700100, X16_4 = 10700105, X20_4 = 8304, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11007301)
  - Initialize Common Event (20005340, X0_4 = 11000330, X4_4 = 1000330*, X8_4 = 6763*, X12_4 = 10500000, X16_4 = 10500005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11007330)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1005331*, X8_4 = 51000930*, X12_4 = 10500100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1000350*, X8_4 = 51000940*, X12_4 = 14703000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000353, X4_4 = 1000353*, X8_4 = 6781*, X12_4 = 14703100, X16_4 = 14703105, X20_4 = 8304, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11007353)
  - Initialize Common Event (20005340, X0_4 = 11100300, X4_4 = 1100300*, X8_4 = 6760*, X12_4 = 10200000, X16_4 = 10200005, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107300)
  - Initialize Common Event (20005340, X0_4 = 11100301, X4_4 = 1100301*, X8_4 = 6762*, X12_4 = 10200100, X16_4 = 10200105, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107301)
  - Initialize Common Event (20005340, X0_4 = 11100310, X4_4 = 1100310*, X8_4 = 6761*, X12_4 = 50201000, X16_4 = 50201005, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107310)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1100450*, X8_4 = 51100930*, X12_4 = 13604000, X16_4 = 0, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1100370*, X8_4 = 51100940*, X12_4 = 11902000, X16_4 = 0, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11100330, X4_4 = 1100330*, X8_4 = 51100950*, X12_4 = 13501000, X16_4 = 13501005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11107330)
  - Initialize Common Event (20005340, X0_4 = 11100480, X4_4 = 1100480*, X8_4 = 6787*, X12_4 = 10701000, X16_4 = 10701005, X20_4 = 8302, X24_4 = 8310, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107480)
  - Initialize Common Event (20005340, X0_4 = 11110440, X4_4 = 1110440*, X8_4 = 6765*, X12_4 = 13700000, X16_4 = 13700005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11110504, X4_4 = 1110504*, X8_4 = 6767*, X12_4 = 14000000, X16_4 = 14000005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11117504)
  - Initialize Common Event (20005340, X0_4 = 11110410, X4_4 = 1110410*, X8_4 = 6766*, X12_4 = 10202000, X16_4 = 10202005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11117410)
  - Initialize Common Event (20005340, X0_4 = 11110620, X4_4 = 1110610*, X8_4 = 6778*, X12_4 = 50200000, X16_4 = 50200005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117620)
  - Initialize Common Event (20005340, X0_4 = 11110316, X4_4 = 1110316*, X8_4 = 6780*, X12_4 = 14701000, X16_4 = 14701005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117316)
  - Initialize Common Event (20005340, X0_4 = 11110305, X4_4 = 1110305*, X8_4 = 6779*, X12_4 = 14700000, X16_4 = 14700005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117305)
  - Initialize Common Event (20005340, X0_4 = 11110660, X4_4 = 1110660*, X8_4 = 51110973*, X12_4 = 13400000, X16_4 = 13400005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11110511, X4_4 = 1110511*, X8_4 = 6785*, X12_4 = 14001000, X16_4 = 14001005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117511)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110432*, X8_4 = 51110972*, X12_4 = 11801000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110433*, X8_4 = 51110972*, X12_4 = 11801000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110225*, X8_4 = 51110978*, X12_4 = 10101400, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110460*, X8_4 = 51110971*, X12_4 = 10501100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110461*, X8_4 = 51110971*, X12_4 = 10501100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110462*, X8_4 = 51110971*, X12_4 = 10501100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110640*, X8_4 = 51110975*, X12_4 = 13605100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1115250*, X8_4 = 51110986*, X12_4 = 12504000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11110652, X4_4 = 1110650*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11120390, X4_4 = 1120250*, X8_4 = 51112920*, X12_4 = 10203000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11127390)
  - Initialize Common Event (20005340, X0_4 = 11120530, X4_4 = 1120530*, X8_4 = 6769*, X12_4 = 10212000, X16_4 = 10212005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11127530)
  - Initialize Common Event (20005340, X0_4 = 11120521, X4_4 = 1120521*, X8_4 = 6786*, X12_4 = 10212100, X16_4 = 10212105, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11127521)
  - Initialize Common Event (20005340, X0_4 = 11120450, X4_4 = 1120300*, X8_4 = 6770*, X12_4 = 14702000, X16_4 = 14702005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11127450)
  - Initialize Common Event (20005340, X0_4 = 11300200, X4_4 = 1300200*, X8_4 = 51300910*, X12_4 = 10800000, X16_4 = 10800005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11307200)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1500495*, X8_4 = 51500940*, X12_4 = 14704000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11500200, X4_4 = 1500200*, X8_4 = 51500900*, X12_4 = 13001000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507200)
  - Initialize Common Event (20005340, X0_4 = 11500680, X4_4 = 1500680*, X8_4 = 51500910*, X12_4 = 13500000, X16_4 = 13500005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507680)
  - Initialize Common Event (20005340, X0_4 = 11500490, X4_4 = 1500490*, X8_4 = 6776*, X12_4 = 10702000, X16_4 = 10702005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507490)
  - Initialize Common Event (20005340, X0_4 = 11500460, X4_4 = 1500460*, X8_4 = 0, X12_4 = 13200100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507460)
  - Initialize Common Event (20005340, X0_4 = 11500562, X4_4 = 1500562*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507562)
  - Initialize Common Event (20005340, X0_4 = 11700200, X4_4 = 1700200*, X8_4 = 6773*, X12_4 = 11900000, X16_4 = 11900005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707200)
  - Initialize Common Event (20005340, X0_4 = 11700201, X4_4 = 1700201*, X8_4 = 6775*, X12_4 = 11901100, X16_4 = 11901105, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707201)
  - Initialize Common Event (20005340, X0_4 = 11700500, X4_4 = 1700500*, X8_4 = 51700990*, X12_4 = 13502000, X16_4 = 13502005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707500)
  - Initialize Common Event (20005340, X0_4 = 11700425, X4_4 = 1700425*, X8_4 = 6774*, X12_4 = 10401100, X16_4 = 10401105, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707425)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1700350*, X8_4 = 51700931*, X12_4 = 12500000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1700351*, X8_4 = 51700935*, X12_4 = 12500005, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1705299*, X8_4 = 51700670*, X12_4 = 1700670*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11700450, X4_4 = 1700450*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707450)
  - Initialize Common Event (20005340, X0_4 = 11700451, X4_4 = 1700451*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707451)
  - Initialize Common Event (20005340, X0_4 = 11700520, X4_4 = 1700520*, X8_4 = 6743*, X12_4 = 10802000, X16_4 = 10802005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707520)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 2000650*, X8_4 = 52000900*, X12_4 = 10600000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 2000670*, X8_4 = 52000930*, X12_4 = 11802000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 12000279, X4_4 = 2000279*, X8_4 = 6772*, X12_4 = 10400000, X16_4 = 10400005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007279)
  - Initialize Common Event (20005340, X0_4 = 12000690, X4_4 = 2000690*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007690)
  - Initialize Common Event (20005340, X0_4 = 12000691, X4_4 = 2000691*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007691)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 2500401*, X8_4 = 52500950*, X12_4 = 13100100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 12500406, X4_4 = 2500406*, X8_4 = 6784*, X12_4 = 13100000, X16_4 = 13100005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507406)
  - Initialize Common Event (20005340, X0_4 = 12500580, X4_4 = 2500580*, X8_4 = 52500930*, X12_4 = 10801000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507580)
  - Initialize Common Event (20005340, X0_4 = 12500550, X4_4 = 2500550*, X8_4 = 52500940*, X12_4 = 13401000, X16_4 = 13401005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507550)
  - Initialize Common Event (20005340, X0_4 = 12500570, X4_4 = 2500570*, X8_4 = 6783*, X12_4 = 13800000, X16_4 = 13800005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507570)
  - Initialize Common Event (20005340, X0_4 = 12500610, X4_4 = 2500600*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507610)
  - Initialize Common Event (20005340, X0_4 = 12500611, X4_4 = 2500601*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507611)
  - Initialize Common Event (20005340, X0_4 = 12500612, X4_4 = 2500602*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507612)
  - Initialize Common Event (20005340, X0_4 = 12500621, X4_4 = 2500611*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507621)
  - Initialize Common Event (20005340, X0_4 = 12500622, X4_4 = 2500612*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507622)
  - Initialize Common Event (20005340, X0_4 = 12500623, X4_4 = 2500613*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507623)
  - Initialize Common Event (20005340, X0_4 = 12500627, X4_4 = 2500617*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507627)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X40_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X36_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X37_1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X38_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X39_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - + IF Character HP Ratio New (Result Condition Group = 15, Character Entity ID = X4_4*, Comparison Type = 0, Target Amount = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Other) (Result Condition Group = 15, Target Entity ID = X4_4*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character DrawGroup State (Result Condition Group = -5, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + Award Items (Including Clients) (Item Lot ID = X12_4*)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 2 ()
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 2, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - Label 5 ()
  - + Force Character Death (Entity ID = X4_4*, Should Receive Souls = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 12, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + Award Items (Including Clients) (Item Lot ID = X12_4*)
  - GOTO Unconditionally (Label = 12)
  - Label 11 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 12 ()
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
- ID: 20005341
  Comment: Another death event, but used only by Armored Warrior it seems
  ItemTemplate:
  - Type: loc
    EventFlag: X8
    ItemLot: X12
    RemoveArg: X16
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  - flag 6771 (Prayer Bead)
  DebugInit:
  - Initialize Common Event (20005341, X0_4 = 12000400, X4_4 = 2000400*, X8_4 = 6771*, X12_4 = 11300000, X16_4 = 11300005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007400, X44_4 = 1090519040)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X40_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X36_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X37_1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X38_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X39_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - + IF Character HP Ratio New (Result Condition Group = 15, Character Entity ID = X4_4*, Comparison Type = 0, Target Amount = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Other) (Result Condition Group = 15, Target Entity ID = X4_4*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character DrawGroup State (Result Condition Group = -5, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X44_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4*)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X12_4)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 2 ()
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 2, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - Label 5 ()
  - + Force Character Death (Entity ID = X4_4*, Should Receive Souls = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 12, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4*)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X12_4)
  - GOTO Unconditionally (Label = 12)
  - Label 11 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 12 ()
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
- ID: 20005511
  Comment: Permanent items appearing in chests
  ItemTemplate:
  - Type: loc
    EventFlag: X12
    # RemoveArg: X16
  DebugInfo:
  - flag 6789 (Prayer Bead)
  - flag 51000505 (Bundled Jizo Statue)
  - flag 6788 (Prayer Bead)
  - flag 51100315 (Bundled Jizo Statue)
  - flag 6790 (Prayer Bead)
  - flag 51110770 (Bundled Jizo Statue)
  - flag 6505 (Sabimaru)
  - flag 51110780 (Bundled Jizo Statue)
  - flag 6726 (Gourd Seed)
  - flag 51110790 (Divine Grass)
  - flag 6508 (Gyoubu's Broken Horn)
  - flag 51120170 (Bundled Jizo Statue)
  DebugInit:
  - Initialize Common Event (20005511, X0_4 = 11000500, X4_4 = 1001500, X8_4 = 1004500, X12_4 = 6789*, X16_4 = 1001501, X20_4 = 1004501, X24_4 = 51000505*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65792, X44_4 = 51001505)
  - Initialize Common Event (20005511, X0_4 = 11100510, X4_4 = 1101510, X8_4 = 1103510, X12_4 = 6788*, X16_4 = 1101515, X20_4 = 1103515, X24_4 = 51100315*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 51101315)
  - Initialize Common Event (20005511, X0_4 = 11110500, X4_4 = 1111500, X8_4 = 1114500, X12_4 = 6790*, X16_4 = 1111507, X20_4 = 1114507, X24_4 = 51110770*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 51111770)
  - Initialize Common Event (20005511, X0_4 = 11110501, X4_4 = 1111501, X8_4 = 1114501, X12_4 = 6505*, X16_4 = 1111508, X20_4 = 1114508, X24_4 = 51110780*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 51111780)
  - Initialize Common Event (20005511, X0_4 = 11110502, X4_4 = 1111502, X8_4 = 1114502, X12_4 = 6726*, X16_4 = 1111509, X20_4 = 1114509, X24_4 = 51110790*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 51111790)
  - Initialize Common Event (20005511, X0_4 = 11120681, X4_4 = 1121681, X8_4 = 1124681, X12_4 = 6508*, X16_4 = 1121682, X20_4 = 1124682, X24_4 = 51120170*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 51121170)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 0)
  - Set ObjAct State (Entity ID = X4_4, ObjActParam ID = -1, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X16_4, State = 0)
  - Set ObjAct State (Entity ID = X16_4, ObjActParam ID = -1, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X40_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - Create Object-following SFX (Object Entity ID = X4_4, Dummypoly ID = 90, SFX ID = 800270)
  - Set ObjAct State (Entity ID = X4_4, ObjActParam ID = -1, State = 1)
  - IF ObjAct Event Flag (Result Condition Group = 5, ObjAct Event Flag = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Delete Object-following SFX (Object Entity ID = X4_4, Should Delete Root = 1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 90)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = X4_4, Animation ID = 1)
  - Label 2 ()
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 1)
  - Set Event Flag (Event Flag ID = X44_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 0, Left-hand Side = X24_4*, Right-hand Side = 0)
  - + Set Event Flag (Event Flag ID = X24_4*, Flag State = 1)
  - Set Event Flag (Event Flag ID = X44_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X40_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X42_1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - Create Object-following SFX (Object Entity ID = X16_4, Dummypoly ID = 90, SFX ID = 800270)
  - Set ObjAct State (Entity ID = X16_4, ObjActParam ID = -1, State = 1)
  - IF ObjAct Event Flag (Result Condition Group = 5, ObjAct Event Flag = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Delete Object-following SFX (Object Entity ID = X16_4, Should Delete Root = 1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 90)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = X16_4, Animation ID = 1)
  - Label 2 ()
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X44_4)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - Set Object Treasure State (Target Object Entity ID = X16_4, State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005513
  Comment: Permanent items appearing in Fountainhead chests
  ItemTemplate:
  - Type: loc
    EventFlag: X12
    # RemoveArg: X16
  DebugInfo:
  - flag 6729 (Gourd Seed)
  - flag 52500005 (Divine Grass)
  DebugInit:
  - Initialize Common Event (20005513, X0_4 = 12500500, X4_4 = 2501500, X8_4 = 2504500, X12_4 = 6729*, X16_4 = 2501510, X20_4 = 2504510, X24_4 = 52500005*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 52501005)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 0)
  - Set ObjAct State (Entity ID = X4_4, ObjActParam ID = -1, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X16_4, State = 0)
  - Set ObjAct State (Entity ID = X16_4, ObjActParam ID = -1, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X40_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - Create Object-following SFX (Object Entity ID = X4_4, Dummypoly ID = 90, SFX ID = 825160)
  - Set ObjAct State (Entity ID = X4_4, ObjActParam ID = -1, State = 1)
  - IF ObjAct Event Flag (Result Condition Group = 5, ObjAct Event Flag = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Delete Object-following SFX (Object Entity ID = X4_4, Should Delete Root = 1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 100)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = X4_4, Animation ID = 1)
  - Label 2 ()
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 1)
  - Set Event Flag (Event Flag ID = X44_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 0, Left-hand Side = X24_4*, Right-hand Side = 0)
  - + Set Event Flag (Event Flag ID = X24_4*, Flag State = 1)
  - Set Event Flag (Event Flag ID = X44_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X40_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X42_1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - Create Object-following SFX (Object Entity ID = X16_4, Dummypoly ID = 90, SFX ID = 825160)
  - Set ObjAct State (Entity ID = X16_4, ObjActParam ID = -1, State = 1)
  - IF ObjAct Event Flag (Result Condition Group = 5, ObjAct Event Flag = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Delete Object-following SFX (Object Entity ID = X16_4, Should Delete Root = 1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 100)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = X16_4, Animation ID = 1)
  - Label 2 ()
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X44_4)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - Set Object Treasure State (Target Object Entity ID = X16_4, State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005515
  Comment: Permanent items appearing in underwater chests
  ItemTemplate:
  - Type: loc
    EventFlag: X12
    # RemoveArg: X16
  DebugInfo:
  - flag 6796 (Prayer Bead)
  - flag 51500325 (Bundled Jizo Statue)
  - flag 6797 (Prayer Bead)
  - flag 52500025 (Bundled Jizo Statue)
  DebugInit:
  - Initialize Common Event (20005515, X0_4 = 11500500, X4_4 = 1501500, X8_4 = 1504500, X12_4 = 6796*, X16_4 = 1501510, X20_4 = 1504510, X24_4 = 51500325*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 51501325)
  - Initialize Common Event (20005515, X0_4 = 12500502, X4_4 = 2501502, X8_4 = 2504502, X12_4 = 6797*, X16_4 = 2501512, X20_4 = 2504512, X24_4 = 52500025*, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 65793, X44_4 = 52501025)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 0)
  - Set ObjAct State (Entity ID = X4_4, ObjActParam ID = -1, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X16_4, State = 0)
  - Set ObjAct State (Entity ID = X16_4, ObjActParam ID = -1, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X40_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - Create Object-following SFX (Object Entity ID = X4_4, Dummypoly ID = 200, SFX ID = 800310)
  - Set ObjAct State (Entity ID = X4_4, ObjActParam ID = -1, State = 1)
  - IF ObjAct Event Flag (Result Condition Group = 5, ObjAct Event Flag = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Delete Object-following SFX (Object Entity ID = X4_4, Should Delete Root = 1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 100)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = X4_4, Animation ID = 1)
  - Label 2 ()
  - Set Object Treasure State (Target Object Entity ID = X4_4, State = 1)
  - Set Event Flag (Event Flag ID = X44_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X12_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 0, Left-hand Side = X24_4*, Right-hand Side = 0)
  - + Set Event Flag (Event Flag ID = X24_4*, Flag State = 1)
  - Set Event Flag (Event Flag ID = X44_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X40_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X41_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X42_1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - Create Object-following SFX (Object Entity ID = X16_4, Dummypoly ID = 200, SFX ID = 800310)
  - Set ObjAct State (Entity ID = X16_4, ObjActParam ID = -1, State = 1)
  - IF ObjAct Event Flag (Result Condition Group = 5, ObjAct Event Flag = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Delete Object-following SFX (Object Entity ID = X16_4, Should Delete Root = 1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 100)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = X16_4, Animation ID = 1)
  - Label 2 ()
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X44_4)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - Set Object Treasure State (Target Object Entity ID = X16_4, State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4*)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005520
  Comment: Permanent items appearing as shinies in the world
  ItemTemplate:
  - Type: loc
    EventFlag: X0
    # RemoveArg: X12
  DebugInfo:
  - flag 6502 (Flame Barrel)
  - flag 51000005 (Fistful of Ash)
  - flag 6504 (Mist Raven's Feathers)
  - flag 51000025 (Bundled Jizo Statue)
  - flag 6725 (Gourd Seed)
  - flag 51100205 (Divine Grass)
  - flag 6742 (Pine Resin Ember)
  - flag 51500005 (Bundled Jizo Statue)
  - flag 6728 (Gourd Seed)
  - flag 51500015 (Divine Grass)
  - flag 6795 (Prayer Bead)
  - flag 51500045 (Bundled Jizo Statue)
  - flag 6792 (Prayer Bead)
  - flag 51700025 (Bundled Jizo Statue)
  - flag 6793 (Prayer Bead)
  - flag 51700035 (Bundled Jizo Statue)
  - flag 6794 (Prayer Bead)
  - flag 51700045 (Bundled Jizo Statue)
  - flag 6724 (Gourd Seed)
  - flag 51700825 (Divine Grass)
  - flag 6507 (Large Fan)
  - flag 51700015 (Bundled Jizo Statue)
  - flag 6708 (Senpou Esoteric Text)
  - flag 52000005 (Bundled Jizo Statue)
  - flag 6727 (Gourd Seed)
  - flag 6791 (Prayer Bead)
  - flag 52000045 (Bundled Jizo Statue)
  DebugInit:
  - Initialize Common Event (20005520, X0_4 = 6502*, X4_4 = 51000005*, X8_4 = 1001210, X12_4 = 1001270, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51001005)
  - Initialize Common Event (20005520, X0_4 = 6504*, X4_4 = 51000025*, X8_4 = 1001212, X12_4 = 1001272, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51001025)
  - Initialize Common Event (20005520, X0_4 = 6725*, X4_4 = 51100205*, X8_4 = 1101220, X12_4 = 1101260, X16_4 = 0, X20_4 = 8310, X24_4 = 0, X28_4 = 0, X32_4 = 16843008, X36_4 = 51101205)
  - Initialize Common Event (20005520, X0_4 = 6742*, X4_4 = 51500005*, X8_4 = 1501300, X12_4 = 1501390, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51501005)
  - Initialize Common Event (20005520, X0_4 = 6728*, X4_4 = 51500015*, X8_4 = 1501301, X12_4 = 1501391, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51501015)
  - Initialize Common Event (20005520, X0_4 = 6795*, X4_4 = 51500045*, X8_4 = 1501304, X12_4 = 1501394, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51501045)
  - Initialize Common Event (20005520, X0_4 = 6792*, X4_4 = 51700025*, X8_4 = 1701300, X12_4 = 1701301, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51701027)
  - Initialize Common Event (20005520, X0_4 = 6793*, X4_4 = 51700035*, X8_4 = 1701310, X12_4 = 1701311, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51701035)
  - Initialize Common Event (20005520, X0_4 = 6794*, X4_4 = 51700045*, X8_4 = 1701320, X12_4 = 1701321, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51701045)
  - Initialize Common Event (20005520, X0_4 = 6724*, X4_4 = 51700825*, X8_4 = 1701330, X12_4 = 1701331, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51701825)
  - Initialize Common Event (20005520, X0_4 = 6507*, X4_4 = 51700015*, X8_4 = 1701340, X12_4 = 1701341, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 51701017)
  - Initialize Common Event (20005520, X0_4 = 6708*, X4_4 = 52000005*, X8_4 = 2001300, X12_4 = 2001301, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 52001005)
  - Initialize Common Event (20005520, X0_4 = 6727*, X4_4 = 52000025, X8_4 = 2001310, X12_4 = 2001311, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 52001025)
  - Initialize Common Event (20005520, X0_4 = 6791*, X4_4 = 52000045*, X8_4 = 2001320, X12_4 = 2001321, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 16843009, X36_4 = 52001045)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X8_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X8_4, State = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 0)
  - Set Object Treasure State (Target Object Entity ID = X12_4, State = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4*, Right-hand Side = 0)
  - + GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X32_1, Target Event Flag Type = 0, Target Event Flag ID = X16_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X33_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X34_1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X35_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 1)
  - Set Object Treasure State (Target Object Entity ID = X8_4, State = 1)
  - Set Event Flag (Event Flag ID = X36_4, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X16_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 0, Left-hand Side = X4_4*, Right-hand Side = 0)
  - + Set Event Flag (Event Flag ID = X4_4*, Flag State = 1)
  - Set Event Flag (Event Flag ID = X36_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X32_1, Target Event Flag Type = 0, Target Event Flag ID = X16_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X33_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X34_1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X35_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X36_4)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4*)
  - Set Object Treasure State (Target Object Entity ID = X12_4, State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X16_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - + IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4*)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4*)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005840
  Comment: Setting permanent flag for installing prosthetics. These are not randomized
  ItemTemplate:
  - Type: item
  DebugInfo:
  - flag 71101600 (Loaded Shuriken)
  - flag 71101610 (Shinobi Firecracker)
  - flag 71101620 (Flame Vent)
  - flag 71101630 (Loaded Axe)
  - flag 71101640 (Mist Raven)
  - flag 71101650 (Sabimaru)
  - flag 71101660 (Loaded Umbrella)
  - flag 71101670 (Divine Abduction)
  - flag 71101680 (Loaded Spear)
  - flag 71101690 (Finger Whistle)
  DebugInit:
  - Initialize Common Event (20005840, X0_4 = 71101600*, X4_4 = 6510)
  - Initialize Common Event (20005840, X0_4 = 71101610*, X4_4 = 6511)
  - Initialize Common Event (20005840, X0_4 = 71101620*, X4_4 = 6512)
  - Initialize Common Event (20005840, X0_4 = 71101630*, X4_4 = 6513)
  - Initialize Common Event (20005840, X0_4 = 71101640*, X4_4 = 6514)
  - Initialize Common Event (20005840, X0_4 = 71101650*, X4_4 = 6515)
  - Initialize Common Event (20005840, X0_4 = 71101660*, X4_4 = 6516)
  - Initialize Common Event (20005840, X0_4 = 71101670*, X4_4 = 6517)
  - Initialize Common Event (20005840, X0_4 = 71101680*, X4_4 = 6518)
  - Initialize Common Event (20005840, X0_4 = 71101690*, X4_4 = 6519)
  DebugCommands:
  - + IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4*)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Event Flag (Event Flag ID = X0_4*, Flag State = 1)
  - Set Event Flag (Event Flag ID = X4_4, Flag State = 1)
- ID: 20006115
  Comment: Some use of Mibu Pilgrimage Balloon flag. It is missable, so can keep as-is
  ItemTemplate:
  - Type: any
  DebugInfo:
  - flag 50006140 (Mibu Pilgrimage Balloon)
  DebugCommands:
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - SKIP IF Batch Event Flags (Number Of Skipped Lines = 2, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1380, Ending Target Event Flag ID = 1394)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1380, Event Flag ID End = 1394, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1380, Flag State = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1399)
  - GOTO IF Batch Event Flags (Label = 0, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1395, Ending Target Event Flag ID = 1396)
  - GOTO IF Batch Event Flags (Label = 0, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 70002045, Ending Target Event Flag ID = 70002049)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71110308)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1380)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 138)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 0, Target Condition Group = 2)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1380, Event Flag ID End = 1394, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1381, Flag State = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71110300)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72000249)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1381)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 0, Target Condition Group = 3)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1380, Event Flag ID End = 1394, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1382, Flag State = 1)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1380)
  - IF Event Flag (Result Condition Group = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Batch Event Flags (Result Condition Group = 4, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 1395, Ending Target Event Flag ID = 1396)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 0, Target Condition Group = 4)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1380, Event Flag ID End = 1394, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1381, Flag State = 1)
  - IF Event Flag (Result Condition Group = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1380)
  - IF Event Flag (Result Condition Group = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Batch Event Flags (Result Condition Group = 7, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1395, Ending Target Event Flag ID = 1396)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 7)
  - Set Network-Connected Event Flag (Event Flag ID = 1399, Flag State = 1)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 72000202)
  - IF Batch Event Flags (Result Condition Group = 5, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1380, Ending Target Event Flag ID = 1382)
  - IF Batch Event Flags (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 1395, Ending Target Event Flag ID = 1396)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 0, Target Condition Group = 5)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1380, Event Flag ID End = 1394, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1383, Flag State = 1)
  - IF Event Flag (Result Condition Group = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 72000202)
  - IF Batch Event Flags (Result Condition Group = -1, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1395, Ending Target Event Flag ID = 1396)
  - IF Condition Group (Result Condition Group = 6, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Batch Event Flags (Result Condition Group = 6, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1380, Ending Target Event Flag ID = 1382)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 4, Desired Condition Group State = 0, Target Condition Group = 6)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1380, Event Flag ID End = 1394, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1384, Flag State = 1)
  - Set Network-Connected Event Flag (Event Flag ID = 1399, Flag State = 1)
  - + Set Network-Connected Event Flag (Event Flag ID = 50006140*, Flag State = 1)
EnemyEvents:
- ID: 271
  Comment: Hint to come back later if you die to Hirata enemies enough times
  Template:
  - Type: loc
  DebugInfo:
  - 1000330 (c1050_0000 - Shinobi Hunter)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6271)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - Remove Hint Box (Hint Box ID = 2710)
  - END Unconditionally (Execution End Type = 0)
  - GOTO IF Player In/Out Map (Label = 0, Should Player Be Inside = 0, Area ID = 10, Block ID = 0)
  - IF Event Value (Result Condition Group = -1, Base Event Flag ID = 8330, Number of Used Flag Bits = 5, Comparison Type = 0, Threshold Value = 10)
  - IF Event Value (Result Condition Group = -1, Base Event Flag ID = 8335, Number of Used Flag Bits = 5, Comparison Type = 0, Threshold Value = 10)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000330)
  - + IF Character AI State (Result Condition Group = 0, Target Entity ID = 1000330*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1000330*, Target Distance = 10, Minimum Number of Targets = 1)
  - IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 10000, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Increment Event Value (Base Event Flag ID = 8330, Number of Used Flag Bits = 5, Maximum Allowed Value = 10)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005801)
  - IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 10000, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - Increment Event Value (Base Event Flag ID = 8335, Number of Used Flag Bits = 5, Maximum Allowed Value = 10)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Show Hint Box (Hint Box ID = 2710, Title Message ID = 11101080, Body Message ID = 11101081)
  - Set Event Flag (Event Flag ID = 6271, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - Clear Event Value (Base Event Flag ID = 8330, Number of Used Flag Bits = 5)
  - Clear Event Value (Base Event Flag ID = 8335, Number of Used Flag Bits = 5)
  - END Unconditionally (Execution End Type = 0)
- ID: 912
  Comment: Make headless ape appearing not dependent on centipede deathblow, in case they are out of order
  Template:
  - Type: loc
    Remove: 9314
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 8303, Flag State = 1)
- ID: 920
  Comment: Make shichimen warrior appearing not dependent on centipede deathblow, if headless ape is moved
  Template:
  - Type: loc  # loc with entity
    Entity: 1700850
    Replace: 9314 -> 9307
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8307)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - IF Player In/Out Map (Result Condition Group = -1, Should Player Be Inside = 1, Area ID = 17, Block ID = 0)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 0, Item ID = 79000, Desired Possession State = 0)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 1, Item Type = 0, Item ID = 79100, Desired Possession State = 0)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 8307, Flag State = 1)
  - Disable Bonfire (Bonfire Entity ID = 1701956)
  - END Unconditionally (Execution End Type = 0)
- ID: 9007
  Comment: The rats to kill for Tengu 
  Template:
  - Type: loc
  DebugInfo:
  - group 1115710 [1110640 (c1360_0000 - Assassin (Senpou)), 1110645 (c1360_0001 - Assassin (Senpou)), 1110646 (c1360_0002 - Assassin (Senpou)), 1110647 (c1360_0003 - Assassin (Senpou))]
  - group 1125710 [1120424 (c1360_0004 - Assassin (Senpou)), 1120425 (c1360_0005 - Assassin (Senpou)), 1120426 (c1360_0006 - Assassin (Senpou))]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1115710*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1125710*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 71100509, Flag State = 1)
- ID: 2000581
  Comment: Miniboss fog gates which block progress when entering a region
  Template:
  - Type: loc
  DebugInfo:
  - 1000300 (c1070_0000 - Shura Samurai)
  - region 1002300 (event_中ボス白扉領域_修羅侍)
  - 1000301 (c1070_0001 - Shura Samurai)
  - 1000330 (c1050_0000 - Shinobi Hunter)
  - region 1002330 (event_中ボス白扉領域_槍僧兵)
  - 1100310 (c5020_0000 - Chained Ogre)
  - region 1102310 (event_中ボス白扉_赤鬼_00)
  - 1700425 (c1040_0000 - Centipede Boss)
  - region 1702426 (ムカデ大_ボス戦起動領域_親)
  - 1700201 (c1191_0001 - Snake Eyes)
  - region 1702220 (Ev_中ボス領域_下層女スナイパー)
  - 2000400 (c1130_0000 - Armored Warrior)
  - region 2002400 (Ev_南蛮甲冑_巡回と霧壁起動領域)
  DebugInit:
  - Initialize Common Event (2000581, X0_4 = 11000300, X4_4 = 1001300, X8_4 = 11, X12_4 = 1000300*, X16_4 = 1002300*, X20_4 = 0)
  - Initialize Common Event (2000581, X0_4 = 11000301, X4_4 = 1001300, X8_4 = 11, X12_4 = 1000301*, X16_4 = 1002300*, X20_4 = 0)
  - Initialize Common Event (2000581, X0_4 = 11000330, X4_4 = 1001330, X8_4 = 12, X12_4 = 1000330*, X16_4 = 1002330*, X20_4 = 0)
  - Initialize Common Event (2000581, X0_4 = 11100310, X4_4 = 1101312, X8_4 = 10, X12_4 = 1100310*, X16_4 = 1102310*, X20_4 = 0)
  - Initialize Common Event (2000581, X0_4 = 11100310, X4_4 = 1101313, X8_4 = 0, X12_4 = 1100310*, X16_4 = 1102310*, X20_4 = 0)
  - Initialize Common Event (2000581, X0_4 = 11700425, X4_4 = 1701425, X8_4 = 12, X12_4 = 1700425*, X16_4 = 1702426*, X20_4 = 1)
  - Initialize Common Event (2000581, X0_4 = 11700425, X4_4 = 1701426, X8_4 = 12, X12_4 = 1700425*, X16_4 = 1702426*, X20_4 = 1)
  - Initialize Common Event (2000581, X0_4 = 11700425, X4_4 = 1701427, X8_4 = 11, X12_4 = 1700425*, X16_4 = 1702426*, X20_4 = 1)
  - Initialize Common Event (2000581, X0_4 = 11700201, X4_4 = 1701201, X8_4 = 12, X12_4 = 1700201*, X16_4 = 1702220*, X20_4 = 1)
  - Initialize Common Event (2000581, X0_4 = 12000400, X4_4 = 2001400, X8_4 = 11, X12_4 = 2000400*, X16_4 = 2002400*, X20_4 = 1)
  - Initialize Common Event (2000581, X0_4 = 12000400, X4_4 = 2001401, X8_4 = 11, X12_4 = 2000400*, X16_4 = 2002400*, X20_4 = 1)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Delete Object-following SFX (Object Entity ID = X4_4, Should Delete Root = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X12_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = X12_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - Delete Object-following SFX (Object Entity ID = X4_4, Should Delete Root = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X8_4, Right-hand Side = 0)
  - Create Object-following SFX (Object Entity ID = X4_4, Dummypoly ID = 101, SFX ID = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 4, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X12_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = X12_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 2005391
  Comment: Prevent walking off a col in an area. Mist Raven Lone Shadow, and player while Inosuke's mother is alive. However, disabling gravity is a separate issue for lone shadow
  Template:
  - Type: remove
  DebugInfo:
  - 1000350 (c1470_0000 - Lone Shadow)
  - region 1002350 (event_孤影衆_落下防止無効)
  - region 1102752 (event_鈴婆領域)
  DebugInit:
  - Initialize Common Event (2005391, X0_4 = 1000350*, X4_4 = 1002350*, X8_4 = 1000350*, X12_4 = 5922, X16_4 = 1077936128, X20_4 = 0, X24_4 = 1)
  - Initialize Common Event (2005391, X0_4 = 10000, X4_4 = 1102752*, X8_4 = 10000, X12_4 = 3101540, X16_4 = 1077936128, X20_4 = 1139, X24_4 = 0)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = X24_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X8_4*, SpEffect ID = X12_4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X16_4)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005210
  Comment: Forces a bandit on the bridge to target the player
  Template:
  - Type: loc
  DebugInfo:
  - 1000214 (c1550_0014 - Bandit)
  - region 1002200 (event_野盗_逃げ撃ち_逃げ先エリア)
  - region 1002202 (event_野盗_逃げ撃ち_振り返り領域)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 1000214*, Area Entity ID = 1002200*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1000214*, SpEffect ID = 3155500)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000214*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002202*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Character Target (Targeter Entity ID = 1000214*, Targeted Entity ID = 10000)
- ID: 11005301
  Comment: Starting event for Juzou 2, activates their AIs together.
  Template:
  - Type: loc
  DebugInfo:
  - 1000354 (c1470_0004 - Lone Shadow)
  - 1000301 (c1070_0001 - Shura Samurai)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000301)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000354*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Targeted By (Result Condition Group = -2, Aggressor Entity ID = 1000301*, Target Entity ID = 10000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Targeted By (Result Condition Group = -2, Aggressor Entity ID = 1000354*, Target Entity ID = 10000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Character Target (Targeter Entity ID = 1000301*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1000354*, Targeted Entity ID = 10000)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1000301*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 3, Target Entity ID = 1000301*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity Loaded (Result Condition Group = 3, Target Entity ID = 1000301*, Is Loaded = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = 1000301*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1000354*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 3, Target Entity ID = 1000354*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity Loaded (Result Condition Group = 3, Target Entity ID = 1000354*, Is Loaded = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = 1000354*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005333
  Comment: Initiates Shinobi Hunter fight
  Template:
  - Type: loc
  DebugInfo:
  - 1000333 (c1050_0003 - Shinobi Hunter)
  - region 1002333 (event_不意打ち槍僧兵)
  DebugCommands:
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - IF Object Destroyed (Result Condition Group = 10, Damage State = 1, Target Object Entity ID = 1001333, Comparison Type = 0, Number of Target Objects = 1)
  - IF Object Destroyed (Result Condition Group = 10, Damage State = 1, Target Object Entity ID = 1001334, Comparison Type = 0, Number of Target Objects = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - + Set Character AI State (Entity ID = 1000333*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002333*, Number of Target Characters = 1)
  - IF Object Destroyed (Result Condition Group = 2, Damage State = 1, Target Object Entity ID = 1001333, Comparison Type = 0, Number of Target Objects = 1)
  - IF Object Destroyed (Result Condition Group = 2, Damage State = 1, Target Object Entity ID = 1001334, Comparison Type = 0, Number of Target Objects = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1000333*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = 1000333*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Set Character AI State (Entity ID = 1000333*, Disabled/Enabled = 1)
- ID: 11005335
  Comment: Shows Mikiri Counter tutorial tip
  Template:
  - Type: loc
  DebugInfo:
  - 1000330 (c1050_0000 - Shinobi Hunter)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6158)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000330)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11007335)
  - Set Event Flag (Event Flag ID = 6158, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000330*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1000330*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024850, Body Message ID = 10024851, Image Texture ID = 262)
  - Set Event Flag (Event Flag ID = 11007335, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6158, Flag State = 1)
- ID: 11005350
  Comment: Sets network update rate of Mist Raven Lone Shadow based on distance and speffect. Unknown.
  Template:
  - Type: loc
  DebugInfo:
  - 1000350 (c1470_0000 - Lone Shadow)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000350)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1000350*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1000350*, Target Distance = 20, Minimum Number of Targets = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000350*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Network Update Rate (Entity ID = 1000350*, Use Fixed Frequency = 1, Update Frequency = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 10)
  - + GOTO IF Character Has SpEffect (Label = 0, Target Entity ID = 1000350*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Set Network Update Rate (Entity ID = 1000350*, Use Fixed Frequency = 0, Update Frequency = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005410
  Comment: Spawns hounds when Lone Shadow whistles (speffect 3147111)
  Template:
  - Type: multichronly
    Entity: 1000353
    Regions:
    - arg arenagen 1003410 1003411 1003412 1003413 1003414 1003415
  DebugInfo:
  - 1000410 (c1150_0010 - Hound)
  - 1000411 (c1150_0011 - Hound)
  - 1000412 (c1150_0012 - Hound)
  - 1000353 (c1470_0003 - Lone Shadow)
  DebugInit:
  - Initialize Event (0, 11005410, X0_4 = 1000410*, X4_4 = 1003410, X8_4 = 1003413)
  - Initialize Event (1, 11005410, X0_4 = 1000411*, X4_4 = 1003411, X8_4 = 1003414)
  - Initialize Event (2, 11005410, X0_4 = 1000412*, X4_4 = 1003412, X8_4 = 1003415)
  DebugCommands:
  - + IF Character HP Value (Result Condition Group = 1, Target Entity ID = 1000410*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Value (Result Condition Group = 1, Target Entity ID = 1000411*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Value (Result Condition Group = 1, Target Entity ID = 1000412*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1000353*, SpEffect ID = 3147110)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1000353*, SpEffect ID = 3147111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Clear SpEffect (Entity ID = 1000353*, SpEffect ID = 3147110)
  - WAIT Fixed Time (Frames) (Number Of Frames = 20)
  - IF Player Standing On Hit (Result Condition Group = 3, Hit Entity ID = 1004410)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 3)
  - Make Enemy Appear Event (Entity ID = X4_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - Make Enemy Appear Event (Entity ID = X8_4)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 1, Max Number Of Seconds = 2)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - + IF Character HP Value (Result Condition Group = 4, Target Entity ID = 1000410*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Value (Result Condition Group = 4, Target Entity ID = 1000411*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Value (Result Condition Group = 4, Target Entity ID = 1000412*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 4)
  - + Set SpEffect (Entity ID = 1000353*, SpEffect ID = 3147110)
  - + IF Character Has SpEffect (Result Condition Group = 5, Target Entity ID = 1000353*, SpEffect ID = 3147111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Clear SpEffect (Entity ID = 1000353*, SpEffect ID = 3147110)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.66)
  - IF Player Standing On Hit (Result Condition Group = 6, Hit Entity ID = 1004410)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 6)
  - Make Enemy Appear Event (Entity ID = X4_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 6)
  - Make Enemy Appear Event (Entity ID = X8_4)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 1, Max Number Of Seconds = 2)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - + IF Character HP Value (Result Condition Group = 7, Target Entity ID = 1000410*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Value (Result Condition Group = 7, Target Entity ID = 1000411*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Value (Result Condition Group = 7, Target Entity ID = 1000412*, Comparison Type = 3, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 7)
  - + Set SpEffect (Entity ID = 1000353*, SpEffect ID = 3147112)
- ID: 11005415
  Comment: Some details for hound spawning, including enabling AI and targeting player. Perhaps remove force animation since they just jump forward upon spawning.
  Template:
  - Type: multichr
    Entity: 1000353
    DefeatFlag: 11000353
    Remove: Force Animation Playback
  DebugInfo:
  - 1000410 (c1150_0010 - Hound)
  - 1000411 (c1150_0011 - Hound)
  - 1000412 (c1150_0012 - Hound)
  - 1000353 (c1470_0003 - Lone Shadow)
  DebugCommands:
  - + Set Character AI State (Entity ID = 1000410*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1000411*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1000412*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000410*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000411*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000412*, Disabled/Enabled = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000353)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = 1000353*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 1000353*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set SpEffect (Entity ID = 1000353*, SpEffect ID = 3147110)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000353*, SpEffect ID = 3147111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Network Update Rate (Entity ID = 1000410*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1000411*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1000412*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Clear SpEffect (Entity ID = 1000353*, SpEffect ID = 3147110)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Change Character Enable State (Entity ID = 1000410*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1000411*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1000412*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Force Animation Playback (Entity ID = 1000410*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1.1)
  - + Force Animation Playback (Entity ID = 1000411*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = 1000410*, Disabled/Enabled = 1)
  - + Force Character Target (Targeter Entity ID = 1000410*, Targeted Entity ID = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Set Character AI State (Entity ID = 1000411*, Disabled/Enabled = 1)
  - + Force Character Target (Targeter Entity ID = 1000411*, Targeted Entity ID = 10000)
  - + Force Animation Playback (Entity ID = 1000412*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1.1)
  - + Set Character AI State (Entity ID = 1000412*, Disabled/Enabled = 1)
  - + Force Character Target (Targeter Entity ID = 1000412*, Targeted Entity ID = 10000)
- ID: 11005420
  Comment: Changes patrol behavior for hound Lone Shadow.
  Template:
  - Type: loc
  DebugInfo:
  - region 1002960 (炎上玄関_孤影衆_戦闘開始領域)
  - 1000353 (c1470_0003 - Lone Shadow)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000353)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002960*, Number of Target Characters = 1)
  - + Force Character Target (Targeter Entity ID = 1000353*, Targeted Entity ID = 10000)
  - + Change Character Patrol Behavior (Character Entity ID = 1000353*, Patrol Information Entity ID = 1003353)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005470
  Comment: Actually two different events, one in Hirata which makes bandits hostile, and another which makes invasion 2 enemies fight each other.
  Template:
  - Type: loc
  DebugInfo:
  - 1000470 (c1001_0010 - Invisible - not random)
  - 1000233 (c1550_0033 - Bandit)
  - 1000471 (c1001_0011 - Invisible - not random)
  - 1000200 (c1550_0000 - Bandit)
  - 1100431 (c1700_0031 - Red Guard)
  - 1100252 (c1010_0052 - Ashina Soldier)
  - 1100432 (c1700_0032 - Red Guard)
  - 1100251 (c1010_0051 - Ashina Soldier)
  - 1100433 (c1700_0033 - Red Guard)
  - 1100250 (c1010_0050 - Ashina Soldier)
  - 1100434 (c1700_0034 - Red Guard)
  - 1100254 (c1010_0054 - Ashina Soldier)
  DebugInit:
  - Initialize Event (0, 11005470, X0_4 = 1000470*, X4_4 = 1000233*, X8_4 = 1001470)
  - Initialize Event (1, 11005470, X0_4 = 1000471*, X4_4 = 1000200*, X8_4 = 1001471)
  - Initialize Event (0, 11005470, X0_4 = 1100431*, X4_4 = 1100252*)
  - Initialize Event (1, 11005470, X0_4 = 1100432*, X4_4 = 1100251*)
  - Initialize Event (2, 11005470, X0_4 = 1100433*, X4_4 = 1100250*)
  - Initialize Event (3, 11005470, X0_4 = 1100434*, X4_4 = 1100254*)
  - Initialize Event (4, 11005470, X0_4 = 1100252*, X4_4 = 1100431*)
  - Initialize Event (5, 11005470, X0_4 = 1100251*, X4_4 = 1100432*)
  - Initialize Event (6, 11005470, X0_4 = 1100250*, X4_4 = 1100433*)
  - Initialize Event (7, 11005470, X0_4 = 1100254*, X4_4 = 1100434*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5000)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Dead/Alive (Result Condition Group = -3, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -3)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5000)
  - + IF Character Dead/Alive (Result Condition Group = -4, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = X4_4*)
- ID: 11005480
  Comment: More events with destroying objects in bamboo thicket slope and targeting the player
  Template:
  - Type: loc
  DebugInfo:
  - group 1005470 [1000227 (c1550_0027 - Bandit), 1000228 (c1550_0028 - Bandit), 1000232 (c1550_0032 - Bandit), 1000234 (c1550_0034 - Bandit), 1000245 (c1550_0045 - Bandit), 1000248 (c1550_0048 - Bandit)]
  - 1000470 (c1001_0010 - Invisible - not random)
  - 1000233 (c1550_0033 - Bandit)
  - 1000471 (c1001_0011 - Invisible - not random)
  - 1000200 (c1550_0000 - Bandit)
  DebugInit:
  - Initialize Event (0, 11005480, X0_4 = 1000470*, X4_4 = 1000233*, X8_4 = 1001470, X12_4 = 1001475, X16_4 = 1004480, X20_4 = 11000480)
  - Initialize Event (1, 11005480, X0_4 = 1000471*, X4_4 = 1000200*, X8_4 = 1001471, X12_4 = 1001476, X16_4 = 1004481, X20_4 = 11000481)
  DebugCommands:
  - GOTO IF Object Destroyed (Label = 1, Damage State = 0, Target Object Entity ID = X8_4, Comparison Type = 0, Number of Target Objects = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 1)
  - Spawn Map SFX (Entity ID = X16_4)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - Set Event Flag (Event Flag ID = X20_4, Flag State = 0)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 0)
  - IF Damage Type (Result Condition Group = 1, Target Entity ID = X8_4, Attacker Entity ID = -1, Damage Type = 1)
  - IF Object HP (Result Condition Group = 1, Target Entity ID = X8_4, Comparison Type = 3, HP Threshold = 9999, Comparison Type = 0, Number of Target Objects = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Object Destroyed (Result Condition Group = -1, Damage State = 1, Target Object Entity ID = X8_4, Comparison Type = 0, Number of Target Objects = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 0, Target Condition Group = 1)
  - Request Object Destruction (Entity ID = X8_4, Slot Number = 1)
  - Spawn Map SFX (Entity ID = X16_4)
  - Set Event Flag (Event Flag ID = X20_4, Flag State = 1)
  - Label 2 ()
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 30)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Clear Character's AI Target (Entity ID = X4_4*)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 3155570)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = X4_4*, Targeted Entity ID = 10000)
  - IF Object Destroyed (Result Condition Group = 2, Damage State = 1, Target Object Entity ID = 1001470, Comparison Type = 0, Number of Target Objects = 1)
  - IF Object Destroyed (Result Condition Group = 2, Damage State = 1, Target Object Entity ID = 1001471, Comparison Type = 0, Number of Target Objects = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set Character Team Type (Entity ID = 1005470*, Team Type = 6)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005710
  Comment: Initialize player's ally in Juzou 1
  Template:
  - Type: loc
  DebugInfo:
  - group 1005300 [1000300 (c1070_0000 - Shura Samurai), 1000203 (c1550_0003 - Bandit), 1000208 (c1550_0008 - Bandit), 1000209 (c1550_0009 - Bandit), 1000210 (c1550_0010 - Bandit), 1000259 (c1550_0059 - Bandit), 1000260 (c1550_0060 - Bandit)]
  - 1000300 (c1070_0000 - Shura Samurai)
  - region 1002711 (★VP_剣客_味方_移動用ポイント②)
  - 1000710 (c1400_0000 - Fencer - not random)
  DebugInit:
  - Initialize Event (0, 11005710, X0_4 = 1000710*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1500)
  - END IF Batch Event Flags (Execution End Type = 0, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1515, Ending Target Event Flag ID = 1516)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1519)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 30200)
  - + IF Character DrawGroup State (Result Condition Group = 1, Target Character Entity ID = 1005300*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = 1005300*, Damage Type = 0)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -2, Desired State = 1, Target Entity A ID = X0_4*, Target Entity B ID = 1005300*, Target Distance = 5, Minimum Number of Targets = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71000350)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1515)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - Batch Set Event Flags (Event Flag ID Start = 1500, Event Flag ID End = 1514, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1501, Flag State = 1)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 2)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 200004)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 30200)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 71000350, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 6, Target Entity ID = 1000300*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = 6)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 20, Slot Number = 0)
  - + Set Character Event Target (Entity ID = X0_4*, Entity ID 2 = 1000300*)
  - SKIP Unconditionally (Number Of Skipped Lines = 2)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + Set Event Point (Entity ID = X0_4*, Entity ID 2 = 1002711*, Reaction Distance = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - Set Event Flag (Event Flag ID = 71000389, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = -2, Target Number Of Seconds = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - Set Event Flag (Event Flag ID = 71000390, Flag State = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 0)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 205080)
  - Label 1 ()
  - + IF Character Dead/Alive (Result Condition Group = -3, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -3, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 1, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 1, Target Condition Group = -3)
  - + IF Character DrawGroup State (Result Condition Group = 4, Target Character Entity ID = 1005300*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 4)
  - Batch Set Event Flags (Event Flag ID Start = 1500, Event Flag ID End = 1514, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1502, Flag State = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 30200)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 26)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + Set Event Point (Entity ID = X0_4*, Entity ID 2 = 1002711*, Reaction Distance = 0)
  - Set Event Flag (Event Flag ID = 71000389, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Set Event Flag (Event Flag ID = 71000390, Flag State = 1)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71000352)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 0)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 205080)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 30200)
  - + IF Character AI State (Result Condition Group = 0, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 26)
  - Batch Set Event Flags (Event Flag ID Start = 1500, Event Flag ID End = 1514, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1502, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005800
  Comment: Butterfly fight end and teleport back to temple. Remove HP ratio check for phase 1 here, since it may have separate condition (e.g. Headless Ape)
  Template:
  - Type: end
    Entity: 1000810
    EndCond: -3
    EndCond2: -2
    Remove: IF Condition Group (2,1,-1)
  DebugInfo:
  - 1000800 (c5090_0000 - Lady Butterfly)
  - 1000810 (c5090_0001 - Lady Butterfly)
  - 1000840 (c7210_0000 - Memory Kuro - not random)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9402)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - GOTO IF Condition Group State (Uncompiled) (Label = 20, Desired Condition Group State = 1, Target Condition Group = 5)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + Change Character Enable State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1000800*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1000810*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000810*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1000810*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1000840*, Removed = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - Set Event Flag (Event Flag ID = 11000809, Flag State = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - Label 0 ()
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000801)
  - + Change Character Enable State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000810*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 1000810*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = -3, Target Entity ID = 1000810*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -3, Target Entity ID = 1000810*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -3)
  - Set Event Flag (Event Flag ID = 11000800, Flag State = 1)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1000800*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = -2, Target Entity ID = 1000810*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -2, Target Entity ID = 1000810*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Delete Map SFX (Entity ID = 1003800, Only Delete Root = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5.33)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Handle Boss Defeat (Entity ID = 1000800*)
  - Award Achievement (Achievement ID = 21)
  - Set Event Flag (Event Flag ID = 9302, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6802, Flag State = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Set Event Flag (Event Flag ID = 6078, Flag State = 1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 8)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9260, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9261, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Label 20 ()
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000810*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000810*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - Set Player Respawn Point (Respawn Point Entity ID = 1102631)
  - Save Request (Dummy = 0)
  - Set Event Flag (Event Flag ID = 11000805, Flag State = 1)
  - IF Batch Event Flags (Result Condition Group = 10, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9803)
  - IF Batch Event Flags (Result Condition Group = 11, Desired Flag State = 0, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9800)
  - IF Batch Event Flags (Result Condition Group = 11, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9801, Ending Target Event Flag ID = 9803)
  - IF Batch Event Flags (Result Condition Group = 12, Desired Flag State = 0, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9801)
  - IF Batch Event Flags (Result Condition Group = 12, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9802, Ending Target Event Flag ID = 9803)
  - IF Batch Event Flags (Result Condition Group = 13, Desired Flag State = 0, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9802)
  - IF Batch Event Flags (Result Condition Group = 13, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9803, Ending Target Event Flag ID = 9803)
  - GOTO IF Condition Group State (Uncompiled) (Label = 10, Desired Condition Group State = 1, Target Condition Group = 10)
  - GOTO IF Condition Group State (Uncompiled) (Label = 11, Desired Condition Group State = 1, Target Condition Group = 11)
  - GOTO IF Condition Group State (Uncompiled) (Label = 12, Desired Condition Group State = 1, Target Condition Group = 12)
  - GOTO IF Condition Group State (Uncompiled) (Label = 13, Desired Condition Group State = 1, Target Condition Group = 13)
  - GOTO Unconditionally (Label = 14)
  - Label 10 ()
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 10000000, Playback Method = 0, Point Entity ID = 1102631, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 1, Desired State = 1)
  - Set Event Flag (Event Flag ID = 9402, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 11 ()
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 10000000, Playback Method = 0, Point Entity ID = 1102631, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 2, Desired State = 1)
  - Set Event Flag (Event Flag ID = 9402, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 12 ()
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 10000000, Playback Method = 0, Point Entity ID = 1102631, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 3, Desired State = 1)
  - Set Event Flag (Event Flag ID = 9402, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 13 ()
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 10000000, Playback Method = 0, Point Entity ID = 1102631, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 4, Desired State = 1)
  - Set Event Flag (Event Flag ID = 9402, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 14 ()
  - Play Cutscene and Warp Player (Cutscene ID = 10000000, Playback Method = 0, Point Entity ID = 1102631, Area ID = 11, Block ID = 0, Player Entity ID = 10000)
  - Set Event Flag (Event Flag ID = 9402, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005810
  Comment: Initializing lady butterfly fight
  Template:
  - Type: start
    Entity: 1000800
    Camera: 500
    Invincibility: 1000800
    Name: entity
  DebugInfo:
  - 1000800 (c5090_0000 - Lady Butterfly)
  - 1000840 (c7210_0000 - Memory Kuro - not random)
  - region 1002810 (領域_ボス戦開始)
  - region 1002815 (初期位置_ＰＣボス戦開始)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11000801)
  - + Set Character AI State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Character Invincibility (Entity ID = 1000800*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000801)
  - + Set Character Invincibility (Entity ID = 1000840*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002810*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11000801)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Play Cutscene and Warp Player (Cutscene ID = 10000010, Playback Method = 0, Point Entity ID = 1002815*, Area ID = 10, Block ID = 0, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 10000010)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - + Change Character Enable State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000840*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000800*, Disabled/Enabled = 1)
  - + Set Character HP Bar Display (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Network Update Rate (Entity ID = 1000800*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 1000800*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1000800*, Disabled/Enabled = 1)
  - + Set Character Invincibility (Entity ID = 1000800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000800*, Disabled/Enabled = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1000800*, Slot Number = 0, Name ID = 905090)
  - Set Event Flag (Event Flag ID = 11000801, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11005801, Flag State = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6159)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6161)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11117405)
  - Set Event Flag (Event Flag ID = 6159, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024840, Body Message ID = 10024841, Image Texture ID = 261)
  - Set Event Flag (Event Flag ID = 11117405, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6159, Flag State = 1)
- ID: 11005812
  Comment: Initializes phase 2 of Butterfly fight. It does also request AI commands and force animations, which should be removed. The positions can change if the boss doesn't jump down normally.
  Template:
  - Type: startphase
    Entity: 1000810
    StartCmd: 3509210
    Remove: Force Animation Playback; IF Character Has SpEffect; Request Character AI Command
    Add:
    - Cmd: Set Character Immortality (1000810,1)
    Camera: 500
    Name: entity
  - Type: endphase
    Entity: 1000800
    EndCond: -1
    EndCond2: IF Character Dead/Alive
  - Type: loc
    Add:
    - Cmd: WAIT Fixed Time (Seconds) (4)
      Before: Change Character Enable State (1000800,0)
  #  - Cmd: Force Character Death (1000800,0)
  #    Before: Change Character Enable State (1000800,0)
  #  - Cmd: WAIT Fixed Time (Frames) (3)
  #    Before: Change Character Enable State (1000800,0)
  DebugInfo:
  - 1000800 (c5090_0000 - Lady Butterfly)
  - 1000810 (c5090_0001 - Lady Butterfly)
  - region 1002830 (HU後お蝶起動領域（仮）)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = -1, Target Entity ID = 1000800*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1000800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Change Character Enable State (Entity ID = 1000800*, Disabled/Enabled = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Change Character Enable State (Entity ID = 1000810*, Disabled/Enabled = 1)
  - + Set Network Update Rate (Entity ID = 1000810*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Force Animation Playback (Entity ID = 1000810*, Animation ID = 21000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + Clear SpEffect (Entity ID = 1000810*, SpEffect ID = 3509210)
  - + Set Character AI State (Entity ID = 1000810*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002830*, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000810*, SpEffect ID = 5028, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = 1000810*, Command ID = 10, Slot Number = 0)
  - + Set Character AI State (Entity ID = 1000810*, Disabled/Enabled = 1)
  - + Set Character HP Bar Display (Entity ID = 1000810*, Disabled/Enabled = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Set Event Flag (Event Flag ID = 11005641, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1000810*, Slot Number = 0, Name ID = 905090)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1000810*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = 1000810*, Command ID = -1, Slot Number = 0)
  - Set Event Flag (Event Flag ID = 11005802, Flag State = 1)
- ID: 11005820
  Comment: Spawn illusions in Lady Butterfly fight in their regions, based on speffects.
  Template:
  - Type: multichronly
    Entity: 1000810
    DefeatFlag: 9302
    StartFlag: 11005801
    # ProgressFlag: 11005840 11005841 11005842 11005843 11005844 11005845 11005846 11005847
    Regions:
    - arg arenapoint 1002860 1002861 1002862 1002863 1002864 1002865 1002866 1002867
    - arg arenagen 1002890 1002891 1002892 1002893 1002894 1002895 1002896 1002897
  DebugInfo:
  - 1000820 (c1510_0000 - Mibu Villager Illusion)
  - 1000810 (c5090_0001 - Lady Butterfly)
  - region 1002860 (幻覚ゾンビ出現地点_中央柱A)
  - 1000821 (c1510_0001 - Mibu Villager Illusion)
  - region 1002861 (幻覚ゾンビ出現地点_中央柱B)
  - 1000822 (c1510_0002 - Mibu Villager Illusion)
  - region 1002862 (幻覚ゾンビ出現地点_中央柱C)
  - 1000823 (c1510_0003 - Mibu Villager Illusion)
  - region 1002863 (幻覚ゾンビ出現地点_中央柱D)
  - 1000824 (c1510_0004 - Mibu Villager Illusion)
  - region 1002864 (幻覚ゾンビ出現地点_中央A)
  - 1000825 (c1510_0005 - Mibu Villager Illusion)
  - region 1002865 (幻覚ゾンビ出現地点_中央B)
  - 1000826 (c1510_0006 - Mibu Villager Illusion)
  - region 1002866 (幻覚ゾンビ出現地点_中央C)
  - 1000827 (c1510_0007 - Mibu Villager Illusion)
  - region 1002867 (幻覚ゾンビ出現地点_中央D)
  DebugInit:
  - Initialize Event (0, 11005820, X0_4 = 1000820*, X4_4 = 1002890, X8_4 = 1000810*, X12_4 = 20032, X16_4 = 1002860*, X20_4 = 11005840)
  - Initialize Event (1, 11005820, X0_4 = 1000821*, X4_4 = 1002891, X8_4 = 1000810*, X12_4 = 20031, X16_4 = 1002861*, X20_4 = 11005841)
  - Initialize Event (2, 11005820, X0_4 = 1000822*, X4_4 = 1002892, X8_4 = 1000810*, X12_4 = 20033, X16_4 = 1002862*, X20_4 = 11005842)
  - Initialize Event (3, 11005820, X0_4 = 1000823*, X4_4 = 1002893, X8_4 = 1000810*, X12_4 = 20030, X16_4 = 1002863*, X20_4 = 11005843)
  - Initialize Event (4, 11005820, X0_4 = 1000824*, X4_4 = 1002894, X8_4 = 1000810*, X12_4 = 20032, X16_4 = 1002864*, X20_4 = 11005844)
  - Initialize Event (5, 11005820, X0_4 = 1000825*, X4_4 = 1002895, X8_4 = 1000810*, X12_4 = 20030, X16_4 = 1002865*, X20_4 = 11005845)
  - Initialize Event (6, 11005820, X0_4 = 1000826*, X4_4 = 1002896, X8_4 = 1000810*, X12_4 = 20033, X16_4 = 1002866*, X20_4 = 11005846)
  - Initialize Event (7, 11005820, X0_4 = 1000827*, X4_4 = 1002897, X8_4 = 1000810*, X12_4 = 20031, X16_4 = 1002867*, X20_4 = 11005847)
  DebugCommands:
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 5, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005801)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X8_4*, SpEffect ID = 200060, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X8_4*, SpEffect ID = 3509110, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Make Enemy Appear Event (Entity ID = X4_4)
  - WAIT Fixed Time (Frames) (Number Of Frames = 3)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 0.2, Max Number Of Seconds = 0.5)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X16_4*, Dummypoly ID = -1, Warp Destination Hit Entity ID = 10000)
  - + Set Character Event Target (Entity ID = X0_4*, Entity ID 2 = X8_4*)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X12_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 4, Max Number Of Seconds = 5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005850
  Comment: Spawns map sfx when character has speffect, one time. (xx what is the sfx?)
  Template:
  - Type: chr
    Entity: 1000810
    DefeatFlag: 9302
    StartFlag: 11005801
    Regions:
    - event arenasfx 1003800
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005801)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000810*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000810*, SpEffect ID = 3509060, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Spawn Map SFX (Entity ID = 1003800)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005851
  Comment: Sets event flags during butterfly phase 2. These enable map sfx, and happen based only on boss health, so it can be loc? TODO check this out vvvv
  Template:
  - Type: loc
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005801)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 1000810*, Comparison Type = 3, Target HP Ratio = 0.6, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Set Event Flag (Event Flag ID = 11005642, Flag State = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 0, Max Number Of Seconds = 5)
  - Set Event Flag (Event Flag ID = 11005635, Flag State = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 2, Max Number Of Seconds = 7)
  - Set Event Flag (Event Flag ID = 11005636, Flag State = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 7, Max Number Of Seconds = 10)
  - Set Event Flag (Event Flag ID = 11005637, Flag State = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 2, Max Number Of Seconds = 5)
  - Set Event Flag (Event Flag ID = 11005638, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11005855
  Comment: Lady Butterfly deathblow
  Template:
  - Type: chr
    Entity: 1000810
    DefeatFlag: 9302
    Remove: 11020800
    Deathblow: 1000810
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugInit:
  - Initialize Event (0, 11005855, X0_4 = 1000810*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 200051, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = X0_4*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710205, Slot = 1)
  - IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 11020800, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005856
  Comment: Immortality for phase 1 butterfly
  Template:
  - Type: chr
    Entity: 1000800
    DefeatFlag: 9302
  DebugInfo:
  - 1000800 (c5090_0000 - Lady Butterfly)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 1000800*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = 1000800*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set Character Immortality (Entity ID = 1000800*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - + Set Character Immortality (Entity ID = 1000800*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005857
  Comment: Immortality for phase 2 butterfly
  Template:
  - Type: chr
    Entity: 1000810
    DefeatFlag: 9302
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugInit:
  - Initialize Event (0, 11005857, X0_4 = 1000810*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3509010, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 0)
- ID: 11005858
  Comment: Sets camera sub ids based on butterfly speffects
  Template:
  - Type: chr
    Entity: 1000800
    DefeatFlag: 9302
    StartFlag: 11005801
    Camera: 500; 501
  - Type: chr
    Entity: 1000810
    DefeatFlag: 9302
    StartFlag: 11005801
    Camera: 500; 501
  DebugInfo:
  - 1000800 (c5090_0000 - Lady Butterfly)
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugInit:
  - Initialize Event (0, 11005858, X0_4 = 1000800*)
  - Initialize Event (1, 11005858, X0_4 = 1000810*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005801)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3509080, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 501)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3509080, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005860
  Comment: Sets event flags based on illusion behavior
  Template:
  - Type: multichronly
    Entity: 1000810
    DefeatFlag: 9302
    StartFlag: 11005801
    # ProgressFlag: 11005840 11005841 11005842 11005843 11005844 11005845 11005846 11005847
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  - 1000820 (c1510_0000 - Mibu Villager Illusion)
  - 1000821 (c1510_0001 - Mibu Villager Illusion)
  - 1000822 (c1510_0002 - Mibu Villager Illusion)
  - 1000823 (c1510_0003 - Mibu Villager Illusion)
  - 1000824 (c1510_0004 - Mibu Villager Illusion)
  - 1000825 (c1510_0005 - Mibu Villager Illusion)
  - 1000826 (c1510_0006 - Mibu Villager Illusion)
  - 1000827 (c1510_0007 - Mibu Villager Illusion)
  DebugInit:
  - Initialize Event (0, 11005860, X0_4 = 1000820*, X4_4 = 11005840)
  - Initialize Event (1, 11005860, X0_4 = 1000821*, X4_4 = 11005841)
  - Initialize Event (2, 11005860, X0_4 = 1000822*, X4_4 = 11005842)
  - Initialize Event (3, 11005860, X0_4 = 1000823*, X4_4 = 11005843)
  - Initialize Event (4, 11005860, X0_4 = 1000824*, X4_4 = 11005844)
  - Initialize Event (5, 11005860, X0_4 = 1000825*, X4_4 = 11005845)
  - Initialize Event (6, 11005860, X0_4 = 1000826*, X4_4 = 11005846)
  - Initialize Event (7, 11005860, X0_4 = 1000827*, X4_4 = 11005847)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005801)
  - + IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = X0_4*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = X4_4, Flag State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1000810*, SpEffect ID = 200060, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X4_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005870
  Comment: Kills illusions when butterfly dies
  Template:
  - Type: multichronly
    Entity: 1000810
    DefeatFlag: 9302
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  - 1000820 (c1510_0000 - Mibu Villager Illusion)
  - 1000821 (c1510_0001 - Mibu Villager Illusion)
  - 1000822 (c1510_0002 - Mibu Villager Illusion)
  - 1000823 (c1510_0003 - Mibu Villager Illusion)
  - 1000824 (c1510_0004 - Mibu Villager Illusion)
  - 1000825 (c1510_0005 - Mibu Villager Illusion)
  - 1000826 (c1510_0006 - Mibu Villager Illusion)
  - 1000827 (c1510_0007 - Mibu Villager Illusion)
  DebugInit:
  - Initialize Event (0, 11005870, X0_4 = 1000810*, X4_4 = 1000820*)
  - Initialize Event (1, 11005870, X0_4 = 1000810*, X4_4 = 1000821*)
  - Initialize Event (2, 11005870, X0_4 = 1000810*, X4_4 = 1000822*)
  - Initialize Event (3, 11005870, X0_4 = 1000810*, X4_4 = 1000823*)
  - Initialize Event (4, 11005870, X0_4 = 1000810*, X4_4 = 1000824*)
  - Initialize Event (5, 11005870, X0_4 = 1000810*, X4_4 = 1000825*)
  - Initialize Event (6, 11005870, X0_4 = 1000810*, X4_4 = 1000826*)
  - Initialize Event (7, 11005870, X0_4 = 1000810*, X4_4 = 1000827*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = X0_4*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Character Death (Entity ID = X4_4*, Should Receive Souls = 0)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = X0_4*, Comparison Type = 4, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005880
  Comment: Requests an AI action from butterfly based on illusions being all dead/some alive
  Template:
  - Type: multichr
    Entity: 1000810
    DefeatFlag: 9302
  DebugInfo:
  - 1000820 (c1510_0000 - Mibu Villager Illusion)
  - 1000821 (c1510_0001 - Mibu Villager Illusion)
  - 1000822 (c1510_0002 - Mibu Villager Illusion)
  - 1000823 (c1510_0003 - Mibu Villager Illusion)
  - 1000824 (c1510_0004 - Mibu Villager Illusion)
  - 1000825 (c1510_0005 - Mibu Villager Illusion)
  - 1000826 (c1510_0006 - Mibu Villager Illusion)
  - 1000827 (c1510_0007 - Mibu Villager Illusion)
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000820*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000821*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000822*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000823*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000824*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000825*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000826*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1000827*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = 1000810*, Command ID = 10, Slot Number = 0)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000820*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000821*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000822*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000823*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000824*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000825*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000826*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000827*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Request Character AI Command (Entity ID = 1000810*, Command ID = -1, Slot Number = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005881
  Comment: Set speffect and unset illusion flags when all are set
  Template:
  - Type: chr
    Entity: 1000810
    DefeatFlag: 9302
    # ProgressFlag: 11005840 11005841 11005842 11005843 11005844 11005845 11005846 11005847
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9302)
  - IF Batch Event Flags (Result Condition Group = 0, Desired Flag State = 0, Target Event Flag Type = 0, Starting Target Event Flag ID = 11005840, Ending Target Event Flag ID = 11005847)
  - + Set SpEffect (Entity ID = 1000810*, SpEffect ID = 200061)
  - Batch Set Event Flags (Event Flag ID Start = 11005840, Event Flag ID End = 11005847, Flag State = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005900
  Comment: End boss fight for Owl 2, also enabling bonfire. Add special initialization for actual owl, it is finicky.
  Template:
  - Type: end
    Entity: 1000900
    EndCond: -1
    EndCond2: -2
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    Remove: 1000900; 1000954; Set Event Flag; Set Area CameraSetParam SubID; (De)activate Object
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - 1000901 (c5070_0000 - An Actual Owl)
  - 1000954 (c1001_0004 - Invisible - not random)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Enable State (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1000900*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1000901*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1000954*, Disabled/Enabled = 0)
  - (De)activate Object (Target Object Entity ID = 1001954, State = 0)
  - Set Event Flag (Event Flag ID = 11000809, Flag State = 0)
  - + Set Character AI State (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1000900*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1000900*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1000900*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11000900, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = -2, Target Entity ID = 1000900*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = 1000900*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Handle Boss Defeat (Entity ID = 1000900*)
  - Award Achievement (Achievement ID = 27)
  - Set Event Flag (Event Flag ID = 9317, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6817, Flag State = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Set Event Flag (Event Flag ID = 11000809, Flag State = 1)
- ID: 11005910
  Comment: Start fight for Owl 2. There are a lot of conditions for this, so it's probably fine for other bosses.
  Template:
  - Type: start
    Entity: 1000900
    Remove: Force Animation Playback
    Camera: 510
    Name: entity
    # StartCmd: 402
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - region 1002810 (領域_ボス戦開始)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + Force Animation Playback (Entity ID = 1000900*, Animation ID = 401, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Lock On Point (Entity ID = 1000900*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002810*, Number of Target Characters = 1)
  - GOTO IF Batch Event Flags (Label = 0, Desired Flag State = 2, Target Event Flag Type = 0, Starting Target Event Flag ID = 1255, Ending Target Event Flag ID = 1256)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71000130)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Damage Type (Result Condition Group = 2, Target Entity ID = 1000900*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71000137)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71000130)
  - + IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = 1000900*, SpEffect ID = 31200, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character HP Ratio (Result Condition Group = 5, Target Entity ID = 1000900*, Comparison Type = 3, Target HP Ratio = 0.99, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002810*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Has SpEffect (Result Condition Group = 6, Target Entity ID = 1000900*, SpEffect ID = 5343, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 6, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 71000137)
  - + IF Character Has SpEffect (Result Condition Group = 6, Target Entity ID = 1000900*, SpEffect ID = 31200, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 6, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002810*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 6)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - Set Event Flag (Event Flag ID = 11005743, Flag State = 1)
  - IF Elapsed Frames (Result Condition Group = 4, Target Number Of Frames = 1)
  - + IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = 1000900*, SpEffect ID = 5343, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = 1000900*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Elapsed Seconds (Result Condition Group = -2, Target Number Of Seconds = 0.8)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Animation Playback (Entity ID = 1000900*, Animation ID = 20020, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Batch Set Event Flags (Event Flag ID Start = 1255, Event Flag ID End = 1256, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1256, Flag State = 1)
  - GOTO Unconditionally (Label = 2)
  - Label 0 ()
  - + Force Animation Playback (Entity ID = 1000900*, Animation ID = 402, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Batch Set Event Flags (Event Flag ID Start = 1255, Event Flag ID End = 1256, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1256, Flag State = 1)
  - GOTO Unconditionally (Label = 2)
  - Label 2 ()
  - + Set Network Update Rate (Entity ID = 1000900*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 1000900*, Disabled/Enabled = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - + Set Character AI State (Entity ID = 1000900*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1000900*)
  - + Set Character Event Target (Entity ID = 1000900*, Entity ID 2 = 10000)
  - + Set Lock On Point (Entity ID = 1000900*, Lock On Dummypoly ID = 220, Desired State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Force Character Target (Targeter Entity ID = 1000900*, Targeted Entity ID = 10000)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1000900*, Slot Number = 0, Name ID = 905061)
  - Set Event Flag (Event Flag ID = 11000901, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11005901, Flag State = 1)
- ID: 11005912
  Comment: Enable actual owl in phase 2
  Template:
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    ProgressFlag: 11005934 11005902
    Add:
    - Cmd: Set Character Immortality (1000901,1)
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - 1000901 (c5070_0000 - An Actual Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1000900*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1000900*, SpEffect ID = 200051)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1000900*, SpEffect ID = 3506022, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Animation State (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + Set SpEffect (Entity ID = 1000900*, SpEffect ID = 3506030)
  - + Shoot Bullet (Bullet Team Entity ID = 1000900*, Bullet Producer Entity ID = 1000900*, Dummypoly ID = 220, Behavior ID = 250600990, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Set Lock On Point (Entity ID = 1000900*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Change Character Enable State (Entity ID = 1000901*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1000901*, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 11005934, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Warp Character and Copy Floor (Entity ID = 1000901*, Warp Type = 2, Warp Destination Entity ID = 1000900*, Dummypoly ID = -1, Entity ID to Copy Floor From = 1000900*)
  - + Set SpEffect (Entity ID = 1000901*, SpEffect ID = 3507020)
  - + Clear SpEffect (Entity ID = 1000901*, SpEffect ID = 3506030)
  - + Force Animation Playback (Entity ID = 1000901*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Network Update Rate (Entity ID = 1000901*, Use Fixed Frequency = 1, Update Frequency = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 10)
  - + Request Character AI Command (Entity ID = 1000901*, Command ID = 10, Slot Number = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 5)
  - Set Event Flag (Event Flag ID = 11005902, Flag State = 1)
- ID: 11005913
  Comment: Creates fog gate and enables owl animation once the player comes close
  Template:
  - Type: loc
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - region 1002810 (領域_ボス戦開始)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - + Set Character Animation State (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1002810*, Number of Target Characters = 1)
  - + Set Character Animation State (Entity ID = 1000900*, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 11005914, Flag State = 1)
- ID: 11005920
  Comment: Owl 2 deathblow
  Template:
  - Type: chr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    Deathblow: 1000900
    ProgressFlag: 11005902
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005902)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1000900*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1000900*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710201, Slot = 1)
  - IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005921
  Comment: Disabled owl 2 immortality for deathblow
  Template:
  - Type: chr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1000900*, SpEffect ID = 3506050, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1000900*, Disabled/Enabled = 0)
- ID: 11005922
  Comment: Seems to end the actual owl when owl 2 dies
  Template:
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - 1000901 (c5070_0000 - An Actual Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1000900*, SpEffect ID = 3506050, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1000901*, SpEffect ID = 3506030)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Force Animation Playback (Entity ID = 1000901*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Clear SpEffect (Entity ID = 1000901*, SpEffect ID = 3507020)
  - + Change Character Enable State (Entity ID = 1000901*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1000901*, Disabled/Enabled = 0)
- ID: 11005923
  Comment: Seems to reset position of actual owl. Needed for when it goes off cliffs
  Template:
  - Type: remove  # multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    #Regions:
    #- event arenaowl 1002800
    #Remove: IF In/Outside Area
    #Add:
    #- Cmd: IF Entity In/Outside Radius Of Entity (0,0,10000,1000901,100,1)
    #  Before: Set SpEffect (1000901,3506030)
    #Replace: Warp Character and Copy Floor (1000901,2,1000900->10000,210->-1,1000900->10000)
  DebugInfo:
  - 1000901 (c5070_0000 - An Actual Owl)
  - region 1002800 (BGM_ボス部屋)
  - 1000900 (c5060_0001 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 1000901*, Area Entity ID = 1002800*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1000901*, SpEffect ID = 3506030)
  - + Force Animation Playback (Entity ID = 1000901*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Warp Character and Copy Floor (Entity ID = 1000901*, Warp Type = 2, Warp Destination Entity ID = 1000900*, Dummypoly ID = 210, Entity ID to Copy Floor From = 1000900*)
  - + Clear SpEffect (Entity ID = 1000901*, SpEffect ID = 3506030)
  - + Force Animation Playback (Entity ID = 1000901*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005930
  Comment: More exchange between owl and actual owl, like owl warping away.
  Template:
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    ProgressFlag: 11005934
    Add:
    - Cmd: IF Character HP Ratio (0,1000901,0,1,0,1)
      Before: Set SpEffect (1000900,3506030)
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - 1000901 (c5070_0000 - An Actual Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1000900*, SpEffect ID = 3506020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1000900*, SpEffect ID = 3506021, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000901*, SpEffect ID = 200004, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11005934)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000900*, SpEffect ID = 3506080, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1000900*, SpEffect ID = 3506030)
  - + Shoot Bullet (Bullet Team Entity ID = 1000900*, Bullet Producer Entity ID = 1000900*, Dummypoly ID = 220, Behavior ID = 250600990, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Set Lock On Point (Entity ID = 1000900*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Character Animation State (Entity ID = 1000900*, Disabled/Enabled = 0)
  - + Request Character AI Re-plan (Entity ID = 1000900*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + Request Character AI Command (Entity ID = 1000901*, Command ID = 10, Slot Number = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.16)
  - Set Event Flag (Event Flag ID = 11005934, Flag State = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 20, Max Number Of Seconds = 30)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005931
  Comment: Even more exchange between owl and actual owl. Owl coming back? TODO Add HP Ratio < 1 to condition -2, and teleport owl back to his origin in that case
  Template:
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    ProgressFlag: 11005934
  DebugInfo:
  - 1000901 (c5070_0000 - An Actual Owl)
  - 1000900 (c5060_0001 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1000901*, SpEffect ID = 3507000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1000901*, SpEffect ID = 3507001, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1000901*, SpEffect ID = 3507002, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005934)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set SpEffect (Entity ID = 1000901*, SpEffect ID = 3506030)
  - + Request Character AI Command (Entity ID = 1000901*, Command ID = -1, Slot Number = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 3)
  - + Shoot Bullet (Bullet Team Entity ID = 1000901*, Bullet Producer Entity ID = 1000901*, Dummypoly ID = 10, Behavior ID = 250700100, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Force Animation Playback (Entity ID = 1000901*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Clear SpEffect (Entity ID = 1000901*, SpEffect ID = 3507020)
  - + Set Character Animation State (Entity ID = 1000900*, Disabled/Enabled = 1)
  - + Warp Character and Copy Floor (Entity ID = 1000900*, Warp Type = 2, Warp Destination Entity ID = 1000901*, Dummypoly ID = -1, Entity ID to Copy Floor From = 0)
  - + Clear SpEffect (Entity ID = 1000900*, SpEffect ID = 3506030)
  - + Force Animation Playback (Entity ID = 1000900*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Lock On Point (Entity ID = 1000900*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Lock On Point (Entity ID = 1000901*, Lock On Dummypoly ID = 220, Desired State = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = 1000901*, SpEffect ID = 3507000, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Animation Playback (Entity ID = 1000900*, Animation ID = 3035, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 11005934, Flag State = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005935
  Comment: Even more exchange between owl and actual owl
  Template:
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    ProgressFlag: 11005934 11005902
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - 1000901 (c5070_0000 - An Actual Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005902)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000900*, SpEffect ID = 3506050, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000901*, SpEffect ID = 200004, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11005934)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1000900*, SpEffect ID = 3506080, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Warp Character and Copy Floor (Entity ID = 1000901*, Warp Type = 2, Warp Destination Entity ID = 1000900*, Dummypoly ID = -1, Entity ID to Copy Floor From = 1000900*)
  - + Set SpEffect (Entity ID = 1000901*, SpEffect ID = 3507020)
  - + Request Character AI Command (Entity ID = 1000901*, Command ID = 30, Slot Number = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Clear SpEffect (Entity ID = 1000901*, SpEffect ID = 3506030)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - END Unconditionally (Execution End Type = 1)
- ID: 11005936
  Comment: Even more exchange between owl and actual owl
  Template:
  - Type: multichr
    Entity: 1000900
    DefeatFlag: 9317
    AppearFlag: 8304
    ProgressFlag: 11005902
  DebugInfo:
  - 1000900 (c5060_0001 - Owl)
  - 1000901 (c5070_0000 - An Actual Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8304)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1000900*, SpEffect ID = 5033, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11005902)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1000900*, SpEffect ID = 5033, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9317)
  - + Clear SpEffect (Entity ID = 1000901*, SpEffect ID = 3507020)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.3)
  - + Shoot Bullet (Bullet Team Entity ID = 1000901*, Bullet Producer Entity ID = 1000901*, Dummypoly ID = 10, Behavior ID = 250700100, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + Warp Character and Copy Floor (Entity ID = 1000901*, Warp Type = 2, Warp Destination Entity ID = 1000900*, Dummypoly ID = -1, Entity ID to Copy Floor From = 1000900*)
  - + Request Character AI Command (Entity ID = 1000901*, Command ID = 20, Slot Number = 1)
  - + Force Animation Playback (Entity ID = 1000901*, Animation ID = 3032, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1000901*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = 1000901*, Command ID = -1, Slot Number = 1)
  - + Set SpEffect (Entity ID = 1000901*, SpEffect ID = 3507020)
  - END Unconditionally (Execution End Type = 1)
- ID: 11100634
  Comment: Shows tip for deflecting bullets
  Template:
  - Type: loc
  DebugInfo:
  - 1100204 (c1010_0004 - Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6148)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6148, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1100204*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100204*, SpEffect ID = 3101530, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Hint Box (Hint Box ID = 1106340, Title Message ID = 10020280, Body Message ID = 10020281)
  - Set Event Flag (Event Flag ID = 6148, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 10)
  - Remove Hint Box (Hint Box ID = 1106340)
- ID: 11105310
  Comment: Activation for Chained Ogre and its post, dependent on some event flags. Keep it as-is - mainly speffects won't apply.
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - 1100310 (c5020_0000 - Chained Ogre)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100310)
  - Request Object Restoration (Entity ID = 1101310)
  - + Force Animation Playback (Entity ID = 1100310*, Animation ID = 20006, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1100310*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100310*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100310*, Target Distance = 35, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1100310*, SpEffect ID = 3502511)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1100310*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1100310*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1100310*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = 1100310*, SpEffect ID = 3502510)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 6)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1100310*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Force Animation Playback (Entity ID = 1100310*, Animation ID = 20004, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - (De)activate Object (Target Object Entity ID = 1101310, State = 0)
- ID: 11105315
  Comment: Clear speffects in spectator soldiers based on ogre being dead, or on either being backread. Unclear what this does
  Template:
  - Type: loc
  DebugInfo:
  - 1100310 (c5020_0000 - Chained Ogre)
  - 1100217 (c1010_0017 - Ashina Soldier)
  - 1100218 (c1010_0018 - Ashina Soldier)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100310)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1100310*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1100217*, SpEffect ID = 3101500)
  - + Clear SpEffect (Entity ID = 1100218*, SpEffect ID = 3101500)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Backread Status (Result Condition Group = -1, Target Entity ID = 1100217*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = -1, Target Entity ID = 1100218*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Clear SpEffect (Entity ID = 1100217*, SpEffect ID = 3101500)
  - + Clear SpEffect (Entity ID = 1100218*, SpEffect ID = 3101500)
- ID: 11105316
  Comment: Sets speffects based on player being in some specific areas - near Anayama, or on the far side of the ledge. Possibly de-aggro
  Template:
  - Type: remove
    Entity: 1100310
  DebugInfo:
  - 1100310 (c5020_0000 - Chained Ogre)
  - region 1102316 (event_赤鬼_様子見エリア0)
  - region 1102317 (event_赤鬼_様子見エリア1)
  DebugCommands:
  - + Clear SpEffect (Entity ID = 1100310*, SpEffect ID = 3502540)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102316*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102317*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = 1100310*, SpEffect ID = 3502540)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1102316*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1102317*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105425
  Comment: One-time AI activation for red guard before DoH warp, apparently disabled after that
  Template:
  - Type: loc
  DebugInfo:
  - 1100425 (c1700_0025 - Red Guard)
  - region 1102426 (event_徳川炎上_開始)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11100425)
  - + Change Character Enable State (Entity ID = 1100425*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1100425*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1100425*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Set Character AI State (Entity ID = 1100425*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102426*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1100425*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Request Character AI Re-plan (Entity ID = 1100425*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - + Set SpEffect (Entity ID = 1100425*, SpEffect ID = 3170211)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100425*, Target Distance = 35, Minimum Number of Targets = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = 1, Looking = 1, Looking Entity ID = 1100425*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 11100425, Flag State = 1)
- ID: 11105440
  Comment: Forcing character targets if object destroyed
  Template:
  - Type: loc
  DebugInfo:
  - 1100470 (c1001_0010 - Invisible - not random)
  - 1100417 (c1700_0017 - Red Guard)
  - group 1105400 [1100480 (c1070_0000 - Shura Samurai), 1100410 (c1700_0010 - Red Guard), 1100414 (c1700_0014 - Red Guard), 1100423 (c1700_0023 - Red Guard), 1100429 (c1700_0029 - Red Guard), 1100430 (c1700_0030 - Red Guard), 1100435 (c1700_0035 - Red Guard)]
  DebugInit:
  - Initialize Event (0, 11105440, X0_4 = 1100470*, X4_4 = 1100417*, X8_4 = 1101458, X12_4 = 1105400*)
  DebugCommands:
  - IF Object Destroyed (Result Condition Group = 1, Damage State = 1, Target Object Entity ID = X8_4, Comparison Type = 0, Number of Target Objects = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Object Destroyed (Result Condition Group = 2, Damage State = 0, Target Object Entity ID = X8_4, Comparison Type = 0, Number of Target Objects = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = 8, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 28)
  - + Set Character Team Type (Entity ID = X12_4*, Team Type = 25)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = X4_4*, Targeted Entity ID = X0_4*)
  - IF Object Destroyed (Result Condition Group = 3, Damage State = 1, Target Object Entity ID = X8_4, Comparison Type = 0, Number of Target Objects = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 30)
  - + Set Character Team Type (Entity ID = X12_4*, Team Type = 24)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = X4_4*, Targeted Entity ID = 10000)
- ID: 11105460
  Comment: Make the soldiers on the bridge fight each other. This won't do anything if their team types are not set, though
  Template:
  - Type: loc
  DebugInfo:
  - 1100250 (c1010_0050 - Ashina Soldier)
  - 1100431 (c1700_0031 - Red Guard)
  - region 1102460 (event_徳川_敵起動_仮橋)
  - 1100432 (c1700_0032 - Red Guard)
  - 1100433 (c1700_0033 - Red Guard)
  - 1100434 (c1700_0034 - Red Guard)
  - 1100251 (c1010_0051 - Ashina Soldier)
  - 1100252 (c1010_0052 - Ashina Soldier)
  - 1100254 (c1010_0054 - Ashina Soldier)
  DebugInit:
  - Initialize Event (0, 11105460, X0_4 = 1100431*, X4_4 = 1103431)
  - Initialize Event (1, 11105460, X0_4 = 1100432*, X4_4 = 0)
  - Initialize Event (2, 11105460, X0_4 = 1100433*, X4_4 = 1103434)
  - Initialize Event (3, 11105460, X0_4 = 1100434*, X4_4 = 1103434)
  - Initialize Event (4, 11105460, X0_4 = 1100250*, X4_4 = 0)
  - Initialize Event (5, 11105460, X0_4 = 1100251*, X4_4 = 0)
  - Initialize Event (6, 11105460, X0_4 = 1100252*, X4_4 = 0)
  - Initialize Event (7, 11105460, X0_4 = 1100254*, X4_4 = 0)
  DebugCommands:
  - + Enable AI State Change From Enemy Team (Character Entity ID = X0_4*, Desired State = 0)
  - + IF Player Is Looking At Entity (Result Condition Group = -1, Looking = 1, Looking Entity ID = 1100250*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - + IF Player Is Looking At Entity (Result Condition Group = -1, Looking = 1, Looking Entity ID = 1100431*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102460*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Enable AI State Change From Enemy Team (Character Entity ID = X0_4*, Desired State = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X4_4, Right-hand Side = 0)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X4_4)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Enable AI State Change From Enemy Team (Character Entity ID = X0_4*, Desired State = 0)
- ID: 11105792
  Comment: Sets a flag if enemy dead, evidently? The full version is in castle map
  Template:
  - Type: loc
  DebugInfo:
  - 1110640 (c1360_0000 - Assassin (Senpou))
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1110640*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
- ID: 11105800
  Comment: End Gyoubu
  Template:
  - Type: end
    Entity: 1100800
    EndCond: -1
    EndCond2: IF Character Dead/Alive
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - + Change Character Enable State (Entity ID = 1100800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1100800*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1100800*, Disabled/Enabled = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + Set Character Backread State (Entity ID = 1100800*, Removed = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1100800*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1100800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11100800, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1100800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.7)
  - + Handle Boss Defeat (Entity ID = 1100800*)
  - Award Achievement (Achievement ID = 20)
  - Set Event Flag (Event Flag ID = 9301, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6801, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6078, Flag State = 1)
  - Set Object Interaction (Object Entity ID = 1101810, Interaction = 0, Desired State = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
- ID: 11105810
  Comment: Start Gyoubu. Don't wait for event message
  Template:
  - Type: start
    Entity: 1100800
    Remove: IF Character Has Event Message; Request Character AI Command
    Camera: 500
    Name: entity
  DebugInfo:
  - region 1102810 (event_領域_ボス戦開始_親)
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - IF Player In/Out Map (Result Condition Group = 1, Should Player Be Inside = 1, Area ID = 11, Block ID = 0)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102810*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character Default Backread State (Entity ID = 1100800*, Disabled/Enabled = 1)
  - + Set Network Update Rate (Entity ID = 1100800*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Change Character Enable State (Entity ID = 1100800*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1100800*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1100800*, Disabled/Enabled = 1)
  - + Set Character Immortality (Entity ID = 1100800*, Disabled/Enabled = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - Set Object Interaction (Object Entity ID = 1101810, Interaction = 0, Desired State = 0)
  - + Request Character AI Command (Entity ID = 1100800*, Command ID = 1, Slot Number = 0)
  - Set Event Flag (Event Flag ID = 11105803, Flag State = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1100800*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
  - Set Event Flag (Event Flag ID = 11100801, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11105801, Flag State = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1100800*, Slot Number = 0, Name ID = 905081)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
- ID: 11105812
  Comment: Gyoubu dialogue trigger
  Template:
  - Type: loc
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + IF Number of Character Health Bars (Result Condition Group = -1, Target Entity ID = 1100800*, Comparison Type = 5, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Set Event Flag (Event Flag ID = 11105802, Flag State = 1)
- ID: 11105820
  Comment: Immortality for finishing Gyoubu
  Template:
  - Type: chr
    Entity: 1100800
    DefeatFlag: 9301
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 1100800*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = 1100800*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set Character Immortality (Entity ID = 1100800*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - + Set Character Immortality (Entity ID = 1100800*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105830
  Comment: Lockon setup for Gyoubu
  Template:
  - Type: chr
    Entity: 1100800
    DefeatFlag: 9301
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + Set Lock On Point (Entity ID = 1100800*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Lock On Point (Entity ID = 1100800*, Lock On Dummypoly ID = 221, Desired State = 0)
- ID: 11105840
  Comment: Setting camera based on speffect
  Template:
  - Type: chr
    Entity: 1100800
    DefeatFlag: 9301
    StartFlag: 11105801
    Camera: 500; 501
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100800*, SpEffect ID = 3508010, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105801)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 501)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1100800*, SpEffect ID = 3508010, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105801)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105841
  Comment: Setting camera based on speffect
  Template:
  - Type: chr
    Entity: 1100800
    DefeatFlag: 9301
    StartFlag: 11105801
    Camera: 500; 502
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100800*, SpEffect ID = 3508011, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 502)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1100800*, SpEffect ID = 3508011, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105801)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105842
  Comment: Some event message speffect interaction for Gyoubu
  Template:
  - Type: chr
    Entity: 1100800
    DefeatFlag: 9301
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1100800*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1100800*, SpEffect ID = 5306)
  - + Set SpEffect (Entity ID = 1100800*, SpEffect ID = 5305)
  - WAIT Fixed Time (Frames) (Number Of Frames = 10)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1100800*, Target Event Message ID = 80, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1100800*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1100800*, SpEffect ID = 5306)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105845
  Comment: Perhaps something to do with Gyoubu getting stuck and routing to the center of the map. Specific to the battlefield
  Template:
  - Type: remove
    Entity: 1100800
  DebugInfo:
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  - region 1102845 (event_騎馬武者ハマり防止①)
  - region 1102846 (event_騎馬武者ハマり防止②)
  - region 1102847 (event_騎馬武者ハマり防止_目標)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9301)
  - + Clear SpEffect (Entity ID = 1100800*, SpEffect ID = 3508530)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 1100800*, Area Entity ID = 1102845*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1102845*, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 1100800*, Target Distance = 4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 1100800*, Area Entity ID = 1102846*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1102846*, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 2, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 1100800*, Target Distance = 4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Elapsed Seconds (Result Condition Group = -3, Target Number Of Seconds = 3)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -3, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100800*, Target Distance = 4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 3, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100800*, Target Distance = 4, Minimum Number of Targets = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + Set SpEffect (Entity ID = 1100800*, SpEffect ID = 3508530)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -4, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100800*, Target Distance = 3, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = -4, Desired State = 1, Target Entity ID = 1100800*, Area Entity ID = 1102847*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105900
  Comment: End Demon of Hatred
  Template:
  - Type: end
    Entity: 1100900
    EndCond: -1
    EndCond2: -2
  DebugInfo:
  - 1100955 (c1001_0005 - Invisible - not random)
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - (De)activate Object (Target Object Entity ID = 1101955, State = 0)
  - + Change Character Enable State (Entity ID = 1100955*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1100900*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1100900*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1100900*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11100900, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = -2, Target Entity ID = 1100900*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = 1100900*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Handle Boss Defeat (Entity ID = 1100900*)
  - Award Achievement (Achievement ID = 31)
  - Set Event Flag (Event Flag ID = 9313, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6813, Flag State = 1)
  - + Change Character Enable State (Entity ID = 1100900*, Disabled/Enabled = 0)
  - Set Object Interaction (Object Entity ID = 1101810, Interaction = 0, Desired State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - (De)activate Object (Target Object Entity ID = 1101955, State = 1)
  - + Change Character Enable State (Entity ID = 1100955*, Disabled/Enabled = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
- ID: 11105910
  Comment: Start Demon of Hatred. Need to change lockon points
  Template:
  - Type: start
    Entity: 1100900
    Remove: Request Character AI Command; Set Character AI State; IF In/Outside Area (1,1,1100900,1102910,1)
    Camera: 510
    Name: entity
    #Add:
    #- After: IF Player Standing On Hit
    #  Cmd: Award Item Lot (62208)
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  - group 1105405 [1100405 (c1700_0005 - Red Guard), 1100406 (c1700_0006 - Red Guard), 1100408 (c1700_0008 - Red Guard)]
  - region 1102910 (event_領域_仏師鬼戦開始)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + Set Character AI State (Entity ID = 1100900*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = 1100900*, Disabled/Enabled = 1)
  - IF Player Standing On Hit (Result Condition Group = 0, Hit Entity ID = 1104980)
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Change Character Enable State (Entity ID = 1105405*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1105405*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1105405*, Removed = 0)
  - + Change Character Enable State (Entity ID = 1100900*, Disabled/Enabled = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Set Character Animation State (Entity ID = 1100900*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1100900*, Removed = 0)
  - + Set Character Default Backread State (Entity ID = 1100900*, Disabled/Enabled = 1)
  - + Set Network Update Rate (Entity ID = 1100900*, Use Fixed Frequency = 1, Update Frequency = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Request Character AI Command (Entity ID = 1100900*, Command ID = 10, Slot Number = 0)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 300320)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 300330)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 3702006)
  - + Set Character Team Type (Entity ID = 1100900*, Team Type = 28)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set Character AI State (Entity ID = 1100900*, Disabled/Enabled = 1)
  - + Force Character Target (Targeter Entity ID = 1105405*, Targeted Entity ID = 1100900*)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Set Lock On Point (Entity ID = 1100900*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Character Animation State (Entity ID = 1100900*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102910*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 1100900*, Area Entity ID = 1102910*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Object Interaction (Object Entity ID = 1101810, Interaction = 0, Desired State = 0)
  - Set Object Interaction (Object Entity ID = 1111350, Interaction = 0, Desired State = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Set Character Default Backread State (Entity ID = 1105405*, Disabled/Enabled = 1)
  - + Set Network Update Rate (Entity ID = 1105405*, Use Fixed Frequency = 1, Update Frequency = 0)
  - Set Event Flag (Event Flag ID = 11100901, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11105901, Flag State = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1100900*, Slot Number = 0, Name ID = 907021)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
- ID: 11105912
  Comment: Sets sound on different phases, but also sets a bunch of speffects
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    AppearFlag: 8302
    ProgressFlag: 11105902
  - Type: loc
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Number of Character Health Bars (Result Condition Group = -1, Target Entity ID = 1100900*, Comparison Type = 0, Target Number of Health Bars = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11105902, Flag State = 1)
  - + IF Number of Character Health Bars (Result Condition Group = -2, Target Entity ID = 1100900*, Comparison Type = 0, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 3702005)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 277020)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 277021)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 277022)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 277023)
- ID: 11105920
  Comment: Immortality for DoH finisher
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    AppearFlag: 8302
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Character Has Event Message (New) (Result Condition Group = 0, Target Entity ID = 1100900*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1100900*, Disabled/Enabled = 0)
- ID: 11105921
  Comment: DoH deathblow
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    AppearFlag: 8302
    Deathblow: 1100900
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1100900*, SpEffect ID = 3702050, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1100900*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1100900*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710207, Slot = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105922
  Comment: Some ezstate interaction
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    AppearFlag: 8302
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1100900*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + EzState Instruction Request (Entity ID = 1100900*, Command = 21000, Slot = 0)
- ID: 11105923
  Comment: Another way to initiate (or not) DoH fight
  Template:
  - Type: loc
    Entity: 1100900
    Remove: Request Character AI Command
    Add:
    - Cmd: Set Character AI State (1100900,1)
  DebugInfo:
  - group 1105405 [1100405 (c1700_0005 - Red Guard), 1100406 (c1700_0006 - Red Guard), 1100408 (c1700_0008 - Red Guard)]
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = 1105405*, Inside DrawGroup = 1, Comparison Type = 4, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - + Request Character AI Command (Entity ID = 1100900*, Command ID = 20, Slot Number = 0)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -2, Desired State = 1, Target Entity A ID = 1100900*, Target Entity B ID = 10000, Target Distance = 20, Minimum Number of Targets = 1)
  - + IF Character Damaged By (Result Condition Group = -2, Target Entity ID = 1100900*, Attacker Entity ID = 10000)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 300320)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 300330)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 3702006)
  - + Set Character Team Type (Entity ID = 1100900*, Team Type = 6)
  - + Request Character AI Command (Entity ID = 1100900*, Command ID = -1, Slot Number = 0)
  - + Set Lock On Point (Entity ID = 1100900*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Character Animation State (Entity ID = 1100900*, Disabled/Enabled = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100901)
  - + Set SpEffect (Entity ID = 1100900*, SpEffect ID = 5022)
- ID: 11105924
  Comment: Yet another fight initializer, it seems.
  Template:
  - Type: loc
    Entity: 1100900
    Remove: Request Character AI Command
    Add:
    - Cmd: Set Character AI State (1100900,1)
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 300320)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 300330)
  - + Clear SpEffect (Entity ID = 1100900*, SpEffect ID = 3702006)
  - + Set Character Team Type (Entity ID = 1100900*, Team Type = 6)
  - + Request Character AI Command (Entity ID = 1100900*, Command ID = -1, Slot Number = 0)
  - + Set Lock On Point (Entity ID = 1100900*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Character Animation State (Entity ID = 1100900*, Disabled/Enabled = 1)
- ID: 11105970
  Comment: Setting camera id
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    StartFlag: 11105901
    Camera: 510; 511
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100900*, SpEffect ID = 3702070, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 511)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1100900*, SpEffect ID = 3702070, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105971
  Comment: More setting camera id
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    StartFlag: 11105901
    Camera: 510; 512
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100900*, SpEffect ID = 3702071, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 512)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1100900*, SpEffect ID = 3702071, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - END Unconditionally (Execution End Type = 1)
- ID: 11105972
  Comment: Even more setting camera id
  Template:
  - Type: chr
    Entity: 1100900
    DefeatFlag: 9313
    StartFlag: 11105901
    Camera: 510; 513
  DebugInfo:
  - 1100900 (c7020_0000 - Demon of Hatred)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100900*, SpEffect ID = 3702072, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100900*, Target Distance = 7.5, Minimum Number of Targets = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 513)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1100900*, SpEffect ID = 3702072, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100900*, Target Distance = 7.5, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 0, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11105901)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9313)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - END Unconditionally (Execution End Type = 1)
- ID: 11107644
  Comment: Forcing a soldier's death near Dilapidated Temple idol when the player gets to the steps. unused?
  Template:
  - Type: loc
  DebugInfo:
  - 1100237 (c1010_0037 - Ashina Soldier)
  - region 1102637 (event_チュートリアル_白形代_表示)
  DebugCommands:
  - + Change Character Enable State (Entity ID = 1100237*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1100237*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1100237*, Removed = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 265)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102637*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Character Death (Entity ID = 1100237*, Should Receive Souls = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
- ID: 11107647
  Comment: Tutorials for lockon and plunging attack
  Template:
  - Type: loc
  DebugInfo:
  - 1100200 (c1010_0000 - Ashina Soldier)
  - region 1102647 (event_チュートリアル_落下忍殺_表示_親)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6311)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6147)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11100647)
  - Set Event Flag (Event Flag ID = 6145, Flag State = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6147, Flag State = 1)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6147)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6145)
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = 1100200*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 10, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100200*, Target Distance = 25, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = 10, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102647*, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 10, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - Remove Hint Box (Hint Box ID = 1106470)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024550, Body Message ID = 10024551, Image Texture ID = 238)
  - Set Event Flag (Event Flag ID = 11100647, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6145, Flag State = 1)
  - Label 0 ()
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1100200*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1100200*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1102647*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - + IF Player Locked On (Result Condition Group = -2, Target Entity ID = 1100200*, Locked On = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Show Small Hint Box (Hint Box ID = 1106470, Message ID = 10021120)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Label 1 ()
  - + IF Player Locked On (Result Condition Group = 3, Target Entity ID = 1100200*, Locked On = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1100200*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = 1100200*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Elapsed Seconds (Result Condition Group = -3, Target Number Of Seconds = 4)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 4)
  - Show Hint Box (Hint Box ID = 1106470, Title Message ID = 10022060, Body Message ID = 10022061)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1100200*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 5, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 1100200*, Target Distance = 25, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Dead/Alive (Result Condition Group = -5, Target Entity ID = 1100200*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - Remove Hint Box (Hint Box ID = 1106470)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + IF Character Dead/Alive (Result Condition Group = -7, Target Entity ID = 1100200*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = -7)
  - Set Event Flag (Event Flag ID = 11107647, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6147, Flag State = 1)
  - Label 2 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11107648
  Comment: Tutorial for perilous attacks. Also enables Hanbei state
  Template:
  - Type: loc
  DebugInfo:
  - 1100300 (c1020_0000 - Samurai General)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100300)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6151)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6151, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1100300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1100300*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024580, Body Message ID = 10024581, Image Texture ID = 223)
  - Set Event Flag (Event Flag ID = 6151, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11100648, Flag State = 1)
- ID: 11107649
  Comment: Tutorial for grab attacks
  Template:
  - Type: loc
  DebugInfo:
  - 1100310 (c5020_0000 - Chained Ogre)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8310)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11100310)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6153)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6153, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1100310*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100310*, Target Distance = 7, Minimum Number of Targets = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 211000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024790, Body Message ID = 10024791, Image Texture ID = 239)
  - Set Event Flag (Event Flag ID = 6153, Flag State = 1)
- ID: 11107670
  Comment: Tutorial for thrust attack
  Template:
  - Type: loc
  DebugInfo:
  - 1100208 (c1010_0008 - Ashina Soldier)
  - 1100217 (c1010_0017 - Ashina Soldier)
  - 1100245 (c1010_0045 - Ashina Soldier)
  DebugCommands:
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6190)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - Remove Hint Box (Hint Box ID = 1106700)
  - END Unconditionally (Execution End Type = 0)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1100208*, SpEffect ID = 3101012, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100208*, Target Distance = 5, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1100217*, SpEffect ID = 3101012, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100217*, Target Distance = 5, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = 1100245*, SpEffect ID = 3101012, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 3, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1100245*, Target Distance = 5, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Elapsed Seconds (Result Condition Group = 4, Target Number Of Seconds = 0.2)
  - IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character HP Ratio (Result Condition Group = 4, Target Entity ID = 10000, Comparison Type = 1, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 4)
  - Show Small Hint Box (Hint Box ID = 1106700, Message ID = 10021550)
  - Set Event Flag (Event Flag ID = 6190, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11110100
  Comment: Shura ending
  Template:
  - Type: loc
  DebugInfo:
  - 1110715 (c7200_0003 - Kuro - not random)
  - 1110850 (c5060_0000 - Owl)
  - 1110900 (c7400_0001 - Emma)
  - 1110920 (c5430_0000 - Isshin)
  - 1110952 (c1001_0006 - Invisible - not random)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 1, Target Event Flag ID = 0)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110850*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110101)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 7)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110101)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.4)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110850*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 0)
  - Set Event Flag (Event Flag ID = 11110101, Flag State = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 100, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 1, Gparam Sub ID = 0, Change Time (s) = 0)
  - Delete Map SFX (Entity ID = 1114419, Only Delete Root = 0)
  - Set Lighting + UNKNOWN (Time of Day = 5, Unknown = 0)
  - Set Area Envmap (Envmap ID = 4)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11010070, Playback Method = 16, Point Entity ID = 1112812, Area ID = 11, Block ID = 1, Player Entity ID = 10000, Time of Day = 3, Desired State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - Set Lighting + UNKNOWN (Time of Day = 1, Unknown = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010070)
  - Set Event Flag (Event Flag ID = 9530, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - (De)activate Object (Target Object Entity ID = 1111952, State = 1)
  - + Change Character Enable State (Entity ID = 1110952*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110850*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 1)
  - Set Event Flag (Event Flag ID = 6900, Flag State = 0)
  - Set Event Flag (Event Flag ID = 6901, Flag State = 1)
  - Award Item Lot (Item Lot ID = 54300000)
  - Disable Loading Screen Tips (Should Be Disabled = 1)
  - Set Event Flag (Event Flag ID = 23, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6833, Flag State = 1)
  - Award Achievement (Achievement ID = 12)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6911)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6912)
  - Set Event Flag (Event Flag ID = 6912, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6913)
  - Set Event Flag (Event Flag ID = 6913, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6914)
  - Set Event Flag (Event Flag ID = 6914, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6915)
  - Set Event Flag (Event Flag ID = 6915, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6916)
  - Set Event Flag (Event Flag ID = 6916, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6917)
  - Set Event Flag (Event Flag ID = 6917, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6918)
  - Set Event Flag (Event Flag ID = 6918, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6919)
  - Set Event Flag (Event Flag ID = 6919, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11114702
  Comment: Sets flag if assassin dead, used by Isshin. Redundant with common event
  Template:
  - Type: loc
  DebugInfo:
  - 1110640 (c1360_0000 - Assassin (Senpou))
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1110640*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 71100509, Flag State = 1)
- ID: 11115181
  Comment: Seems to be activating enemies based on player location
  Template:
  - Type: loc
  DebugInfo:
  - group 1115170 [1110295 (c1010_0095 - Ashina Soldier), 1110630 (c1110_0000 - Old Maid), 1110631 (c1110_0001 - Old Maid), 1110500 (c1400_0000 - Fencer), 1110501 (c1400_0001 - Fencer), 1110502 (c1400_0002 - Fencer), 1110503 (c1400_0003 - Fencer), 1110504 (c1400_0004 - Fencer), 1110508 (c1400_0008 - Fencer), 1110509 (c1400_0009 - Fencer), 1110511 (c1400_0011 - Fencer), 1110513 (c1400_0013 - Fencer), 1110514 (c1400_0014 - Fencer), 1110515 (c1400_0015 - Fencer), 1110516 (c1400_0016 - Fencer), 1110534 (c1450_0004 - Nightjar Ninja), 1110563 (c1450_0022 - Nightjar Ninja), 1110564 (c1450_0023 - Nightjar Ninja), 1110565 (c1450_0024 - Nightjar Ninja), 1110304 (c1470_0004 - Lone Shadow), 1110305 (c1470_0005 - Lone Shadow), 1110308 (c1470_0008 - Lone Shadow), 1110309 (c1470_0009 - Lone Shadow), 1110310 (c1470_0010 - Lone Shadow), 1110318 (c1470_0018 - Lone Shadow), 1110319 (c1470_0019 - Lone Shadow)]
  - region 1112170 (Event_投げ中落下防止無効化領域_屋根裏部屋)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 1115170*, Area Entity ID = 1112170*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1115170*, SpEffect ID = 109500)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112170*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1115170*, SpEffect ID = 109500)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115200
  Comment: To Ashina Castle after Blazing Bull
  Template:
  - Type: loc
    Remove: Force Animation Playback (1110210,20000,0,0,0,0,1)
    Invincibility: 1110210
  DebugInfo:
  - region 1112445 (Event_火牛_広場領域_複合)
  - 1110203 (c1010_0012 - Ashina Soldier)
  - 1110204 (c1010_0013 - Ashina Soldier)
  - 1110207 (c1010_0017 - Ashina Soldier)
  - 1110210 (c1010_0020 - Ashina Soldier)
  - 1110262 (c1010_0065 - Ashina Soldier)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110441)
  - + IF In/Outside Area (Result Condition Group = 10, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112445*, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - (De)activate Object (Target Object Entity ID = 1111440, State = 0)
  - + Set Character Backread State (Entity ID = 1110203*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110204*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110207*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110210*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110262*, Removed = 1)
  - Set Character Backread State (Entity ID = 1110263, Removed = 1)
  - Set Character Backread State (Entity ID = 1110683, Removed = 1)
  - Set Character Backread State (Entity ID = 1110684, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1110207*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110207*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110207*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1110210*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110210*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110210*, Removed = 1)
  - Set Character Backread State (Entity ID = 1110683, Removed = 1)
  - Set Character Backread State (Entity ID = 1110684, Removed = 1)
  - Activate Hit (Hit Entity ID = 1114210, State = 0)
  - Activate Hit (Hit Entity ID = 1114211, State = 0)
  - Activate Hit (Hit Entity ID = 1114212, State = 0)
  - Activate Hit (Hit Entity ID = 1114213, State = 0)
  - Activate Hit (Hit Entity ID = 1114214, State = 0)
  - Activate Hit (Hit Entity ID = 1114215, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1114210, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1114211, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1114212, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1114213, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1114214, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1114215, State = 0)
  - Set Object Interaction (Object Entity ID = 1111400, Interaction = 1, Desired State = 1)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110440)
  - Set Player Respawn Point (Respawn Point Entity ID = 1112950)
  - Save Request (Dummy = 0)
  - Register Bonfire (Event Flag ID = 11110000, Entity ID = 1111950, Reaction Distance = 0, Reaction Angle = 0, Set Standard Kindling Level = 1)
  - Set Event Flag (Event Flag ID = 11110000, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11110441, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110210*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Enable State (Entity ID = 1110210*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110210*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1110210*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1110210*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Change Character Enable State (Entity ID = 1110207*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110207*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1110207*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1110207*, Use Fixed Frequency = 1, Update Frequency = 0)
  - Set Object Interaction (Object Entity ID = 1111400, Interaction = 1, Desired State = 0)
  - + Set Character Invincibility (Entity ID = 1110210*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + Issue Short Warp Request (Entity ID = 1110210*, Warp Type = 0, Warp Destination Entity ID = 1111400, Dummypoly ID = 121)
  - + Force Animation Playback (Entity ID = 1110210*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Force Animation Playback (Entity ID = 1111400, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character Invincibility (Entity ID = 1110210*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110210*, SpEffect ID = 30000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Force Character Target (Targeter Entity ID = 1110207*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1110210*, Targeted Entity ID = 10000)
  - Set Object Interaction (Object Entity ID = 1111400, Interaction = 10, Desired State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 10)
  - + Set Network Update Rate (Entity ID = 1110210*, Use Fixed Frequency = 0, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1110207*, Use Fixed Frequency = 0, Update Frequency = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - Reproduce Object Animation (Target Object Entity ID = 1111400, Animation ID = 1)
  - Set Object Interaction (Object Entity ID = 1111400, Interaction = 10, Desired State = 1)
- ID: 11115201
  Comment: Blazing Bull activation
  Template:
  - Type: loc
  DebugInfo:
  - region 1112440 (event_火牛起動領域)
  - 1110440 (c1370_0000 - Blazing Bull)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110440)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112440*, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110440*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Character Target (Targeter Entity ID = 1110440*, Targeted Entity ID = 10000)
- ID: 11115202
  Comment: Also Blazing Bull activation
  Template:
  - Type: loc
    Invincibility: 1110440
  DebugInfo:
  - 1110440 (c1370_0000 - Blazing Bull)
  - region 1112442 (Event_火牛_ロジック起動領域_複合)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110440)
  - + Set Character AI State (Entity ID = 1110440*, Disabled/Enabled = 0)
  - + Set Character Invincibility (Entity ID = 1110440*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112442*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1110440*, Disabled/Enabled = 1)
  - + Set Character Invincibility (Entity ID = 1110440*, Disabled/Enabled = 0)
- ID: 11115204
  Comment: Make Blazing Bull run around like crazy. xx should blazing bull have 'do not fall' speffect?
  Template:
  - Type: chr
    Entity: 1110440
    DefeatFlag: 11110440
  DebugInfo:
  - 1110440 (c1370_0000 - Blazing Bull)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110440)
  - + IF Character HP Ratio New (Result Condition Group = 1, Character Entity ID = 1110440*, Comparison Type = 5, Target Amount = 0.8, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 1110440*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 1110440*, SpEffect ID = 5306)
  - + Set SpEffect (Entity ID = 1110440*, SpEffect ID = 5305)
  - WAIT Fixed Time (Frames) (Number Of Frames = 10)
  - + IF Character HP Ratio New (Result Condition Group = 2, Character Entity ID = 1110440*, Comparison Type = 5, Target Amount = 0.5, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = 1110440*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Clear SpEffect (Entity ID = 1110440*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1110440*, SpEffect ID = 5304)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115205
  Comment: Object logic based on blazing bull enabled
  Template:
  - Type: loc
  DebugInfo:
  - 1110440 (c1370_0000 - Blazing Bull)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110440)
  - (De)activate Object (Target Object Entity ID = 1111440, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1111440, Should Delete Root = 1)
  - Reproduce Object Animation (Target Object Entity ID = 1111442, Animation ID = 10)
  - Set Object Interaction (Object Entity ID = 1111442, Interaction = 0, Desired State = 0)
  - Set Object Interaction (Object Entity ID = 1111442, Interaction = 10, Desired State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110440*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110440*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - (De)activate Object (Target Object Entity ID = 1111440, State = 1)
  - Create Object-following SFX (Object Entity ID = 1111440, Dummypoly ID = 101, SFX ID = 12)
  - Force Animation Playback (Entity ID = 1111442, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Object Interaction (Object Entity ID = 1111442, Interaction = 0, Desired State = 1)
  - Set Object Interaction (Object Entity ID = 1111442, Interaction = 10, Desired State = 0)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110440)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - (De)activate Object (Target Object Entity ID = 1111440, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1111440, Should Delete Root = 1)
  - Set Object Interaction (Object Entity ID = 1111442, Interaction = 0, Desired State = 1)
  - Set Object Interaction (Object Entity ID = 1111442, Interaction = 10, Desired State = 0)
- ID: 11115210
  Comment: Woooooo guy 1
  Template:
  - Type: multichr
    Entity: 1110536
  DebugInfo:
  - 1110536 (c1450_0006 - Nightjar Ninja)
  - 1110537 (c1460_0002 - Kite Nightjar Ninja - not random)
  - region 1112266 (Event_夜鷹衆の凧_落下攻撃起動)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110536*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Force Animation Playback (Entity ID = 1110536*, Animation ID = 21005, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Network Update Rate (Entity ID = 1110536*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Gravity (Entity ID = 1110536*, Disabled/Enabled = 0)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110536*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110537*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112266*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Issue Short Warp Request (Entity ID = 1110536*, Warp Type = 2, Warp Destination Entity ID = 1110537*, Dummypoly ID = 220)
  - + Force Character Target (Targeter Entity ID = 1110536*, Targeted Entity ID = 10000)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 0, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 2, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 12, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 15, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 16, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 17, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 18, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 19, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 20, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 21, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110537*, Bit Number = 22, Switch Type = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110536*, SpEffect ID = 3145010, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Gravity (Entity ID = 1110536*, Disabled/Enabled = 1)
  - + Set Character AI ID (Entity ID = 1110536*, AI ID = 14500000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Set Network Update Rate (Entity ID = 1110536*, Use Fixed Frequency = 0, Update Frequency = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115214
  Comment: Woooooo guy 2
  Template:
  - Type: multichr
    Entity: 1110549
    Remove: 1112550
  DebugInfo:
  - 1110549 (c1450_0018 - Nightjar Ninja)
  - 1110550 (c1460_0003 - Kite Nightjar Ninja - not random)
  - region 1112549 (Event_起動領域_夜鷹衆凧落下2)
  - region 1112550 (Event_巣_夜鷹衆凧落下_二体目)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110549*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Force Animation Playback (Entity ID = 1110549*, Animation ID = 21005, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Network Update Rate (Entity ID = 1110549*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Gravity (Entity ID = 1110549*, Disabled/Enabled = 0)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110549*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110550*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112549*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Issue Short Warp Request (Entity ID = 1110549*, Warp Type = 2, Warp Destination Entity ID = 1110550*, Dummypoly ID = 220)
  - + Force Character Target (Targeter Entity ID = 1110549*, Targeted Entity ID = 10000)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 0, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 2, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 12, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 15, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 16, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 17, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 18, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 19, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 20, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 21, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1110550*, Bit Number = 22, Switch Type = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110549*, SpEffect ID = 3145010, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Gravity (Entity ID = 1110549*, Disabled/Enabled = 1)
  - + Set Character AI ID (Entity ID = 1110549*, AI ID = 14500000)
  - + Set Character Home (Entity ID = 1110549*, Area Entity ID = 1112550*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Set Network Update Rate (Entity ID = 1110549*, Use Fixed Frequency = 0, Update Frequency = 0)
  - + Request Character AI Re-plan (Entity ID = 1110549*)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115220
  Comment: Mass enemy speffects based on player location, maybe Jinsuke fight
  Template:
  - Type: loc
  DebugInfo:
  - region 1112621 (BGM_屋内複合01_天守_吹き抜け4階)
  - group 1115210 [1110330 (c1150_0003 - Hound), 1110331 (c1150_0004 - Hound), 1110530 (c1450_0000 - Nightjar Ninja), 1110532 (c1450_0002 - Nightjar Ninja), 1110533 (c1450_0003 - Nightjar Ninja), 1110536 (c1450_0006 - Nightjar Ninja - not random), 1110547 (c1450_0016 - Nightjar Ninja), 1110548 (c1450_0017 - Nightjar Ninja), 1110549 (c1450_0018 - Nightjar Ninja - not random), 1110566 (c1450_0025 - Nightjar Ninja), 1110567 (c1450_0026 - Nightjar Ninja), 1110537 (c1460_0002 - Kite Nightjar Ninja - not random), 1110550 (c1460_0003 - Kite Nightjar Ninja - not random), 1110302 (c1470_0002 - Lone Shadow), 1110303 (c1470_0003 - Lone Shadow), 1110317 (c1470_0017 - Lone Shadow), 1110322 (c1470_0022 - Lone Shadow), 1110323 (c1470_0023 - Lone Shadow)]
  - group 1115211 [1110500 (c1400_0000 - Fencer)]
  - group 1115212 [1110295 (c1010_0095 - Ashina Soldier), 1110631 (c1110_0001 - Old Maid), 1110502 (c1400_0002 - Fencer), 1110513 (c1400_0013 - Fencer), 1110514 (c1400_0014 - Fencer)]
  - group 1115213 [1110630 (c1110_0000 - Old Maid), 1110503 (c1400_0003 - Fencer), 1110508 (c1400_0008 - Fencer), 1110509 (c1400_0009 - Fencer), 1110318 (c1470_0018 - Lone Shadow), 1110319 (c1470_0019 - Lone Shadow)]
  DebugCommands:
  - + GOTO IF Player In/Outside Area (Label = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112621*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112621*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1115210*, SpEffect ID = 200141)
  - + Set SpEffect (Entity ID = 1115211*, SpEffect ID = 200140)
  - + Set SpEffect (Entity ID = 1115212*, SpEffect ID = 200140)
  - + Set SpEffect (Entity ID = 1115213*, SpEffect ID = 200140)
  - Label 1 ()
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112621*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1115210*, SpEffect ID = 200140)
  - + Set SpEffect (Entity ID = 1115211*, SpEffect ID = 200141)
  - + Set SpEffect (Entity ID = 1115212*, SpEffect ID = 200141)
  - + Set SpEffect (Entity ID = 1115213*, SpEffect ID = 200141)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115225
  Comment: Some kind of mass coordination among enemies
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1110532 (c1450_0002 - Nightjar Ninja)
  - 1110533 (c1450_0003 - Nightjar Ninja)
  - 1110547 (c1450_0016 - Nightjar Ninja)
  - 1110548 (c1450_0017 - Nightjar Ninja)
  - 1110567 (c1450_0026 - Nightjar Ninja)
  DebugInit:
  - Initialize Event (0, 11115225, X0_4 = 1110532*, X4_4 = 1110533*, X8_4 = 1110547*, X12_4 = 1110548*, X16_4 = 1110567*, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  DebugCommands:
  - + SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X0_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X4_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X4_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X4_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = X8_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X8_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 4, Target Entity ID = X12_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 4, Target Entity ID = X12_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 4)
  - + SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X16_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = X16_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X16_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 5)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 6, Target Entity ID = X20_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 6, Target Entity ID = X20_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 6)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 7, Target Entity ID = X24_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 7, Target Entity ID = X24_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 7)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 8, Target Entity ID = X28_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 8, Target Entity ID = X28_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 8)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 9, Target Entity ID = X32_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 9, Target Entity ID = X32_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 9)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 10, Target Entity ID = X36_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = X36_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 10)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Command (Entity ID = X4_4*, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 3)
  - + Request Character AI Command (Entity ID = X8_4*, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 4)
  - + Request Character AI Command (Entity ID = X12_4*, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - + Request Character AI Command (Entity ID = X16_4*, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 6)
  - Request Character AI Command (Entity ID = X20_4, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 7)
  - Request Character AI Command (Entity ID = X24_4, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 8)
  - Request Character AI Command (Entity ID = X28_4, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 9)
  - Request Character AI Command (Entity ID = X32_4, Command ID = 10, Slot Number = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 10)
  - Request Character AI Command (Entity ID = X36_4, Command ID = 10, Slot Number = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4*, Right-hand Side = 0)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X0_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X4_4*, Right-hand Side = 0)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X4_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X8_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X12_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X16_4*, Right-hand Side = 0)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X16_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X20_4, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X24_4, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X28_4, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X32_4, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = X36_4, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = X4_4*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = X8_4*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = X12_4*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = X16_4*, Targeted Entity ID = 10000)
  - Force Character Target (Targeter Entity ID = X20_4, Targeted Entity ID = 10000)
  - Force Character Target (Targeter Entity ID = X24_4, Targeted Entity ID = 10000)
  - Force Character Target (Targeter Entity ID = X28_4, Targeted Entity ID = 10000)
  - Force Character Target (Targeter Entity ID = X32_4, Targeted Entity ID = 10000)
  - Force Character Target (Targeter Entity ID = X36_4, Targeted Entity ID = 10000)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X4_4*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X8_4*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X12_4*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X16_4*, Command ID = -1, Slot Number = 0)
  - Request Character AI Command (Entity ID = X20_4, Command ID = -1, Slot Number = 0)
  - Request Character AI Command (Entity ID = X24_4, Command ID = -1, Slot Number = 0)
  - Request Character AI Command (Entity ID = X28_4, Command ID = -1, Slot Number = 0)
  - Request Character AI Command (Entity ID = X32_4, Command ID = -1, Slot Number = 0)
  - Request Character AI Command (Entity ID = X36_4, Command ID = -1, Slot Number = 0)
- ID: 11115227
  Comment: Logic for Jinsuke fog gate
  Template:
  - Type: loc
  DebugInfo:
  - 1110504 (c1400_0004 - Fencer)
  - region 1112508 (Event_ロジック起動領域_剣客B_04)
  - region 1112509 (Event_中ボス戦闘領域_孤影衆_複合)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1111504, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1111504, Should Delete Root = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110504*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110504*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112508*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1110504*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110504)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = 1111504, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1111504, Should Delete Root = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Create Object-following SFX (Object Entity ID = 1111504, Dummypoly ID = 101, SFX ID = 10)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110504*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1110504*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112509*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110504)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115228
  Comment: Logic for Jinsuke other fog gate
  Template:
  - Type: loc
  DebugInfo:
  - 1110504 (c1400_0004 - Fencer)
  - region 1112304 (Event_ロジック起動領域_屋根裏部屋03 {2})
  - region 1112509 (Event_中ボス戦闘領域_孤影衆_複合)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1111305, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1111305, Should Delete Root = 1)
  - Set Event Flag (Event Flag ID = 11115242, Flag State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110504)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110504*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110504*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112304*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112304*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 1, Target Entity ID = 1110504*, Area Entity ID = 1112304*, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1110504*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110504)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = 1111305, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1111305, Should Delete Root = 1)
  - Set Event Flag (Event Flag ID = 11115242, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Create Object-following SFX (Object Entity ID = 1111305, Dummypoly ID = 101, SFX ID = 10)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110504*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1110504*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112509*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110504)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115229
  Comment: Jinsuke initialization, only allow locking on in arena
  Template:
  - Type: loc
  DebugInfo:
  - 1110504 (c1400_0004 - Fencer)
  - region 1112503 (Event_中ボスロジックON領域_孤影衆_複合)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110504)
  - + Set Character AI State (Entity ID = 1110504*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110504*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1110504*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112503*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1110504*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110504*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1110504*, Lock On Dummypoly ID = 220, Desired State = 1)
- ID: 11115236
  Comment: The soldier who runs away in invasion 1. It just makes them do an animation so not reproducible exactly.
  Template:
  - Type: remove
    Entity: 1110236
  DebugInfo:
  - 1110236 (c1010_0046 - Ashina Soldier)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110236*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 1110236*, Area Entity ID = 1112238, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110236*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110236*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110236*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END IF Condition Group State (Compiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Animation Playback (Entity ID = 1110236*, Animation ID = 20004, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115237
  Comment: Similar to previous, but near where chained ogre is
  Template:
  - Type: remove
    Entity: 1110296
  DebugInfo:
  - 1110296 (c1010_0096 - Ashina Soldier)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110296*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 1110296*, Area Entity ID = 1112297, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110296*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110296*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110296*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END IF Condition Group State (Compiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Animation Playback (Entity ID = 1110296*, Animation ID = 20004, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115239
  Comment: Lone Shadow AIs activate together
  Template:
  - Type: loc
  DebugInfo:
  - 1110304 (c1470_0004 - Lone Shadow)
  - 1110305 (c1470_0005 - Lone Shadow)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110304*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110304*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = 1110305*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 1110305*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Force Character Target (Targeter Entity ID = 1110305*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1110304*, Targeted Entity ID = 10000)
- ID: 11115240
  Comment: Lone Shadow fog walls
  Template:
  - Type: loc
  DebugInfo:
  - 1110305 (c1470_0005 - Lone Shadow)
  - 1110304 (c1470_0004 - Lone Shadow)
  - region 1112508 (Event_ロジック起動領域_剣客B_04)
  - region 1112509 (Event_中ボス戦闘領域_孤影衆_複合)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1111504, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1111504, Should Delete Root = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110305*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110305*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110304*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110304*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112508*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1110305*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = 1111504, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1111504, Should Delete Root = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Create Object-following SFX (Object Entity ID = 1111504, Dummypoly ID = 101, SFX ID = 10)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110305*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1110305*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112509*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115243
  Comment: Activate Lone Shadows when entering area, also allowed areas for lockon
  Template:
  - Type: loc
  DebugInfo:
  - 1110305 (c1470_0005 - Lone Shadow)
  - 1110304 (c1470_0004 - Lone Shadow)
  - region 1112503 (Event_中ボスロジックON領域_孤影衆_複合)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - + Set Character AI State (Entity ID = 1110305*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110305*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1110305*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Character AI State (Entity ID = 1110304*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110304*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1110304*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112503*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1110305*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110305*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1110305*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Character AI State (Entity ID = 1110304*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110304*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1110304*, Lock On Dummypoly ID = 220, Desired State = 1)
- ID: 11115244
  Comment: Something to do with both stronger fencer boss and vilehand
  Template:
  - Type: loc
  DebugInfo:
  - 1110305 (c1470_0005 - Lone Shadow)
  - 1110304 (c1470_0004 - Lone Shadow)
  - 1110511 (c1400_0011 - Fencer)
  - region 1112304 (Event_ロジック起動領域_屋根裏部屋03 {2})
  - region 1112509 (Event_中ボス戦闘領域_孤影衆_複合)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1111305, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1111305, Should Delete Root = 1)
  - Set Event Flag (Event Flag ID = 11115242, Flag State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110305*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110305*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110304*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110304*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 6, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110511)
  - + IF Character AI State (Result Condition Group = -10, Target Entity ID = 1110511*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -10, Target Entity ID = 1110511*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -10)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 1110511*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112304*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1110305*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = 1111305, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1111305, Should Delete Root = 1)
  - Set Event Flag (Event Flag ID = 11115242, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Create Object-following SFX (Object Entity ID = 1111305, Dummypoly ID = 101, SFX ID = 10)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110305*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1110305*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112509*, Number of Target Characters = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110511)
  - + IF Character AI State (Result Condition Group = -15, Target Entity ID = 1110511*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = -15, Target Entity ID = 1110511*, Is Backread = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 5, Desired Condition Group State = 1, Target Condition Group = -15)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110511*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110305)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110511)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110511)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115246
  Comment: Activates some col for lone shadow in serpent shrine
  Template:
  - Type: loc
  DebugInfo:
  - 1110316 (c1470_0016 - Lone Shadow)
  DebugCommands:
  - Activate Hit (Hit Entity ID = 1114411, State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110316)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110316*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110316*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110316*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Activate Hit (Hit Entity ID = 1114411, State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110316*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1110316*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Backread Status (Result Condition Group = -5, Target Entity ID = 1110316*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110316)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115248
  Comment: Some interaction between hound and lone shadow on the roof. May get lost
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1110317 (c1470_0017 - Lone Shadow)
  - 1110332 (c1150_0009 - Hound)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110317*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110317*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = 1110317*, Command ID = 20, Slot Number = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110332*, SpEffect ID = 3147000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Character Target (Targeter Entity ID = 1110332*, Targeted Entity ID = 10000)
  - + Request Character AI Command (Entity ID = 1110317*, Command ID = -1, Slot Number = 0)
- ID: 11115251
  Comment: Set up individual targets in war in front of castle
  Template:
  - Type: loc
  DebugInfo:
  - region 1112218 (Event_本丸大階段_徳川侍敵対開始領域)
  - 1110376 (c1700_0026 - Red Guard)
  - 1110505 (c1400_0005 - Fencer)
  - 1110361 (c1700_0007 - Red Guard)
  - 1110507 (c1400_0007 - Fencer)
  - 1110371 (c1700_0021 - Red Guard)
  - 1110216 (c1010_0027 - Ashina Soldier)
  - 1110377 (c1700_0027 - Red Guard)
  - 1110217 (c1010_0025 - Ashina Soldier)
  - 1110355 (c1700_0001 - Red Guard)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112218*, Number of Target Characters = 1)
  - + Force Character Target (Targeter Entity ID = 1110376*, Targeted Entity ID = 1110505*)
  - + Force Character Target (Targeter Entity ID = 1110361*, Targeted Entity ID = 1110507*)
  - + Force Character Target (Targeter Entity ID = 1110371*, Targeted Entity ID = 1110216*)
  - + Force Character Target (Targeter Entity ID = 1110377*, Targeted Entity ID = 1110217*)
  - + Force Character Target (Targeter Entity ID = 1110355*, Targeted Entity ID = 1110217*)
  - + Force Character Target (Targeter Entity ID = 1110505*, Targeted Entity ID = 1110376*)
  - + Force Character Target (Targeter Entity ID = 1110507*, Targeted Entity ID = 1110361*)
  - + Force Character Target (Targeter Entity ID = 1110216*, Targeted Entity ID = 1110371*)
  - + Force Character Target (Targeter Entity ID = 1110217*, Targeted Entity ID = 1110377*)
  - + Set SpEffect (Entity ID = 1110355*, SpEffect ID = 3125091)
- ID: 11115252
  Comment: If any Red Guards are dead, all target player
  Template:
  - Type: loc
  DebugInfo:
  - group 1115355 [1110355 (c1700_0001 - Red Guard), 1110361 (c1700_0007 - Red Guard), 1110371 (c1700_0021 - Red Guard), 1110376 (c1700_0026 - Red Guard), 1110377 (c1700_0027 - Red Guard)]
  - 1110376 (c1700_0026 - Red Guard)
  - 1110361 (c1700_0007 - Red Guard)
  - 1110371 (c1700_0021 - Red Guard)
  - 1110377 (c1700_0027 - Red Guard)
  - 1110355 (c1700_0001 - Red Guard)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1115355*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Force Character Target (Targeter Entity ID = 1110376*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1110361*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1110371*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1110377*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1110355*, Targeted Entity ID = 10000)
- ID: 11115289
  Comment: Patrol stuff
  Template:
  - Type: loc
  DebugInfo:
  - 1110509 (c1400_0009 - Fencer)
  - region 1112281 (Event_剣客_謁見の間で特殊待機を解除する)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1110509*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 1110509*, Area Entity ID = 1112289, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112281*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110509*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110509*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1110509*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END IF Condition Group State (Compiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Change Character Patrol Behavior (Character Entity ID = 1110509*, Patrol Information Entity ID = 1113237)
- ID: 11115290
  Comment: More Patrol stuff
  Template:
  - Type: loc
  DebugInfo:
  - region 1112290 (Event_巡回起動領域_剣客_謁見の間A2)
  - 1110501 (c1400_0001 - Fencer)
  - 1110509 (c1400_0009 - Fencer)
  - 1110631 (c1110_0001 - Old Maid)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110554)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112290*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Patrol Behavior (Character Entity ID = 1110501*, Patrol Information Entity ID = 1113501)
  - + Change Character Patrol Behavior (Character Entity ID = 1110509*, Patrol Information Entity ID = 1113290)
  - + Change Character Patrol Behavior (Character Entity ID = 1110631*, Patrol Information Entity ID = 1113631)
- ID: 11115291
  Comment: Setting network update rates
  Template:
  - Type: loc
  DebugInfo:
  - 1110513 (c1400_0013 - Fencer)
  - 1110514 (c1400_0014 - Fencer)
  - region 1112291 (Event_剣客更新頻度制御領域)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = -15, Target Entity ID = 1110513*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -15, Target Entity ID = 1110514*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1110514*, Target Distance = 35, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112291*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Network Update Rate (Entity ID = 1110513*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1110514*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = 1110513*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 10)
  - + IF Character Dead/Alive (Result Condition Group = 11, Target Entity ID = 1110514*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 11)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 1110514*, Target Distance = 35, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112291*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Network Update Rate (Entity ID = 1110513*, Use Fixed Frequency = 0, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1110514*, Use Fixed Frequency = 0, Update Frequency = 0)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 10)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 11)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115325
  Comment: Fighting between characters
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1110312 (c1470_0012 - Lone Shadow)
  - region 1112240 (Event_巡回起動領域_渓谷側橋_落武者)
  - 1110240 (c1010_0050 - Ashina Soldier)
  - 1110413 (c1020_0003 - Samurai General)
  - 1110300 (c1470_0000 - Lone Shadow)
  - region 1112300 (Event_起動領域_孤影衆_忍軍初見櫓)
  DebugInit:
  - Initialize Event (0, 11115325, X0_4 = 1110312*, X4_4 = 1112240*, X8_4 = 1110240*, X12_4 = 1110413*, X16_4 = 1069547520)
  - Initialize Event (1, 11115325, X0_4 = 1110300*, X4_4 = 1112300*, X8_4 = 10000, X12_4 = 10000, X16_4 = 0)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X8_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = X8_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 10)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X16_4)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = X8_4*)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3147010, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 0, Update Frequency = 0)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = X12_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115335
  Comment: Hound activation based on any hound spotting player
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1110335 (c1150_0015 - Hound)
  - 1110336 (c1150_0016 - Hound)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110335*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110335*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110335*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 2, Target Entity ID = 1110336*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = 1110336*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 1110336*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - + Force Character Target (Targeter Entity ID = 1110335*, Targeted Entity ID = 10000)
  - + Request Character AI Command (Entity ID = 1110335*, Command ID = 3000, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1110335*)
  - + Force Character Target (Targeter Entity ID = 1110336*, Targeted Entity ID = 10000)
  - + Request Character AI Command (Entity ID = 1110336*, Command ID = 3000, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1110336*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Request Character AI Command (Entity ID = 1110335*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1110335*)
  - + Request Character AI Command (Entity ID = 1110336*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1110336*)
- ID: 11115336
  Comment: Some speffects for Lone Shadow in shrine - probably Ako sugar?
  Template:
  - Type: chr
    Entity: 1110316
    DefeatFlag: 11110316
  DebugInfo:
  - 1110316 (c1470_0016 - Lone Shadow)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110316)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 300590)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 300591)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 300592)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 271470)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 3147120)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 300605)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 300606)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 300607)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1110316*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 300605)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 300606)
  - + Clear SpEffect (Entity ID = 1110316*, SpEffect ID = 300607)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 300590)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 300591)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 300592)
  - + Set SpEffect (Entity ID = 1110316*, SpEffect ID = 271470)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110316*, SpEffect ID = 8010, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115340
  Comment: Reset position of soldier (gun?) when unloaded
  Template:
  - Type: loc
  DebugInfo:
  - 1110284 (c1010_0085 - Ashina Soldier)
  DebugCommands:
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = 1110284*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Reset Character Position (Character Entity ID = 1110284*)
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = 1110284*, Is Backread = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115365
  Comment: Some behavior of the Red Guard near the castle idol partly dependent on a soldier nearby. Split the event in two
  Template:
  - Type: chr
    Entity: 1110365
    Remove: 1110248
  - Type: loc
    Remove: Force Animation Playback
    Entity: 1110365
  DebugInfo:
  - 1110365 (c1700_0015 - Red Guard)
  - 1110248 (c1010_0051 - Ashina Soldier)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110365*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Animation Playback (Entity ID = 1110365*, Animation ID = 411, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1110248*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1110365*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1110365*, Attacker Entity ID = -1, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1110365*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character Dead/Alive (Result Condition Group = -2, Target Entity ID = 1110248*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 1110365*, Attacker Entity ID = -1, Damage Type = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Animation Playback (Entity ID = 1110365*, Animation ID = 3022, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 1 ()
  - + Force Animation Playback (Entity ID = 1110365*, Animation ID = 412, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 0 ()
  - + Change Character Patrol Behavior (Character Entity ID = 1110365*, Patrol Information Entity ID = 1113365)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115371
  Comment: Forces animnations on a red guard in the middle of main stairs
  Template:
  - Type: remove
    Entity: 1110371
  DebugInfo:
  - region 1112356 (Event_本丸大階段_徳川侍火炎放射起動領域)
  - 1110371 (c1700_0021 - Red Guard)
  - region 1112218 (Event_本丸大階段_徳川侍敵対開始領域)
  DebugInit:
  - Initialize Event (0, 11115371, X0_4 = 1110371*, X4_4 = 411, X8_4 = 412, X12_4 = 1112218*, X16_4 = 1084227584)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 0, Max Number Of Seconds = 2)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X12_4*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112356*, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X16_4)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11115380
  Comment: Sets speffects on red guard in the middle of the stairs
  Template:
  - Type: loc
  DebugInfo:
  - 1110371 (c1700_0021 - Red Guard)
  - region 1112356 (Event_本丸大階段_徳川侍火炎放射起動領域)
  DebugInit:
  - Initialize Event (0, 11115380, X0_4 = 1110371*, X4_4 = 3170200, X8_4 = 1112356*, X12_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = X4_4)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = X4_4, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X12_4)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = X4_4)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11115381
  Comment: Some war setup on the stairs
  Template:
  - Type: loc
  DebugInfo:
  - 1110507 (c1400_0007 - Fencer)
  - 1110376 (c1700_0026 - Red Guard)
  - 1110505 (c1400_0005 - Fencer)
  - 1110377 (c1700_0027 - Red Guard)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + Set Character Event Target (Entity ID = 1110356, Entity ID 2 = 1110507*)
  - + Set Character Event Target (Entity ID = 1110376*, Entity ID 2 = 1110505*)
  - + Set Character Event Target (Entity ID = 1110377*, Entity ID 2 = 1110506)
- ID: 11115406
  Comment: Lightning reversal tip
  Template:
  - Type: loc
  DebugInfo:
  - 1110801 (c7110_0001 - Genichiro, Way of Tomoe)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115802)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110801*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 9450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Show Hint Box (Hint Box ID = 1114060, Title Message ID = 10020290, Body Message ID = 10020291)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - Remove Hint Box (Hint Box ID = 1114060)
- ID: 11115410
  Comment: Logic for underwater headless
  Template:
  - Type: chr
    Entity: 1110660
    DefeatFlag: 11110660
  DebugInfo:
  - 1110660 (c1340_0000 - Underwater Headless)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110660)
  - + Set SpEffect (Entity ID = 1110660*, SpEffect ID = 220600)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 110041, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 110040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 1110660*, SpEffect ID = 220600)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 110041, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 110040, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115446
  Comment: Scared Taro troops in ashina castle
  Template:
  - Type: loc
  DebugInfo:
  - 1110299 (c1010_0099 - Ashina Soldier)
  - 1110434 (c1180_0004 - Taro Troop)
  - 1110435 (c1180_0005 - Taro Troop)
  DebugInit:
  - Initialize Event (0, 11115446, X0_4 = 1110434*, X4_4 = 1)
  - Initialize Event (1, 11115446, X0_4 = 1110435*, X4_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115448)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230518, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230519, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115448)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 5)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X4_4, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -10, Target Entity ID = 1110299*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 1.5, Max Number Of Seconds = 3)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - Set Event Flag (Event Flag ID = 11115448, Flag State = 1)
- ID: 11115451
  Comment: Activation for monkeys
  Template:
  - Type: loc
  DebugInfo:
  - 1110451 (c1250_0001 - Valley Monkey)
  - 1110450 (c1250_0000 - Valley Monkey)
  - 1110452 (c1250_0002 - Valley Monkey)
  - region 1112450 (Event_奇襲領域_猿)
  DebugCommands:
  - + Set SpEffect (Entity ID = 1110451*, SpEffect ID = 220600)
  - + Set SpEffect (Entity ID = 1110450*, SpEffect ID = 220600)
  - + Set SpEffect (Entity ID = 1110452*, SpEffect ID = 220600)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112450*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1110450*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1110452*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1110451*, SpEffect ID = 220600)
- ID: 11115502
  Comment: Probably places where the Chained Ogre will start to yell. Probably won't do anything here, is location specific
  Template:
  - Type: loc
  DebugInfo:
  - 1110610 (c5020_0000 - Chained Ogre)
  - region 1112650 (Event_白人奴隷_特殊待機制御領域_複合)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110620)
  - + IF Character Backread Status (Result Condition Group = 10, Target Entity ID = 1110610*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 10, Target Entity ID = 1110610*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 10)
  - IF Event Flag (Result Condition Group = -10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110620)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110620)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112650*, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1110610*, SpEffect ID = 3502510)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1112650*, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 10)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = 1110610*, SpEffect ID = 3502512)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 5, Max Number Of Seconds = 7)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - + Set SpEffect (Entity ID = 1110610*, SpEffect ID = 3502512)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112650*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115503
  Comment: Some logic for activating Chained Ogre. Targets player unless attacked by Red Guard
  Template:
  - Type: loc
    Remove: Force Animation Playback
  - Type: chr
    Entity: 1110610
    Remove: 1115260
    DefeatFlag: 11110620
    Regions:
    - event dist8 1112656
  DebugInfo:
  - 1110610 (c5020_0000 - Chained Ogre)
  - region 1112656 (Event_起動領域_赤鬼)
  - group 1115260 [1110372 (c1700_0022 - Red Guard), 1110373 (c1700_0023 - Red Guard), 1110374 (c1700_0024 - Red Guard), 1110375 (c1700_0025 - Red Guard), 1110381 (c1700_0031 - Red Guard)]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110620)
  - + Set SpEffect (Entity ID = 1110610*, SpEffect ID = 220410)
  - + Set SpEffect (Entity ID = 1110610*, SpEffect ID = 220600)
  - + Force Animation Playback (Entity ID = 1110610*, Animation ID = 20006, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112656*, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1110610*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -1, Target Entity ID = 1110610*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1110610*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110610*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1110610*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 1110610*, SpEffect ID = 220410)
  - + Clear SpEffect (Entity ID = 1110610*, SpEffect ID = 220600)
  - + Force Animation Playback (Entity ID = 1110610*, Animation ID = 20004, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Damage Type (Result Condition Group = 5, Target Entity ID = 1110610*, Attacker Entity ID = 1115260*, Damage Type = 0)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Force Character Target (Targeter Entity ID = 1110610*, Targeted Entity ID = 10000)
- ID: 11115592
  Comment: Some logic for activating geckos. These are generally pretty broken, so we'll see
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - 1110592 (c1100_0012 - Gecko)
  - 1110593 (c1100_0013 - Gecko)
  - 1110594 (c1100_0014 - Gecko)
  - 1110595 (c1100_0015 - Gecko)
  - 1110596 (c1100_0016 - Gecko)
  DebugInit:
  - Initialize Event (0, 11115592, X0_4 = 1110592*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1045220557, X16_4 = 1056964608)
  - Initialize Event (1, 11115592, X0_4 = 1110593*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1063675494, X16_4 = 1067869798)
  - Initialize Event (2, 11115592, X0_4 = 1110594*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1058642330, X16_4 = 1065353216)
  - Initialize Event (3, 11115592, X0_4 = 1110595*, X4_4 = 21002, X8_4 = 20013, X12_4 = 1053609165, X16_4 = 1058642330)
  - Initialize Event (4, 11115592, X0_4 = 1110596*, X4_4 = 21002, X8_4 = 20013, X12_4 = 0, X16_4 = 1060320051)
  DebugCommands:
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -1, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51110830)
  - IF Event Flag (Result Condition Group = -10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51110830)
  - IF Event Flag (Result Condition Group = -10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115597)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - Label 2 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - Set Event Flag (Event Flag ID = 11115597, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
- ID: 11115720
  Comment: Starting fights?
  Template:
  - Type: loc
  DebugInfo:
  - 1110850 (c5060_0000 - Owl)
  - 1110715 (c7200_0003 - Kuro - not random)
  - region 1112811 (Event_ボス戦初回カットシーン再生領域)
  - region 1112722 (Event_修羅エンド選択直前のPCワープ位置)
  DebugCommands:
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - + Set Character Backread State (Entity ID = 1110850*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110826)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110720)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112811*, Number of Target Characters = 1)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114801)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114802)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114803)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player (Cutscene ID = 11010040, Playback Method = 16, Point Entity ID = 1112722*, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11110720)
  - Set Event Flag (Event Flag ID = 11110720, Flag State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110715*, Removed = 1)
- ID: 11115786
  Comment: Talking to info broker
  Template:
  - Type: loc
  DebugInfo:
  - group 1115700 [1110231 (c1010_0041 - Ashina Soldier), 1110233 (c1010_0043 - Ashina Soldier), 1110235 (c1010_0045 - Ashina Soldier), 1110254 (c1010_0057 - Ashina Soldier), 1110260 (c1010_0063 - Ashina Soldier), 1110261 (c1010_0064 - Ashina Soldier), 1110403 (c1150_0005 - Hound)]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71100899)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1920)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = 1115700*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 71100899, Flag State = 1)
- ID: 11115800
  Comment: End Genichiro
  Template:
  - Type: end
    Entity: 1110801
    EndCond: -1
    EndCond2: 2
  DebugInfo:
  - 1110801 (c7110_0001 - Genichiro, Way of Tomoe)
  - 1110900 (c7400_0001 - Emma)
  - 1110714 (c7400_0003 - Emma - not random)
  DebugCommands:
  - Activate Hit (Hit Entity ID = 1114804, State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9403)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1110801*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110801*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11110800, Flag State = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 2, Target Entity ID = 1110801*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 1110801*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character HP Value (Result Condition Group = 2, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Handle Boss Defeat (Entity ID = 1110801*)
  - Award Achievement (Achievement ID = 22)
  - Set Event Flag (Event Flag ID = 9303, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6803, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115809, Flag State = 0)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 7)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Label 15 ()
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - + Set Character Backread State (Entity ID = 1110801*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110714*, Removed = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907081, State = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 1, Gparam Sub ID = 0, Change Time (s) = 3)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 0, Gparam Sub ID = 0, Change Time (s) = 3)
  - Delete Map SFX (Entity ID = 1114832, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1114835, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1114836, Only Delete Root = 1)
  - Spawn Map SFX (Entity ID = 1114350)
  - (De)activate Object (Target Object Entity ID = 8901000, State = 1)
  - Set Lighting + UNKNOWN (Time of Day = 1, Unknown = 0)
  - IF Count Event Flags (Result Condition Group = 5, Target Event Flag Type = 0, Starting Target Event Flag ID = 9304, Ending Target Event Flag ID = 9306, Comparison Type = 0, Count Threshold = 0)
  - IF Batch Event Flags (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9803)
  - IF Count Event Flags (Result Condition Group = 6, Target Event Flag Type = 0, Starting Target Event Flag ID = 9304, Ending Target Event Flag ID = 9306, Comparison Type = 4, Count Threshold = 2)
  - IF Event Flag (Result Condition Group = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9800)
  - IF Count Event Flags (Result Condition Group = 7, Target Event Flag Type = 0, Starting Target Event Flag ID = 9304, Ending Target Event Flag ID = 9306, Comparison Type = 0, Count Threshold = 1)
  - IF Event Flag (Result Condition Group = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9800)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 5)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 6)
  - GOTO IF Condition Group State (Uncompiled) (Label = 3, Desired Condition Group State = 1, Target Condition Group = 7)
  - Label 1 ()
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 3, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 0)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11010030, Playback Method = 16, Point Entity ID = 1112814, Area ID = 11, Block ID = 1, Player Entity ID = 10000, Time of Day = 2, Desired State = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010030)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 3, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 0)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11010031, Playback Method = 16, Point Entity ID = 1112814, Area ID = 11, Block ID = 1, Player Entity ID = 10000, Time of Day = 3, Desired State = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010031)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 3 ()
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 3, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 0)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player (Cutscene ID = 11010030, Playback Method = 16, Point Entity ID = 1112814, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 20 ()
  - Spawn Map SFX (Entity ID = 1114350)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 1)
  - IF Ongoing Cutscene Finished (Result Condition Group = -5, Cutscene ID = 11010030)
  - IF Ongoing Cutscene Finished (Result Condition Group = -5, Cutscene ID = 11010031)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - + Set Character Backread State (Entity ID = 1110801*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110714*, Removed = 1)
  - Set Event Flag (Event Flag ID = 9403, Flag State = 1)
- ID: 11115810
  Comment: Start Genichiro. Has an animation playback but it's just pre-cutscene. The no-op loc is to because immortality for phase 2 is set here.
  Template:
  - Type: start
    Entity: 1110800
    Remove: Force Animation Playback
    Camera: 500
    Name: entity
  - Type: loc
    Entity: 1110801
  DebugInfo:
  - 1110703 (c7200_0002 - Kuro - not random)
  - 1110714 (c7400_0003 - Emma - not random)
  - 1110800 (c7100_0000 - Genichiro Ashina)
  - 1110801 (c7110_0001 - Genichiro, Way of Tomoe)
  - region 1112811 (Event_ボス戦初回カットシーン再生領域)
  DebugCommands:
  - Batch Set Event Flags (Event Flag ID Start = 1705, Event Flag ID End = 1706, Flag State = 0)
  - + Set Character Backread State (Entity ID = 1110703*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110714*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110800*, Removed = 0)
  - Set Event Flag (Event Flag ID = 11115809, Flag State = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - + Change Character Enable State (Entity ID = 1110800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110800*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1110800*, Should Receive Souls = 0)
  - + Set Character Backread State (Entity ID = 1110800*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1110801*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110801*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1110801*, Should Receive Souls = 0)
  - + Set Character Backread State (Entity ID = 1110801*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110703*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110714*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Set Character Team Type (Entity ID = 1110800*, Team Type = 26)
  - + Set Character Animation State (Entity ID = 1110800*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1110801*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110801*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110703*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110714*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = 1110800*, Animation ID = 21001, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112811*, Number of Target Characters = 1)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114801)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114802)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114803)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114804)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Character HP Value (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9800)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9800)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9801)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 3)
  - Label 1 ()
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 0)
  - + Change Character Enable State (Entity ID = 1110703*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110703*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1110714*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110714*, Disabled/Enabled = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - Play Cutscene and Warp Player (Cutscene ID = 11010010, Playback Method = 16, Point Entity ID = 1112812, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - GOTO Unconditionally (Label = 3)
  - Label 2 ()
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 0)
  - + Change Character Enable State (Entity ID = 1110703*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110703*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1110714*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110714*, Disabled/Enabled = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - Play Cutscene and Warp Player (Cutscene ID = 11010011, Playback Method = 16, Point Entity ID = 1112812, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - GOTO Unconditionally (Label = 3)
  - Label 3 ()
  - IF Ongoing Cutscene Finished (Result Condition Group = -5, Cutscene ID = 11010010)
  - IF Ongoing Cutscene Finished (Result Condition Group = -5, Cutscene ID = 11010011)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - + Force Animation Playback (Entity ID = 1110800*, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Warp Character and Set Floor (Entity ID = 1110800*, Warp Type = 1, Warp Destination Entity ID = 1112813, Dummypoly ID = -1, Warp Destination Hit Entity ID = 1114803)
  - + Set Character Home (Entity ID = 1110800*, Area Entity ID = 1112813)
  - (De)activate Object (Target Object Entity ID = 1116500, State = 1)
  - Set Event Flag (Event Flag ID = 11115801, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115809, Flag State = 1)
  - + Set Character Team Type (Entity ID = 1110800*, Team Type = 6)
  - + Set Character Animation State (Entity ID = 1110800*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1110800*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1110800*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110801*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110703*, Removed = 1)
  - + Set Network Update Rate (Entity ID = 1110800*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1110801*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character HP Bar Display (Entity ID = 1110800*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1110801*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1110800*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1110800*)
  - + Set Character Immortality (Entity ID = 1110800*, Disabled/Enabled = 1)
  - + Set Character Immortality (Entity ID = 1110801*, Disabled/Enabled = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - Set Event Flag (Event Flag ID = 11110676, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1110800*, Slot Number = 0, Name ID = 907100)
  - Batch Set Event Flags (Event Flag ID Start = 1705, Event Flag ID End = 1706, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1706, Flag State = 1)
  - Label 20 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11115820
  Comment: Phase change
  Template:
  - Type: startphase
    Entity: 1110801
    Name: entity
    Add:
    - Cmd: Set Character AI State (1110801,1)
  - Type: endphase
    Entity: 1110800
    EndCond: IF Number of Character Health Bars
    Name: entity
  DebugInfo:
  - 1110800 (c7100_0000 - Genichiro Ashina)
  - 1110801 (c7110_0001 - Genichiro, Way of Tomoe)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 1110800*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set Event Flag (Event Flag ID = 11115803, Flag State = 1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 1)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 1, Gparam Sub ID = 10, Change Time (s) = 5)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 0, Gparam Sub ID = 30, Change Time (s) = 5)
  - (De)activate Object (Target Object Entity ID = 8901000, State = 0)
  - Set Lighting + UNKNOWN (Time of Day = 3, Unknown = 0)
  - Delete Map SFX (Entity ID = 1114350, Only Delete Root = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player (Cutscene ID = 11010020, Playback Method = 16, Point Entity ID = 1112813, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010020)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - Spawn Map SFX (Entity ID = 1114832)
  - Spawn Map SFX (Entity ID = 1114835)
  - Spawn Map SFX (Entity ID = 1114836)
  - + Change Character Enable State (Entity ID = 1110800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110800*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110800*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1110801*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110801*, Disabled/Enabled = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 1110800*, Slot Number = 0, Name ID = 907100)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1110801*, Slot Number = 0, Name ID = 907110)
  - Set Event Flag (Event Flag ID = 11115802, Flag State = 1)
- ID: 11115830
  Comment: Genichiro deathblow
  Template:
  - Type: chr
    Entity: 1110801
    DefeatFlag: 9303
    # Always allow this to run for normal enemies, until stopped otherwise
    RemoveDupe: END Unconditionally (0)
    Deathblow: 1110801
  DebugInfo:
  - 1110801 (c7110_0001 - Genichiro, Way of Tomoe)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1110801*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1110801*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710204, Slot = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115831
  Comment: Immortality for phase 2
  Template:
  - Type: chr
    Entity: 1110801
    DefeatFlag: 9403
  DebugInfo:
  - 1110801 (c7110_0001 - Genichiro, Way of Tomoe)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9403)
  - + Set Character Immortality (Entity ID = 1110801*, Disabled/Enabled = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1110801*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1110801*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115850
  Comment: End Owl
  Template:
  - Type: end
    Entity: 1110850
    EndCond: -1
    EndCond2: -2
    Add:
    - Cmd: Force Character Death (1110850,0)
  DebugInfo:
  - 1110850 (c5060_0000 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9308)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1110850*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110850*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11110850, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = -2, Target Entity ID = 1110850*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = -2, Target Entity ID = 1110850*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Handle Boss Defeat (Entity ID = 1110850*)
  - Award Achievement (Achievement ID = 26)
  - Set Event Flag (Event Flag ID = 9308, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6808, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115859, Flag State = 0)
  - Set Event Flag (Event Flag ID = 11115722, Flag State = 0)
  - + Set Character Animation State (Entity ID = 1110850*, Disabled/Enabled = 0)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Delete Map SFX (Entity ID = 1114838, Only Delete Root = 1)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 1, Gparam Sub ID = 0, Change Time (s) = 1)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1340, Event Flag ID End = 1254, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1354, Flag State = 1)
  - Set Network-Connected Event Flag (Event Flag ID = 1356, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1359, Flag State = 1)
- ID: 11115860
  Comment: Start Owl
  Template:
  - Type: start
    Entity: 1110850
    Camera: 520
    Name: entity
    Remove: Change Character DispMask
  DebugInfo:
  - region 1112851 (Event_カットシーン後出現位置_忍軍の長出現時の長出現位置)
  - 1110850 (c5060_0000 - Owl)
  - 1110722 (c5060_0001 - Owl - not random)
  DebugInit:
  - Initialize Event (0, 11115860, X0_4 = 1110850*, X4_4 = 1110722*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - Set Event Flag (Event Flag ID = 11115859, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110032, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110033, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110034, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110031, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110035, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110036, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110037, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71110021, Flag State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9308)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9303)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - + Change Character DispMask (Entity ID = X4_4*, Bit Number = 2, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X4_4*, Bit Number = 3, Switch Type = 1)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 21004, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 300320)
  - WAIT For Event Flag (Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11110720)
  - + Issue Short Warp Request (Entity ID = X4_4*, Warp Type = 1, Warp Destination Entity ID = 1112740, Dummypoly ID = -1)
  - + Set Character Home (Entity ID = X4_4*, Area Entity ID = 1112740)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 21006, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71110021)
  - IF Character HP Value (Result Condition Group = 5, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - Delete Map SFX (Entity ID = 1114837, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1114838, Only Delete Root = 0)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 1, Gparam Sub ID = 50, Change Time (s) = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player (Cutscene ID = 11010050, Playback Method = 16, Point Entity ID = 1112850, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010050)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = 1112851*, Dummypoly ID = -1)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 6)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - GOTO Unconditionally (Label = 4)
  - Label 4 ()
  - Set Event Flag (Event Flag ID = 11110851, Flag State = 1)
  - Batch Set Network-Connected Event Flags (Event Flag ID Start = 1340, Event Flag ID End = 1354, Flag State = 0)
  - Set Network-Connected Event Flag (Event Flag ID = 1342, Flag State = 1)
  - Set Network-Connected Event Flag (Event Flag ID = 1356, Flag State = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300320)
  - + Set Character Invincibility (Entity ID = X0_4*, Disabled/Enabled = 0)
  - GOTO Unconditionally (Label = 6)
  - Label 6 ()
  - Set Event Flag (Event Flag ID = 11115851, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115859, Flag State = 1)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character HP Bar Display (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 2, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 3, Switch Type = 0)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 520)
  - Spawn Map SFX (Entity ID = 1114837)
  - Spawn Map SFX (Entity ID = 1114838)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = X0_4*, Slot Number = 0, Name ID = 905060)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115870
  Comment: One-time phase 2 fakeout using flag 11110860
  Template:
  - Type: chr
    Entity: 1110850
    DefeatFlag: 9308
    ProgressFlag: 11115852
    Remove: Display Boss Health Bar  # TODO: Make chr boss renamings work
    RemoveDupe: 11115853  # Display Boss Health Bar
    Name: entity
  DebugInfo:
  - 1110850 (c5060_0000 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9308)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1110850*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 11115853, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11110860)
  - Set Event Flag (Event Flag ID = 11115852, Flag State = 1)
  - + Set SpEffect (Entity ID = 1110850*, SpEffect ID = 200051)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 1110850*, Slot Number = 0, Name ID = 905060)
  - + EzState Instruction Request (Entity ID = 1110850*, Command = 506000, Slot = 1)
  - + Set SpEffect (Entity ID = 1110850*, SpEffect ID = 200051)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1110850*, Target Event Message ID = 60, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110850*, SpEffect ID = 3506080, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11115852, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11110860, Flag State = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1110850*, Slot Number = 0, Name ID = 905060)
- ID: 11115871
  Comment: Owl deathblow
  Template:
  - Type: chr
    Entity: 1110850
    DefeatFlag: 9308
    AppearFlag: 8301
    ProgressFlag: 11115852
    Deathblow: 1110850
    RemoveDupe: END Unconditionally (0)
  DebugInfo:
  - 1110850 (c5060_0000 - Owl)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9308)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115852)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1110850*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1110850*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710201, Slot = 1)
  - IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115872
  Comment: Owl immortality
  Template:
  - Type: chr
    Entity: 1110850
    DefeatFlag: 9308
  DebugInfo:
  - 1110850 (c5060_0000 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9308)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110850*, SpEffect ID = 3506050, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1110850*, Disabled/Enabled = 0)
- ID: 11115873
  Comment: Spawn an sfx after an event. It's on by default, so we have to remove it.
  Template:
  - Type: chr
    Entity: 1110850
    DefeatFlag: 9308
    Regions:
    - event arenasfx 1114833
    Add:
    - Cmd: Delete Map SFX (1114833,0)  # For partial effect: 1
      Before: END IF Event Flag (0,1,0,9308)
    #- Cmd: WAIT Fixed Time (Seconds) (4)
    #  Before: END IF Event Flag (0,1,0,9308)
    #- Cmd: Spawn Map SFX (1114833)
    #  Before: END IF Event Flag (0,1,0,9308)
    #- Cmd: WAIT Fixed Time (Seconds) (1000)
    #  Before: END IF Event Flag (0,1,0,9308)
    #- Cmd: END Unconditionally (1)
    #  Before: END IF Event Flag (0,1,0,9308)
  DebugInfo:
  - 1110850 (c5060_0000 - Owl)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9308)
  - Delete Map SFX (Entity ID = 1114833, Only Delete Root = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1110850*, Target Event Message ID = 40, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Spawn Map SFX (Entity ID = 1114833)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 6)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115900
  Comment: End of Emma phase
  Template:
  - Type: endphase
    Entity: 1110900
    EndCond: -1
    EndCond2: 1
  DebugInfo:
  - 1110900 (c7400_0001 - Emma)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - + IF Number of Character Health Bars (Result Condition Group = -1, Target Entity ID = 1110900*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1110900*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11110900, Flag State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1110900*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.5)
  - + Handle Boss Defeat (Entity ID = 1110900*)
  - Set Event Flag (Event Flag ID = 9315, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6815, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115909, Flag State = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 7)
  - Set Event Flag (Event Flag ID = 11115722, Flag State = 0)
  - Set Event Flag (Event Flag ID = 11115900, Flag State = 1)
- ID: 11115910
  Comment: Start of Emma fight
  Template:
  - Type: start
    Entity: 1110900
    Name: entity
    Add:
    - Cmd: Set Character Immortality (1110900,1)
  DebugInfo:
  - 1110900 (c7400_0001 - Emma)
  - 1110722 (c5060_0001 - Owl - not random)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - + Change Character Enable State (Entity ID = 1110900*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110900*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 1)
  - + Force Character Death (Entity ID = 1110900*, Should Receive Souls = 0)
  - Set Event Flag (Event Flag ID = 11115909, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1110900*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110900*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 1)
  - Set Event Flag (Event Flag ID = 71110020, Flag State = 0)
  - Set Event Flag (Event Flag ID = 11115909, Flag State = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71110020)
  - IF Character HP Value (Result Condition Group = 2, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Batch Set Event Flags (Event Flag ID Start = 1260, Event Flag ID End = 1274, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1270, Flag State = 1)
  - Batch Set Event Flags (Event Flag ID Start = 1275, Event Flag ID End = 1276, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1276, Flag State = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 0)
  - Delete Map SFX (Entity ID = 1114837, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1114838, Only Delete Root = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 1, Gparam Sub ID = 40, Change Time (s) = 5)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player (Cutscene ID = 11010060, Playback Method = 16, Point Entity ID = 1112812, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010060)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110722*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1110722*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1110722*, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 11110826, Flag State = 1)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 11115901, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115909, Flag State = 1)
  - + Set Character Animation State (Entity ID = 1110900*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1110900*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1110900*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character HP Bar Display (Entity ID = 1110900*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1110900*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1110900*)
  - Spawn Map SFX (Entity ID = 1114837)
  - Spawn Map SFX (Entity ID = 1114838)
  - Spawn Map SFX (Entity ID = 1114839)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1110900*, Slot Number = 0, Name ID = 907400)
- ID: 11115920
  Comment: End of Isshin fight. Probably remove event message condition, already checks for dead to stop the music. xx does force death still work? should it be transplanted elsewhere?
  Template:
  - Type: end
    Entity: 1110920
    EndCond: -1
    EndCond2: IF Character Has Event Message
  DebugInfo:
  - 1110920 (c5430_0000 - Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1110920*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1110920*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11110920, Flag State = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1110920*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Character Death (Entity ID = 1110920*, Should Receive Souls = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Handle Boss Defeat (Entity ID = 1110920*)
  - Award Achievement (Achievement ID = 30)
  - Set Event Flag (Event Flag ID = 9316, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6816, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115929, Flag State = 0)
  - Set Event Flag (Event Flag ID = 9316, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6816, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11110920, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115722, Flag State = 0)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Set Event Flag (Event Flag ID = 1299, Flag State = 1)
- ID: 11115930
  Comment: Transition to Isshin
  Template:
  - Type: startphase
    Entity: 1110920
    Camera: 510
    Name: entity
  DebugInfo:
  - 1110920 (c5430_0000 - Isshin)
  - 1110921 (c1000_0006 - Invisible - not random)
  - region 1112811 (Event_ボス戦初回カットシーン再生領域)
  - 1110900 (c7400_0001 - Emma)
  - 1110850 (c5060_0000 - Owl)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - + Change Character Enable State (Entity ID = 1110920*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110920*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110921*, Removed = 1)
  - + Force Character Death (Entity ID = 1110920*, Should Receive Souls = 0)
  - Set Event Flag (Event Flag ID = 11115929, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1110920*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1110920*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110921*, Removed = 1)
  - Set Event Flag (Event Flag ID = 11115929, Flag State = 0)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1112811*, Number of Target Characters = 1)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114801)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114802)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114803)
  - IF Player Standing On Hit (Result Condition Group = -1, Hit Entity ID = 1114804)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11115900)
  - IF Character HP Value (Result Condition Group = 2, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1110921*, Removed = 0)
  - Delete Map SFX (Entity ID = 1114837, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1114838, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1114839, Only Delete Root = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player (Cutscene ID = 11010080, Playback Method = 16, Point Entity ID = 1112812, Area ID = 11, Block ID = 1, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11010080)
  - Set Event Flag (Event Flag ID = 11110809, Flag State = 1)
  - + Set Character Backread State (Entity ID = 1110900*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1110850*, Removed = 1)
  - Batch Set Event Flags (Event Flag ID Start = 1280, Event Flag ID End = 1294, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1290, Flag State = 1)
  - Batch Set Event Flags (Event Flag ID Start = 1295, Event Flag ID End = 1296, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1296, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115921, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11115929, Flag State = 1)
  - + Set Character Animation State (Entity ID = 1110920*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1110920*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1110920*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1110920*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character HP Bar Display (Entity ID = 1110920*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1110920*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1110920*)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - Set Lighting + UNKNOWN (Time of Day = 4, Unknown = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1110920*, Slot Number = 0, Name ID = 905401)
- ID: 11115932
  Comment: Sets event flag at one health bar, phase transition music
  Template:
  - Type: loc
  DebugInfo:
  - 1110920 (c5430_0000 - Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 1110920*, Comparison Type = 5, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Set Event Flag (Event Flag ID = 11115922, Flag State = 1)
- ID: 11115941
  Comment: Isshin deathblow. Unclear what sets flag 8300 (ESD maybe?)
  Template:
  - Type: chr
    Entity: 1110920
    DefeatFlag: 9316
    Remove: 8300
    Deathblow: 1110920
    RemoveDupe: END Unconditionally (0)
  DebugInfo:
  - 1110920 (c5430_0000 - Isshin)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1110920*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8300)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1110920*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710206, Slot = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11115942
  Comment: Isshin immortality
  Template:
  - Type: chr
    Entity: 1110920
    DefeatFlag: 9316
  DebugInfo:
  - 1110920 (c5430_0000 - Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9316)
  - + Set Character Immortality (Entity ID = 1110920*, Disabled/Enabled = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1110920*, Target Event Message ID = 40, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1110920*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11115944
  Comment: Probably Isshin fire attack
  Template:
  - Type: multichr
    Entity: 1110920
    Regions:
    - event arenapoint 1112962 1112963 1112964 1112965 1112966 1112967 1112968 1112969 1112970 1112971 1112972 1112973 1112974 1112975 1112976 1112977 1112978 1112979 1112980 1112981 1112982 1112983 1112984 1112985 1112986 1112987 1112988 1112989 1112990 1112991 1112992 1112993 1112994
  DebugInfo:
  - 1110921 (c1000_0006 - Invisible - not random)
  - 1110920 (c5430_0000 - Isshin)
  - region 1112962 (event_病床の剣聖：炎弾丸射出点 {14})
  - region 1112963 (event_病床の剣聖：炎弾丸射出点 {32})
  - region 1112964 (event_病床の剣聖：炎弾丸射出点 {11})
  - region 1112965 (event_病床の剣聖：炎弾丸射出点 {9})
  - region 1112966 (event_病床の剣聖：炎弾丸射出点 {17})
  - region 1112967 (event_病床の剣聖：炎弾丸射出点 {26})
  - region 1112968 (event_病床の剣聖：炎弾丸射出点 {8})
  - region 1112969 (event_病床の剣聖：炎弾丸射出点 {7})
  - region 1112970 (event_病床の剣聖：炎弾丸射出点 {27})
  - region 1112971 (event_病床の剣聖：炎弾丸射出点 {25})
  - region 1112972 (event_病床の剣聖：炎弾丸射出点 {22})
  - region 1112973 (event_病床の剣聖：炎弾丸射出点 {33})
  - region 1112974 (event_病床の剣聖：炎弾丸射出点)
  - region 1112975 (event_病床の剣聖：炎弾丸射出点 {24})
  - region 1112976 (event_病床の剣聖：炎弾丸射出点 {23})
  - region 1112977 (event_病床の剣聖：炎弾丸射出点 {6})
  - region 1112978 (event_病床の剣聖：炎弾丸射出点 {20})
  - region 1112979 (event_病床の剣聖：炎弾丸射出点 {12})
  - region 1112980 (event_病床の剣聖：炎弾丸射出点 {2})
  - region 1112981 (event_病床の剣聖：炎弾丸射出点 {15})
  - region 1112982 (event_病床の剣聖：炎弾丸射出点 {21})
  - region 1112983 (event_病床の剣聖：炎弾丸射出点 {5})
  - region 1112984 (event_病床の剣聖：炎弾丸射出点 {29})
  - region 1112985 (event_病床の剣聖：炎弾丸射出点 {31})
  - region 1112986 (event_病床の剣聖：炎弾丸射出点 {16})
  - region 1112987 (event_病床の剣聖：炎弾丸射出点 {10})
  - region 1112988 (event_病床の剣聖：炎弾丸射出点 {13})
  - region 1112989 (event_病床の剣聖：炎弾丸射出点 {4})
  - region 1112990 (event_病床の剣聖：炎弾丸射出点 {30})
  - region 1112991 (event_病床の剣聖：炎弾丸射出点 {3})
  - region 1112992 (event_病床の剣聖：炎弾丸射出点 {19})
  - region 1112993 (event_病床の剣聖：炎弾丸射出点 {28})
  - region 1112994 (event_病床の剣聖：炎弾丸射出点 {18})
  DebugCommands:
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Create Bullet Owner (Entity ID = 1110921*)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1110920*, SpEffect ID = 3540510, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112960, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112961, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112962*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112963*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112964*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112965*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112966*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112967*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112968*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112969*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112970*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112971*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112972*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112973*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112974*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112975*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112976*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112977*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112978*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112979*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112980*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112981*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112982*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112983*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112984*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112985*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112986*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112987*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112988*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112989*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112990*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112991*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112992*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112993*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 1110921*, Bullet Producer Entity ID = 1112994*, Dummypoly ID = -1, Behavior ID = 254000382, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Set Event Flag (Event Flag ID = 11115944, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11117405
  Comment: Vitality and posture tip
  Template:
  - Type: loc
  DebugInfo:
  - 1110410 (c1020_0000 - Samurai General)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6159)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6161)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6161, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8301)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1110410*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024840, Body Message ID = 10024841, Image Texture ID = 260)
  - Set Event Flag (Event Flag ID = 6161, Flag State = 1)
- ID: 11120110
  Comment: End of game
  Template:
  - Type: loc
  DebugInfo:
  - 1120704 (c7200_0005 - Kuro - not random)
  - region 1122800 (event_ボス関連_PC_PC初期位置)
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  - 2000954 (c1001_0004 - Invisible - not random)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 1, Target Event Flag ID = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - Set Event Flag (Event Flag ID = 11100100, Flag State = 1)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - IF Character HP Value (Result Condition Group = 5, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - Set Event Flag (Event Flag ID = 11125706, Flag State = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - + Set SpEffect (Entity ID = 1120704*, SpEffect ID = 3721010)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125707)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125708)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125709)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 2)
  - GOTO IF Condition Group State (Compiled) (Label = 3, Desired Condition Group State = 1, Target Condition Group = 3)
  - Activate Hit (Hit Entity ID = 1124400, State = 0)
  - Activate Hit (Hit Entity ID = 1124401, State = 0)
  - Activate Hit (Hit Entity ID = 1124402, State = 0)
  - Activate Hit (Hit Entity ID = 1124403, State = 0)
  - Activate Hit (Hit Entity ID = 1124404, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124401, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124402, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124403, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124404, State = 0)
  - Activate Hit (Hit Entity ID = 1124410, State = 1)
  - Activate Hit (Hit Entity ID = 1124411, State = 1)
  - Activate Hit (Hit Entity ID = 1124412, State = 1)
  - Activate Hit (Hit Entity ID = 1124413, State = 1)
  - Activate Hit (Hit Entity ID = 1124414, State = 1)
  - Activate HitRes (Hit Entity ID = 1124410, State = 1)
  - Activate HitRes (Hit Entity ID = 1124411, State = 1)
  - Activate HitRes (Hit Entity ID = 1124412, State = 1)
  - Activate HitRes (Hit Entity ID = 1124413, State = 1)
  - Activate HitRes (Hit Entity ID = 1124414, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124410, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124411, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124412, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124413, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124414, State = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - IF Object Backread (Result Condition Group = 0, Target Entity ID = 1101721, Is Backread = 1, Comparison Type = 0, Number of Target Objects = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 51, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - (De)activate Object (Target Object Entity ID = 1106640, State = 0)
  - (De)activate Object (Target Object Entity ID = 1101721, State = 0)
  - (De)activate Object (Target Object Entity ID = 1101702, State = 0)
  - Delete Map SFX (Entity ID = 1124101, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124561, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124803, Only Delete Root = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - Activate Hit Backread Mask (Hit Entity ID = 1104200, State = 1)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 2, Gparam Sub ID = 0, Change Time (s) = 0)
  - + Clear SpEffect (Entity ID = 1120704*, SpEffect ID = 3721010)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020110, Playback Method = 16, Point Entity ID = 1122800*, Area ID = 11, Block ID = 2, Player Entity ID = 10000, Time of Day = 5, Desired State = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020110)
  - Set Event Flag (Event Flag ID = 9530, Flag State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - (De)activate Object (Target Object Entity ID = 1106640, State = 1)
  - (De)activate Object (Target Object Entity ID = 1101721, State = 1)
  - (De)activate Object (Target Object Entity ID = 1101702, State = 1)
  - Set Event Flag (Event Flag ID = 6900, Flag State = 0)
  - Set Event Flag (Event Flag ID = 6901, Flag State = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - Disable Loading Screen Tips (Should Be Disabled = 1)
  - Set Event Flag (Event Flag ID = 20, Flag State = 1)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 1)
  - Activate Hit (Hit Entity ID = 1124400, State = 1)
  - Activate Hit (Hit Entity ID = 1124401, State = 1)
  - Activate Hit (Hit Entity ID = 1124402, State = 1)
  - Activate Hit (Hit Entity ID = 1124403, State = 1)
  - Activate Hit (Hit Entity ID = 1124404, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124401, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124402, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124403, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124404, State = 1)
  - Activate Hit (Hit Entity ID = 1124410, State = 0)
  - Activate Hit (Hit Entity ID = 1124411, State = 0)
  - Activate Hit (Hit Entity ID = 1124412, State = 0)
  - Activate Hit (Hit Entity ID = 1124413, State = 0)
  - Activate Hit (Hit Entity ID = 1124414, State = 0)
  - Activate HitRes (Hit Entity ID = 1124410, State = 0)
  - Activate HitRes (Hit Entity ID = 1124411, State = 0)
  - Activate HitRes (Hit Entity ID = 1124412, State = 0)
  - Activate HitRes (Hit Entity ID = 1124413, State = 0)
  - Activate HitRes (Hit Entity ID = 1124414, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124410, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124411, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124412, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124413, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124414, State = 0)
  - Activate Hit Backread Mask (Hit Entity ID = 1104200, State = 0)
  - Set Event Flag (Event Flag ID = 6830, Flag State = 1)
  - Award Achievement (Achievement ID = 9)
  - GOTO Unconditionally (Label = 20)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 51, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - Delete Map SFX (Entity ID = 1124101, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124561, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124803, Only Delete Root = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 2, Gparam Sub ID = 0, Change Time (s) = 0)
  - + Clear SpEffect (Entity ID = 1120704*, SpEffect ID = 3721010)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020120, Playback Method = 16, Point Entity ID = 1122800*, Area ID = 11, Block ID = 2, Player Entity ID = 10000, Time of Day = 5, Desired State = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020110)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 2, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020121, Playback Method = 16, Point Entity ID = 1122800*, Area ID = 11, Block ID = 2, Player Entity ID = 10000, Time of Day = 1, Desired State = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020121)
  - Set Event Flag (Event Flag ID = 9530, Flag State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - Set Event Flag (Event Flag ID = 6900, Flag State = 0)
  - Set Event Flag (Event Flag ID = 6901, Flag State = 1)
  - Disable Loading Screen Tips (Should Be Disabled = 1)
  - Set Event Flag (Event Flag ID = 21, Flag State = 1)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 1)
  - Set Event Flag (Event Flag ID = 6831, Flag State = 1)
  - Award Achievement (Achievement ID = 10)
  - GOTO Unconditionally (Label = 20)
  - Label 3 ()
  - Activate Hit (Hit Entity ID = 1124400, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 0)
  - Activate Hit (Hit Entity ID = 1124420, State = 1)
  - Activate HitRes (Hit Entity ID = 1124420, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124420, State = 1)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Set Object Invulnerability (Target Object Entity ID = 2001215, State = 1)
  - Set Object Invulnerability (Target Object Entity ID = 2001216, State = 1)
  - Set Object Invulnerability (Target Object Entity ID = 2001217, State = 1)
  - Set Object Invulnerability (Target Object Entity ID = 2001218, State = 1)
  - Set Object Invulnerability (Target Object Entity ID = 2001219, State = 1)
  - Set Object Invulnerability (Target Object Entity ID = 2001220, State = 1)
  - Set Object Invulnerability (Target Object Entity ID = 2001221, State = 1)
  - (De)activate Object (Target Object Entity ID = 2001954, State = 0)
  - (De)activate Object (Target Object Entity ID = 2001690, State = 0)
  - (De)activate Object (Target Object Entity ID = 2001691, State = 0)
  - (De)activate Object (Target Object Entity ID = 2001692, State = 0)
  - (De)activate Object (Target Object Entity ID = 2001693, State = 0)
  - + Change Character Enable State (Entity ID = 2000954*, Disabled/Enabled = 0)
  - Delete Object-following SFX (Object Entity ID = 2001215, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001216, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001217, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001218, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001219, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001220, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001221, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001222, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001223, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001224, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001225, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001226, Should Delete Root = 0)
  - Delete Object-following SFX (Object Entity ID = 2001227, Should Delete Root = 0)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 51, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - Delete Map SFX (Entity ID = 1124101, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124561, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124803, Only Delete Root = 1)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 1)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 2, Gparam Sub ID = 0, Change Time (s) = 0)
  - + Clear SpEffect (Entity ID = 1120704*, SpEffect ID = 3721010)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020100, Playback Method = 16, Point Entity ID = 1122800*, Area ID = 11, Block ID = 2, Player Entity ID = 10000, Time of Day = 5, Desired State = 0)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020100)
  - Set Event Flag (Event Flag ID = 9530, Flag State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - Set Event Flag (Event Flag ID = 8305, Flag State = 0)
  - (De)activate Object (Target Object Entity ID = 2001954, State = 1)
  - (De)activate Object (Target Object Entity ID = 2001690, State = 1)
  - (De)activate Object (Target Object Entity ID = 2001691, State = 1)
  - (De)activate Object (Target Object Entity ID = 2001692, State = 1)
  - (De)activate Object (Target Object Entity ID = 2001693, State = 1)
  - + Change Character Enable State (Entity ID = 2000954*, Disabled/Enabled = 1)
  - Create Object-following SFX (Object Entity ID = 2001215, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001216, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001217, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001218, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001219, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001220, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001221, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001222, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001223, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001224, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001225, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001226, Dummypoly ID = 200, SFX ID = 839531)
  - Create Object-following SFX (Object Entity ID = 2001227, Dummypoly ID = 200, SFX ID = 839537)
  - Set Event Flag (Event Flag ID = 6900, Flag State = 0)
  - Set Event Flag (Event Flag ID = 6901, Flag State = 1)
  - Disable Loading Screen Tips (Should Be Disabled = 1)
  - Set Event Flag (Event Flag ID = 22, Flag State = 1)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 1)
  - Activate Hit (Hit Entity ID = 1124400, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 1)
  - Activate Hit (Hit Entity ID = 1124420, State = 0)
  - Activate HitRes (Hit Entity ID = 1124420, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124420, State = 0)
  - Set Event Flag (Event Flag ID = 6832, Flag State = 1)
  - Award Achievement (Achievement ID = 11)
  - GOTO Unconditionally (Label = 20)
  - Label 20 ()
  - Set Event Flag (Event Flag ID = 11125706, Flag State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6911)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6912)
  - Set Event Flag (Event Flag ID = 6912, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6913)
  - Set Event Flag (Event Flag ID = 6913, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6914)
  - Set Event Flag (Event Flag ID = 6914, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6915)
  - Set Event Flag (Event Flag ID = 6915, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6916)
  - Set Event Flag (Event Flag ID = 6916, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6917)
  - Set Event Flag (Event Flag ID = 6917, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6918)
  - Set Event Flag (Event Flag ID = 6918, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6919)
  - Set Event Flag (Event Flag ID = 6919, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11120201
  Comment: Talking with Kuro
  Template:
  - Type: loc
  DebugInfo:
  - region 1122371 (event_NPCイベント_皇子と出会うイベント領域_複合)
  - 1120201 (c1011_0001 - Tutorial Ashina Soldier)
  - 1120202 (c1011_0002 - Tutorial Ashina Soldier)
  - 1120203 (c1011_0003 - Tutorial Ashina Soldier)
  - 1120204 (c1011_0000 - Tutorial Ashina Soldier)
  - 1120205 (c1011_0005 - Tutorial Ashina Soldier)
  - 1120206 (c1011_0006 - Tutorial Ashina Soldier)
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  - 1120209 (c1011_0009 - Tutorial Ashina Soldier)
  - 1120210 (c1011_0011 - Tutorial Ashina Soldier)
  - 1120211 (c1010_0015 - Ashina Soldier)
  - 1120212 (c1010_0012 - Ashina Soldier)
  - 1120213 (c1010_0014 - Ashina Soldier)
  - 1120250 (c1020_0001 - Samurai General)
  - group 1125205 [1120212 (c1010_0012 - Ashina Soldier), 1120213 (c1010_0014 - Ashina Soldier), 1120211 (c1010_0015 - Ashina Soldier), 1120204 (c1011_0000 - Tutorial Ashina Soldier), 1120201 (c1011_0001 - Tutorial Ashina Soldier), 1120202 (c1011_0002 - Tutorial Ashina Soldier), 1120203 (c1011_0003 - Tutorial Ashina Soldier), 1120205 (c1011_0005 - Tutorial Ashina Soldier), 1120206 (c1011_0006 - Tutorial Ashina Soldier), 1120207 (c1011_0007 - Tutorial Ashina Soldier), 1120208 (c1011_0008 - Tutorial Ashina Soldier), 1120209 (c1011_0009 - Tutorial Ashina Soldier), 1120210 (c1011_0011 - Tutorial Ashina Soldier), 1120250 (c1020_0001 - Samurai General), 1120550 (c1100_0000 - Gecko), 1120551 (c1100_0001 - Gecko), 1120552 (c1100_0002 - Gecko), 1120422 (c1360_0002 - Assassin (Senpou))]
  - 1120700 (c7200_0000 - Kuro - not random)
  - region 1122241 (event_NPCワープ/リスポン_皇子のリスポン地点)
  - region 1122201 (event_PCワープ/リスポン_皇子と会った後の位置直し_PC)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Batch Event Flags (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9804)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122371*, Number of Target Characters = 1)
  - IF Character HP Value (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Remove Hint Box (Hint Box ID = 0)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - Delete Map SFX (Entity ID = 1124200, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124201, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124202, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124203, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124204, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124205, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124206, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1124207, Only Delete Root = 0)
  - + Reset Character Position (Character Entity ID = 1120201*)
  - + Reset Character Position (Character Entity ID = 1120202*)
  - + Reset Character Position (Character Entity ID = 1120203*)
  - + Reset Character Position (Character Entity ID = 1120204*)
  - + Reset Character Position (Character Entity ID = 1120205*)
  - + Reset Character Position (Character Entity ID = 1120206*)
  - + Reset Character Position (Character Entity ID = 1120207*)
  - + Reset Character Position (Character Entity ID = 1120208*)
  - + Reset Character Position (Character Entity ID = 1120209*)
  - + Reset Character Position (Character Entity ID = 1120210*)
  - + Reset Character Position (Character Entity ID = 1120211*)
  - + Reset Character Position (Character Entity ID = 1120212*)
  - + Reset Character Position (Character Entity ID = 1120213*)
  - + Reset Character Position (Character Entity ID = 1120250*)
  - + Request Character Animation Reset (Entity ID = 1125205*, Interpolation Method = 0)
  - + Clear Character's AI Target (Entity ID = 1125205*)
  - + Set Character AI State (Entity ID = 1125205*, Disabled/Enabled = 0)
  - + Issue Short Warp Request (Entity ID = 1120700*, Warp Type = 1, Warp Destination Entity ID = 1122241*, Dummypoly ID = -1)
  - + Request Character Animation Reset (Entity ID = 1120700*, Interpolation Method = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 15)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player (Cutscene ID = 11020070, Playback Method = 16, Point Entity ID = 1122201*, Area ID = 11, Block ID = 2, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020070)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1125205*, Disabled/Enabled = 1)
  - + Clear Character's AI Target (Entity ID = 1125205*)
  - Spawn Map SFX (Entity ID = 1124200)
  - Spawn Map SFX (Entity ID = 1124201)
  - Spawn Map SFX (Entity ID = 1124202)
  - Spawn Map SFX (Entity ID = 1124203)
  - Spawn Map SFX (Entity ID = 1124204)
  - Spawn Map SFX (Entity ID = 1124205)
  - Spawn Map SFX (Entity ID = 1124206)
  - Spawn Map SFX (Entity ID = 1124207)
  - + Set Character HP Bar Display (Entity ID = 1120700*, Disabled/Enabled = 0)
  - Award Item Lot (Item Lot ID = 3080)
  - Award Item Lot (Item Lot ID = 3001)
  - Force Player Armor Equip (Armor Type = 1, Armor Item ID = 131000)
  - Award Achievement (Achievement ID = 16)
  - Set Player Respawn Point (Respawn Point Entity ID = 1122200)
  - Save Request (Dummy = 0)
  - Set Event Flag (Event Flag ID = 11120201, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - IF Map Alert Music State (Result Condition Group = 0, Music State = 0, Playing = 1)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 0)
- ID: 11120256
  Comment: Something to do with first enemy
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - 1120202 (c1011_0002 - Tutorial Ashina Soldier)
  - region 1122252 (event_PCイベント_PCが床下に入った判定領域)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = 1120202*, Disabled/Enabled = 0)
  - Delete Map SFX (Entity ID = 1122308, Only Delete Root = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122252*, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - Spawn Map SFX (Entity ID = 1122308)
  - + Set Character AI State (Entity ID = 1120202*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Force Animation Playback (Entity ID = 1120202*, Animation ID = 230, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
- ID: 11125202
  Comment: Other things related to talking to Kuro. This event is different in 1.06, but not modified in any case.
  Template:
  - Type: loc
  DebugInfo:
  - 1120701 (c7200_0001 - Kuro - not random)
  - group 1125205 [1120212 (c1010_0012 - Ashina Soldier), 1120213 (c1010_0014 - Ashina Soldier), 1120211 (c1010_0015 - Ashina Soldier), 1120204 (c1011_0000 - Tutorial Ashina Soldier), 1120201 (c1011_0001 - Tutorial Ashina Soldier), 1120202 (c1011_0002 - Tutorial Ashina Soldier), 1120203 (c1011_0003 - Tutorial Ashina Soldier), 1120205 (c1011_0005 - Tutorial Ashina Soldier), 1120206 (c1011_0006 - Tutorial Ashina Soldier), 1120207 (c1011_0007 - Tutorial Ashina Soldier), 1120208 (c1011_0008 - Tutorial Ashina Soldier), 1120209 (c1011_0009 - Tutorial Ashina Soldier), 1120210 (c1011_0011 - Tutorial Ashina Soldier), 1120250 (c1020_0001 - Samurai General), 1120550 (c1100_0000 - Gecko), 1120551 (c1100_0001 - Gecko), 1120552 (c1100_0002 - Gecko), 1120422 (c1360_0002 - Assassin (Senpou))]
  - 1120700 (c7200_0000 - Kuro - not random)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11120392)
  - Reproduce Object Animation (Target Object Entity ID = 1121711, Animation ID = 2)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Batch Event Flags (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9804)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - IF Action Button (Result Condition Group = 1, Action Button Parameter ID = 1120000, Target Entity ID = 1121711)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120102)
  - Display Generic Dialog (Message ID = 13011000, Dialog Type = 0, Number of Options = 1, Entity ID = 1121711, Display Distance = 4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - Display Generic Dialog and Set Event Flags (Message ID = 10010700, Dialog Type = 0, Number of Options = 2, Entity ID = 1121711, Display Distance = 4, Left Response Event Flag ID = 11120400, Right Response Event Flag ID = 11120401, Cancel Response Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120400)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 2)
  - END Unconditionally (Execution End Type = 1)
  - Label 2 ()
  - Force Animation Playback (Entity ID = 10000, Animation ID = 710900, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - + Set Character AI State (Entity ID = 1120701*, Disabled/Enabled = 0)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - Delete Object-following SFX (Object Entity ID = 1121600, Should Delete Root = 1)
  - (De)activate Object (Target Object Entity ID = 1121950, State = 0)
  - + Clear Character's AI Target (Entity ID = 1125205*)
  - + Change Character Enable State (Entity ID = 1120700*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120700*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120700*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1120701*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1120701*, Removed = 0)
  - + Set Character Invincibility (Entity ID = 1120701*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Play Cutscene and Warp Player (Cutscene ID = 11020090, Playback Method = 16, Point Entity ID = 1122202, Area ID = 11, Block ID = 2, Player Entity ID = 10000)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 3721000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020090)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - Set Event Flag (Event Flag ID = 11120392, Flag State = 1)
  - Batch Set Event Flags (Event Flag ID Start = 1020, Event Flag ID End = 1034, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1021, Flag State = 1)
  - Set Player Respawn Point (Respawn Point Entity ID = 1122202)
  - Save Request (Dummy = 0)
  - Reproduce Object Animation (Target Object Entity ID = 1121711, Animation ID = 2)
  - Create Object-following SFX (Object Entity ID = 1121600, Dummypoly ID = 200, SFX ID = 839530)
  - (De)activate Object (Target Object Entity ID = 1121950, State = 1)
  - + Set Character AI State (Entity ID = 1120701*, Disabled/Enabled = 1)
- ID: 11125240
  Comment: Activating enemy as part of tutorial
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1120203 (c1011_0003 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - Label 0 ()
  - IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122305, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = 1120203*, Command ID = 20, Slot Number = 0)
- ID: 11125241
  Comment: Tutorial enemy behavior
  Template:
  - Type: loc
  DebugInfo:
  - 1120209 (c1011_0009 - Tutorial Ashina Soldier)
  - region 1122310 (event_攻撃チュートリアル落武者2体目のワープ地点)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Warp Character and Copy Floor (Entity ID = 1120209*, Warp Type = 1, Warp Destination Entity ID = 1122310*, Dummypoly ID = -1, Entity ID to Copy Floor From = 0)
  - + Set Character Home (Entity ID = 1120209*, Area Entity ID = 1122310*)
  - IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122304, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120322)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Change Character Patrol Behavior (Character Entity ID = 1120209*, Patrol Information Entity ID = 1123310)
- ID: 11125244
  Comment: Tutorial enemy behavior
  Template:
  - Type: loc
  DebugInfo:
  - 1120204 (c1011_0000 - Tutorial Ashina Soldier)
  - region 1122311 (event_弾きチュートリアル落武者のワープ地点)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Warp Character and Copy Floor (Entity ID = 1120204*, Warp Type = 1, Warp Destination Entity ID = 1122311*, Dummypoly ID = -1, Entity ID to Copy Floor From = 0)
  - + Set Character Home (Entity ID = 1120204*, Area Entity ID = 1122311*)
  - IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122301, Number of Target Characters = 1)
  - + Change Character Patrol Behavior (Character Entity ID = 1120204*, Patrol Information Entity ID = 1123311)
- ID: 11125245
  Comment: Setting character AI
  Template:
  - Type: remove
  DebugInfo:
  - 1120204 (c1011_0000 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 1120204*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Character AI ID (Entity ID = 1120200, AI ID = 10110101)
  - Request Character AI Command (Entity ID = 1120200, Command ID = 20, Slot Number = 0)
- ID: 11125247
  Comment: Also setting character AI
  Template:
  - Type: remove
  DebugInfo:
  - 1120209 (c1011_0009 - Tutorial Ashina Soldier)
  - 1120204 (c1011_0000 - Tutorial Ashina Soldier)
  - 1120250 (c1020_0001 - Samurai General)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Set Character AI ID (Entity ID = 1120209*, AI ID = 10110001)
  - + Set Character AI ID (Entity ID = 1120204*, AI ID = 10110601)
  - IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122306, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character AI ID (Entity ID = 1120250*, AI ID = 10201010)
- ID: 11125248
  Comment: Tutorial enemy behavior
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  - 1120205 (c1011_0005 - Tutorial Ashina Soldier)
  - region 1122303 (event_敵イベント_集団戦落武者が駆けつける場所)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1120207*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1120208*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Request Character AI Command (Entity ID = 1120205*, Command ID = 22, Slot Number = 0)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 1120205*, Area Entity ID = 1122303*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1120205*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1120205*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Request Character AI Command (Entity ID = 1120205*, Command ID = -1, Slot Number = 0)
- ID: 11125249
  Comment: More tutorial enemy behavior
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  - 1120206 (c1011_0006 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1120207*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1120208*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Request Character AI Command (Entity ID = 1120206*, Command ID = 22, Slot Number = 0)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 1120206*, Area Entity ID = 1122203, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1120206*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1120206*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Request Character AI Command (Entity ID = 1120206*, Command ID = -1, Slot Number = 0)
- ID: 11125250
  Comment: Tutorial enemy behavior
  Template:
  - Type: loc
  DebugInfo:
  - 1120205 (c1011_0005 - Tutorial Ashina Soldier)
  - 1120206 (c1011_0006 - Tutorial Ashina Soldier)
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = 1120205*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1120206*, Disabled/Enabled = 0)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1120207*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 1120208*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122302, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Character AI State (Entity ID = 1120205*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1120206*, Disabled/Enabled = 1)
- ID: 11125251
  Comment: Setting AI ids
  Template:
  - Type: remove
  DebugInfo:
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122300, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character AI ID (Entity ID = 1120207*, AI ID = 10110101)
  - + Set Character AI ID (Entity ID = 1120208*, AI ID = 10110603)
- ID: 11125252
  Comment: Moving tutorial miniboss
  Template:
  - Type: loc
  DebugInfo:
  - 1120250 (c1020_0001 - Samurai General)
  - region 1122210 (event_敵ワープ/リスポン_門の前に侍大将をワープ)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Warp Character and Copy Floor (Entity ID = 1120250*, Warp Type = 1, Warp Destination Entity ID = 1122210*, Dummypoly ID = -1, Entity ID to Copy Floor From = 0)
  - + Set Character Home (Entity ID = 1120250*, Area Entity ID = 1122210*)
  - + Request Character Animation Reset (Entity ID = 1120250*, Interpolation Method = 1)
- ID: 11125253
  Comment: Moving a soldier
  Template:
  - Type: loc
  DebugInfo:
  - 1120210 (c1011_0011 - Tutorial Ashina Soldier)
  - region 1122211 (event_敵ワープ/リスポン_所定地点に詰所前落武者をワープ)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Warp Character and Copy Floor (Entity ID = 1120210*, Warp Type = 1, Warp Destination Entity ID = 1122211*, Dummypoly ID = -1, Entity ID to Copy Floor From = 0)
  - + Set Character Home (Entity ID = 1120210*, Area Entity ID = 1122211*)
- ID: 11125254
  Comment: Another character AI thing
  Template:
  - Type: remove
  DebugInfo:
  - 1120250 (c1020_0001 - Samurai General)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122306, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character AI ID (Entity ID = 1120250*, AI ID = 10201011)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Remove Hint Box (Hint Box ID = 0)
- ID: 11125255
  Comment: For ESD
  Template:
  - Type: loc
  DebugInfo:
  - 1120201 (c1011_0001 - Tutorial Ashina Soldier)
  DebugCommands:
  - + Set Character Talk Range (Entity ID = 1120201*, Range = 30)
- ID: 11125257
  Comment: Characters in some state before talking to Kuro
  Template:
  - Type: loc
  DebugInfo:
  - 1120201 (c1011_0001 - Tutorial Ashina Soldier)
  - 1120202 (c1011_0002 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - + Set SpEffect (Entity ID = 1120201*, SpEffect ID = 220600)
  - + Set SpEffect (Entity ID = 1120202*, SpEffect ID = 220600)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Set Character Backread State (Entity ID = 1120201*, Removed = 1)
  - + Set Character Backread State (Entity ID = 1120202*, Removed = 1)
- ID: 11125258
  Comment: Removes gun snipers
  Template:
  - Type: loc
  DebugInfo:
  - 1120211 (c1010_0015 - Ashina Soldier)
  - 1120212 (c1010_0012 - Ashina Soldier)
  - 1120213 (c1010_0014 - Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + Change Character Enable State (Entity ID = 1120211*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120211*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120211*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1120212*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120212*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120212*, Removed = 1)
  - + Change Character Enable State (Entity ID = 1120213*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120213*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120213*, Removed = 1)
- ID: 11125298
  Comment: Special behavior to do with soldier to the right of stairs to tutorial miniboss. Not a tutorial soldier though?
  Template:
  - Type: loc
  DebugInfo:
  - 1120358 (c1010_0016 - Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120358*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 1120358*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 2, Target Entity ID = 1120358*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END IF Condition Group State (Compiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 1120358*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1120358*, SpEffect ID = 5102)
  - + Clear SpEffect (Entity ID = 1120358*, SpEffect ID = 3125091)
  - + Clear SpEffect (Entity ID = 1120358*, SpEffect ID = 3101550)
  - + Clear SpEffect (Entity ID = 1120358*, SpEffect ID = 30200)
  - + Clear SpEffect (Entity ID = 1120358*, SpEffect ID = 5301)
- ID: 11125308
  Comment: Eavesdrop hint
  Template:
  - Type: loc
  DebugInfo:
  - region 1122508 (event_チュートリアルUI関連_通常_08_盗み聞き)
  - 1120201 (c1011_0001 - Tutorial Ashina Soldier)
  - region 1122518 (event_チュートリアルUI関連_通常_18_盗み聞き2)
  - 1120209 (c1011_0009 - Tutorial Ashina Soldier)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6300)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6118)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127308)
  - Set Event Flag (Event Flag ID = 6118, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6300)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122508*, Number of Target Characters = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = 2, Looking = 1, Looking Entity ID = 1120201*, Target Entity ID = 1120201*, Angle? = 50, Angle? = 50)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122518*, Number of Target Characters = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = 3, Looking = 1, Looking Entity ID = 1120209*, Target Entity ID = 1120209*, Angle? = 50, Angle? = 50)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71128500)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Small Hint Box (Hint Box ID = 1123080, Message ID = 10021060)
  - Set Event Flag (Event Flag ID = 11127308, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6118, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 108800, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1122508*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Remove Hint Box (Hint Box ID = 1123080)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125323
  Comment: Lock-on hint
  Template:
  - Type: loc
  DebugInfo:
  - region 1122520 (event_チュートリアルUI関連_戦闘_00_ターゲットロック)
  - 1120203 (c1011_0003 - Tutorial Ashina Soldier)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6126)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127323)
  - Set Event Flag (Event Flag ID = 6126, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122520*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120203*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - + IF Player Is Looking At Entity (Result Condition Group = 1, Looking = 1, Looking Entity ID = 1120203*, Target Entity ID = 1120203*, Angle? = 80, Angle? = 80)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120322)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Show Small Hint Box (Hint Box ID = 1123230, Message ID = 10021120)
  - Set Event Flag (Event Flag ID = 11127323, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6126, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - + IF Player Locked On (Result Condition Group = -1, Target Entity ID = 1120203*, Locked On = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Remove Hint Box (Hint Box ID = 1123230)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125324
  Comment: Attack hint
  Template:
  - Type: loc
  DebugInfo:
  - 1120203 (c1011_0003 - Tutorial Ashina Soldier)
  - region 1122521 (event_チュートリアルUI関連_戦闘_01_攻撃)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6127)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127324)
  - Set Event Flag (Event Flag ID = 6127, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120203*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122521*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Small Hint Box (Hint Box ID = 1123240, Message ID = 10021130)
  - Set Event Flag (Event Flag ID = 11127324, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6127, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 109970, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 109971, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Remove Hint Box (Hint Box ID = 1123240)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125325
  Comment: Deathblow hint
  Template:
  - Type: loc
  DebugInfo:
  - 1120203 (c1011_0003 - Tutorial Ashina Soldier)
  - 1120209 (c1011_0009 - Tutorial Ashina Soldier)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6128)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127325)
  - Set Event Flag (Event Flag ID = 6128, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120203*, SpEffect ID = 3101120, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120209*, SpEffect ID = 3101120, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - Show Small Hint Box (Hint Box ID = 1123250, Message ID = 10021140)
  - Set Event Flag (Event Flag ID = 11127325, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6128, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1120203*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Remove Hint Box (Hint Box ID = 1123250)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125327
  Comment: Deflect hint
  Template:
  - Type: loc
  DebugInfo:
  - 1120204 (c1011_0000 - Tutorial Ashina Soldier)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6130)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127327)
  - Set Event Flag (Event Flag ID = 6130, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120326)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120204*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Small Hint Box (Hint Box ID = 1123270, Message ID = 10021150)
  - Set Event Flag (Event Flag ID = 11127327, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6130, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1120204*, SpEffect ID = 800000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Remove Hint Box (Hint Box ID = 1123270)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125329
  Comment: Another lockon hint?
  Template:
  - Type: loc
  DebugInfo:
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  - region 1122523 (event_チュートリアルUI関連_戦闘_03_ターゲット切り替え)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6132)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127329)
  - Set Event Flag (Event Flag ID = 6132, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120207*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120208*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122523*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Small Hint Box (Hint Box ID = 1123290, Message ID = 10021120)
  - Set Event Flag (Event Flag ID = 11127329, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6132, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 3)
  - + IF Player Locked On (Result Condition Group = -1, Target Entity ID = 1120207*, Locked On = 1)
  - + IF Player Locked On (Result Condition Group = -1, Target Entity ID = 1120208*, Locked On = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Remove Hint Box (Hint Box ID = 1123290)
  - Set Event Flag (Event Flag ID = 11125328, Flag State = 1)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125330
  Comment: Change target hint
  Template:
  - Type: loc
  DebugInfo:
  - 1120207 (c1011_0007 - Tutorial Ashina Soldier)
  - 1120208 (c1011_0008 - Tutorial Ashina Soldier)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6133)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127330)
  - Set Event Flag (Event Flag ID = 6133, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120207*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120208*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125328)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Show Small Hint Box (Hint Box ID = 1123330, Message ID = 10021160)
  - Set Event Flag (Event Flag ID = 11120329, Flag State = 0)
  - Set Event Flag (Event Flag ID = 11127330, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6133, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125251)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120325)
  - Remove Hint Box (Hint Box ID = 1123330)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125332
  Comment: Counterslash hint
  Template:
  - Type: loc
  DebugInfo:
  - 1120250 (c1020_0001 - Samurai General)
  DebugCommands:
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 50)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -15)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6135)
  - GOTO IF Condition Group State (Uncompiled) (Label = 15, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11127332)
  - Set Event Flag (Event Flag ID = 6135, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 6301)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120250*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11127331)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Small Hint Box (Hint Box ID = 1123320, Message ID = 10021540)
  - Set Event Flag (Event Flag ID = 11127332, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6135, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = 5)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125251)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120325)
  - Remove Hint Box (Hint Box ID = 1123320)
  - Label 15 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11125350
  Comment: Lone Shadow activation
  Template:
  - Type: loc
  DebugInfo:
  - 1120300 (c1470_0000 - Lone Shadow)
  - region 1122730 (Event_密命の孤影衆_敵対化)
  - region 1122350 (Event_中ボス霧壁出現領域_密命の孤影衆)
  DebugCommands:
  - + Set Character AI State (Entity ID = 1120300*, Disabled/Enabled = 0)
  - Set Event Flag (Event Flag ID = 71120351, Flag State = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120450)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1996)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 71120353)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122730*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122350*, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 1120300*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 9005, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 9006, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 9007, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 9800, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1120300*, SpEffect ID = 107710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Batch Set Event Flags (Event Flag ID Start = 1995, Event Flag ID End = 1996, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1996, Flag State = 1)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - Set Event Flag (Event Flag ID = 71120351, Flag State = 1)
  - Label 0 ()
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Damage Type (Result Condition Group = -10, Target Entity ID = 1120300*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 9005, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 9006, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 9007, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 9800, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 1120300*, SpEffect ID = 107710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -10, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122730*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - Label 1 ()
  - + Set Character AI State (Entity ID = 1120300*, Disabled/Enabled = 1)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1120300*, SpEffect ID = 30600)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = 1120300*, Targeted Entity ID = 10000)
  - END Unconditionally (Execution End Type = 0)
- ID: 11125351
  Comment: Lone Shadow activation
  Template:
  - Type: loc
  DebugInfo:
  - region 1122320 (Event_無敵領域_密命の孤影衆)
  - region 1122340 (Event_中ボス霧壁制御領域_密命の孤影衆)
  - 1120300 (c1470_0000 - Lone Shadow)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120450)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122320*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1122340*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120300*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character Animation State (Entity ID = 1120300*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1120300*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1120300*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1122320*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1120300*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1120300*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 5, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1120300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Set Character Animation State (Entity ID = 1120300*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1120300*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1120300*, Lock On Dummypoly ID = 220, Desired State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11125352
  Comment: Lone Shadow speffect management, if he's in the well or not
  Template:
  - Type: loc
  DebugInfo:
  - region 1122730 (Event_密命の孤影衆_敵対化)
  - 1120300 (c1470_0000 - Lone Shadow)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120450)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122730*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120300*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1120300*, SpEffect ID = 30200)
  - + IF Character AI State (Result Condition Group = -10, Target Entity ID = 1120300*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -10, Target Entity ID = 1120300*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 4, Target Entity ID = 1120300*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 4, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1122730*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 4)
  - + IF Damage Type (Result Condition Group = -10, Target Entity ID = 1120300*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 10, Desired Condition Group State = 1, Target Condition Group = -10)
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = 1120300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Clear SpEffect (Entity ID = 1120300*, SpEffect ID = 30200)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125350)
  - END Unconditionally (Execution End Type = 1)
- ID: 11125353
  Comment: Lone Shadow fog gate
  Template:
  - Type: loc
  DebugInfo:
  - 1120300 (c1470_0000 - Lone Shadow)
  - region 1122350 (Event_中ボス霧壁出現領域_密命の孤影衆)
  - region 1122340 (Event_中ボス霧壁制御領域_密命の孤影衆)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1121300, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1121300, Should Delete Root = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120450)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1120300*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1120300*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122350*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1120300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11120450)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = 1121300, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1121300, Should Delete Root = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Create Object-following SFX (Object Entity ID = 1121300, Dummypoly ID = 101, SFX ID = 11)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1120300*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1120300*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1122340*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120450)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11125360
  Comment: Initialization for seven spears 2, including where lockon is allowed
  Template:
  - Type: loc
  DebugInfo:
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - 1120510 (c1020_0000 - Samurai General)
  - region 1122525 (Event_中ボス霧壁発生領域_侍大将四天王（徳川）_複合)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120521)
  - + Set Character AI State (Entity ID = 1120521*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120521*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1120521*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Character AI State (Entity ID = 1120510*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120510*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1120510*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122525*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1120521*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1120521*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1120521*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Character AI State (Entity ID = 1120510*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1120510*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1120510*, Lock On Dummypoly ID = 220, Desired State = 1)
- ID: 11125361
  Comment: Seven spear 2 AIs activate together
  Template:
  - Type: loc
  DebugInfo:
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - 1120510 (c1020_0000 - Samurai General)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120521)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120521*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1120521*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = 1120510*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 1120510*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Force Character Target (Targeter Entity ID = 1120521*, Targeted Entity ID = 10000)
  - + Force Character Target (Targeter Entity ID = 1120510*, Targeted Entity ID = 10000)
- ID: 11125362
  Comment: Seven Spears 2 fog gates
  Template:
  - Type: loc
  DebugInfo:
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - region 1122525 (Event_中ボス霧壁発生領域_侍大将四天王（徳川）_複合)
  - region 1122527 (Event_中ボス霧壁制御領域_侍大将四天王（徳川）_複合)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1121521, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1121521, Should Delete Root = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120521)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1120521*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1120521*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122525*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 1120521*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11120521)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = 1121521, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1121521, Should Delete Root = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Create Object-following SFX (Object Entity ID = 1121521, Dummypoly ID = 101, SFX ID = 12)
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 1120521*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1120521*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1122527*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120521)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11125733
  Comment: Genichiro dialogue in middle of his phase
  Template:
  - Type: loc
  DebugInfo:
  - 1120830 (c7110_0000 - Genichiro, Way of Tomoe)
  DebugInit:
  - Initialize Event (0, 11125733, X0_4 = 1120830*)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125831)
  - + IF Character Posture Ratio (Result Condition Group = 1, Target Entity ID = X0_4*, Comparison Type = 5, Target Posture Ratio = 0.5, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 71120320, Flag State = 1)
- ID: 11125800
  Comment: End Tutorial Genichiro. The endcond doesn't work elsewhere because of event flag, but he is not going anywhere else
  Template:
  - Type: end
    Entity: 1120800
    EndCond: 2
    Name: entity
    Add:
    - Cmd: IF Event Flag (0,1,0,11125810)
      After: END IF Event Flag (0,1,0,9300)
  DebugInfo:
  - 1120800 (c7100_0000 - Genichiro Ashina)
  - region 1122802 (Event_不死効果領域_ライバル（1回目）)
  - region 1124101 (SFX:ススキ_カメラ前_ID811010_0001)
  - region 1102621 (event_荒れ寺開始地点)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - IF Event Flag (Result Condition Group = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9300)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 11)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9300)
  - + IF Damage Type (Result Condition Group = -10, Target Entity ID = 10000, Attacker Entity ID = 1120800*, Damage Type = 0)
  - IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 10000, SpEffect ID = 3291, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 10000, SpEffect ID = 9040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -10, Target Entity ID = 10000, SpEffect ID = 3800, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -10)
  - IF Character HP Value (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 0, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122802*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125810)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 2, Target Entity ID = 1120800*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125810)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Delete Map SFX (Entity ID = 1124101*, Only Delete Root = 1)
  - Set Event Flag (Event Flag ID = 11120800, Flag State = 1)
  - Set Event Flag (Event Flag ID = 9300, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6800, Flag State = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 1120800*, Slot Number = 0, Name ID = 907101)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 0)
  - + Set Player Respawn Point (Respawn Point Entity ID = 1102621*)
  - Save Request (Dummy = 0)
  - Batch Set Event Flags (Event Flag ID Start = 1020, Event Flag ID End = 1034, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1027, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020001, Playback Method = 0, Point Entity ID = 1102621*, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 1, Desired State = 1)
  - Set Event Flag (Event Flag ID = 11120803, Flag State = 1)
  - Save Request (Dummy = 0)
  - GOTO Unconditionally (Label = 1)
  - Label 0 ()
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020000, Playback Method = 0, Point Entity ID = 1102621*, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 1, Desired State = 1)
  - Set Event Flag (Event Flag ID = 11120802, Flag State = 1)
  - Save Request (Dummy = 0)
  - GOTO Unconditionally (Label = 1)
  - Label 1 ()
  - Set Event Flag (Event Flag ID = 11120801, Flag State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3021)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3051)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3061)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3062)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3071)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3076)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3081)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3086)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3203)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3212)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3214)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3222)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3231)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3242)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3291)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3302)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3312)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3322)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3351)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3361)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3371)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3381)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3391)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3401)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3411)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3421)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3431)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3441)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3451)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3452)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3453)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3454)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3520)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3601)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3611)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3621)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3631)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3641)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3643)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3645)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3647)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 9040)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 9050)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106020)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106030)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106031)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106040)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106050)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106060)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106070)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106080)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107610)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107611)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107612)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107702)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107704)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107706)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107715)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107716)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107717)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107718)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Change Character Enable State (Entity ID = 1120800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120800*, Disabled/Enabled = 0)
  - Activate Hit (Hit Entity ID = 1124400, State = 0)
  - Activate Hit (Hit Entity ID = 1124401, State = 0)
  - Activate Hit (Hit Entity ID = 1124402, State = 0)
  - Activate Hit (Hit Entity ID = 1124403, State = 0)
  - Activate Hit (Hit Entity ID = 1124404, State = 0)
  - Activate Hit (Hit Entity ID = 1124410, State = 1)
  - Activate Hit (Hit Entity ID = 1124411, State = 1)
  - Activate Hit (Hit Entity ID = 1124412, State = 1)
  - Activate Hit (Hit Entity ID = 1124413, State = 1)
  - Activate Hit (Hit Entity ID = 1124414, State = 1)
  - Activate HitRes (Hit Entity ID = 1124410, State = 1)
  - Activate HitRes (Hit Entity ID = 1124411, State = 1)
  - Activate HitRes (Hit Entity ID = 1124412, State = 1)
  - Activate HitRes (Hit Entity ID = 1124413, State = 1)
  - Activate HitRes (Hit Entity ID = 1124414, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124401, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124402, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124403, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124404, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124410, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124411, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124412, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124413, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124414, State = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3021)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3051)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3061)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3062)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3071)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3076)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3081)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3086)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3203)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3212)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3214)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3222)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3231)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3242)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3291)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3302)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3312)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3322)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3351)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3361)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3371)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3381)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3391)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3401)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3411)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3421)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3431)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3441)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3451)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3452)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3453)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3454)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3520)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3601)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3611)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3621)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3631)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3641)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3643)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3645)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3647)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 9040)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 9050)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106020)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106030)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106031)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106040)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106050)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106060)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106070)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 106080)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107610)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107611)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107612)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107702)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107704)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107706)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107715)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107716)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107717)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 107718)
  - GOTO IF Event Flag (Label = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120802)
  - GOTO IF Event Flag (Label = 4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120803)
  - Label 3 ()
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020000, Playback Method = 0, Point Entity ID = 1102621*, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 1, Desired State = 1)
  - Set Event Flag (Event Flag ID = 11120802, Flag State = 1)
  - Save Request (Dummy = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 4 ()
  - + Play Cutscene and Warp Player With Lighting 2002[13] (Cutscene ID = 11020001, Playback Method = 0, Point Entity ID = 1102621*, Area ID = 11, Block ID = 0, Player Entity ID = 10000, Time of Day = 1, Desired State = 1)
  - Set Event Flag (Event Flag ID = 11120803, Flag State = 1)
  - Save Request (Dummy = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11125810
  Comment: Start Tutorial Genichiro
  Template:
  - Type: start
    Entity: 1120800
    Remove: Force Animation Playback
    Camera: 500
    Name: entity
  - Type: loc
    Entity: 1120800
    Remove: Request Character Animation Reset
  - Type: loc
    Entity: 1120800
    Transfer: 2500800
    Remove: Issue Short Warp Request
  DebugInfo:
  - 1120800 (c7100_0000 - Genichiro Ashina)
  - region 1122831 (event_ボス関連_ボス_ボス起動領域_複合)
  - region 1124101 (SFX:ススキ_カメラ前_ID811010_0001)
  - 1120701 (c7200_0001 - Kuro - not random)
  - region 1122803 (event_ボス関連_ライバル（1回目）_ライバル初期位置)
  - region 1122801 (event_ボス関連_ライバル（1回目）_PC初期位置)
  DebugCommands:
  - Batch Set Event Flags (Event Flag ID Start = 1685, Event Flag ID End = 1686, Flag State = 0)
  - + Set Character AI State (Entity ID = 1120800*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = 1120800*, Animation ID = 21000, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character Animation State (Entity ID = 1120800*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1120800*, Disabled/Enabled = 0)
  - + Set Character Team Type (Entity ID = 1120800*, Team Type = 26)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9300)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122831*, Number of Target Characters = 1)
  - IF Batch Event Flags (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Starting Target Event Flag ID = 9800, Ending Target Event Flag ID = 9803)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Delete Map SFX (Entity ID = 1124101*, Only Delete Root = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Backread State (Entity ID = 1120800*, Removed = 0)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - Activate Hit (Hit Entity ID = 1124400, State = 0)
  - Activate Hit (Hit Entity ID = 1124401, State = 0)
  - Activate Hit (Hit Entity ID = 1124402, State = 0)
  - Activate Hit (Hit Entity ID = 1124403, State = 0)
  - Activate Hit (Hit Entity ID = 1124404, State = 0)
  - Activate Hit (Hit Entity ID = 1124410, State = 1)
  - Activate Hit (Hit Entity ID = 1124411, State = 1)
  - Activate Hit (Hit Entity ID = 1124412, State = 1)
  - Activate Hit (Hit Entity ID = 1124413, State = 1)
  - Activate Hit (Hit Entity ID = 1124414, State = 1)
  - Activate HitRes (Hit Entity ID = 1124410, State = 1)
  - Activate HitRes (Hit Entity ID = 1124411, State = 1)
  - Activate HitRes (Hit Entity ID = 1124412, State = 1)
  - Activate HitRes (Hit Entity ID = 1124413, State = 1)
  - Activate HitRes (Hit Entity ID = 1124414, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124401, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124402, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124403, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124404, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124410, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124411, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124412, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124413, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124414, State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - + Change Character Enable State (Entity ID = 1120701*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120701*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120701*, Removed = 1)
  - + Request Character Animation Reset (Entity ID = 1120800*, Interpolation Method = 1)
  - + Issue Short Warp Request (Entity ID = 1120800*, Warp Type = 1, Warp Destination Entity ID = 1122803*, Dummypoly ID = -1)
  - Request Object Restoration (Entity ID = 1126310)
  - IF Game Is Loading (Result Condition Group = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player (Cutscene ID = 11020010, Playback Method = 16, Point Entity ID = 1122801*, Area ID = 11, Block ID = 2, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020010)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - Activate Hit (Hit Entity ID = 1124400, State = 0)
  - Activate Hit (Hit Entity ID = 1124401, State = 0)
  - Activate Hit (Hit Entity ID = 1124402, State = 0)
  - Activate Hit (Hit Entity ID = 1124403, State = 0)
  - Activate Hit (Hit Entity ID = 1124404, State = 0)
  - Activate Hit (Hit Entity ID = 1124410, State = 1)
  - Activate Hit (Hit Entity ID = 1124411, State = 1)
  - Activate Hit (Hit Entity ID = 1124412, State = 1)
  - Activate Hit (Hit Entity ID = 1124413, State = 1)
  - Activate Hit (Hit Entity ID = 1124414, State = 1)
  - Activate HitRes (Hit Entity ID = 1124410, State = 1)
  - Activate HitRes (Hit Entity ID = 1124411, State = 1)
  - Activate HitRes (Hit Entity ID = 1124412, State = 1)
  - Activate HitRes (Hit Entity ID = 1124413, State = 1)
  - Activate HitRes (Hit Entity ID = 1124414, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124400, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124401, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124402, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124403, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124404, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124410, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124411, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124412, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124413, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1124414, State = 1)
  - Set Event Flag (Event Flag ID = 11120810, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11125810, Flag State = 1)
  - + Spawn Map SFX (Entity ID = 1124101*)
  - + Set Character AI State (Entity ID = 1120800*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1120800*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1120800*, Disabled/Enabled = 1)
  - + Set Character Team Type (Entity ID = 1120800*, Team Type = 6)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1120800*, Slot Number = 0, Name ID = 907101)
  - Batch Set Event Flags (Event Flag ID Start = 1685, Event Flag ID End = 1686, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1686, Flag State = 1)
- ID: 11125812
  Comment: Managing Tutorial Genichiro immortality. But it also manages player's, so only do that
  Template:
  - Type: loc
    Entity: 1120800
    Remove: 1120800
  DebugInfo:
  - region 1122802 (Event_不死効果領域_ライバル（1回目）)
  - 1120800 (c7100_0000 - Genichiro Ashina)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125810)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122802*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - + Set Character Immortality (Entity ID = 1120800*, Disabled/Enabled = 1)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125810)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122802*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 0, Target Condition Group = 2)
  - IF Event Flag (Result Condition Group = -2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9300)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = 1120800*, Disabled/Enabled = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9300)
  - END Unconditionally (Execution End Type = 1)
- ID: 11125830
  Comment: Phase change from Genichiro to Isshin. But mostly for Genichiro parts
  Template:
  - Type: endphase
    Entity: 1120830
    EndCond: 1
    Name: entity
  DebugInfo:
  - 1120830 (c7110_0000 - Genichiro, Way of Tomoe)
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  - region 1122800 (event_ボス関連_PC_PC初期位置)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1120830*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1.33)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - + Set Character Animation State (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 0)
  - Set Event Flag (Event Flag ID = 11120830, Flag State = 1)
  - Delete Map SFX (Entity ID = 1124561, Only Delete Root = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player (Cutscene ID = 11020040, Playback Method = 16, Point Entity ID = 1122800*, Area ID = 11, Block ID = 2, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020040)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 1120830*, Slot Number = 0, Name ID = 907110)
  - + Change Character Enable State (Entity ID = 1120830*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120830*, Disabled/Enabled = 0)
  - Set Event Flag (Event Flag ID = 9311, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6811, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11125831, Flag State = 0)
  - Spawn Map SFX (Entity ID = 1124801)
  - Set Map Sound State (Entity ID = 1124811, Enable/Disable = 1)
- ID: 11125840
  Comment: Start of SSI fight with Genichiro
  Template:
  - Type: start
    Entity: 1120830
    Camera: 500
    Name: entity
  DebugInfo:
  - 1120830 (c7110_0000 - Genichiro, Way of Tomoe)
  - 1120703 (c7200_0004 - Kuro - not random)
  - 1120704 (c7200_0005 - Kuro - not random)
  - region 1122831 (event_ボス関連_ボス_ボス起動領域_複合)
  - region 1122800 (event_ボス関連_PC_PC初期位置)
  DebugCommands:
  - Batch Set Event Flags (Event Flag ID Start = 1695, Event Flag ID End = 1696, Flag State = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + Change Character Enable State (Entity ID = 1120830*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120830*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120830*, Removed = 1)
  - + Force Character Death (Entity ID = 1120830*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 1120703*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120703*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120703*, Removed = 1)
  - + Force Animation Playback (Entity ID = 1120704*, Animation ID = 21000, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Change Character Enable State (Entity ID = 1120704*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1120704*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11120110)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Set Character Animation State (Entity ID = 1120830*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120830*, Removed = 0)
  - + Set Character AI State (Entity ID = 1120830*, Disabled/Enabled = 0)
  - + Set Character Team Type (Entity ID = 1120830*, Team Type = 26)
  - + Set Character HP Bar Display (Entity ID = 1120830*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1120704*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120704*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 1)
  - + Set Character Animation State (Entity ID = 1120703*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120703*, Removed = 0)
  - + Force Animation Playback (Entity ID = 1120703*, Animation ID = 21001, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8302)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122831*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8306)
  - IF Character HP Value (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.6)
  - Force Animation Playback (Entity ID = 8901000, Animation ID = 50, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 1)
  - Request Object Restoration (Entity ID = 1126310)
  - + Set Character Backread State (Entity ID = 1120830*, Removed = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player (Cutscene ID = 11020030, Playback Method = 16, Point Entity ID = 1122800*, Area ID = 11, Block ID = 2, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 11020030)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1120703*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120703*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120703*, Removed = 1)
  - + Force Animation Playback (Entity ID = 1120704*, Animation ID = 21000, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Change Character Enable State (Entity ID = 1120704*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1120704*, Removed = 0)
  - Batch Set Event Flags (Event Flag ID Start = 1695, Event Flag ID End = 1696, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1696, Flag State = 1)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 11125831, Flag State = 1)
  - + Change Character Enable State (Entity ID = 1120830*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1120830*, Disabled/Enabled = 1)
  - + Set Character Team Type (Entity ID = 1120830*, Team Type = 6)
  - + Set Character AI State (Entity ID = 1120830*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1120830*)
  - + Set Character Backread State (Entity ID = 1120830*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1120830*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 1120830*, Disabled/Enabled = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1120830*, Slot Number = 0, Name ID = 907110)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
- ID: 11125860
  Comment: End SSI. Add a dependency from EndCond2 onto EndCond, in case it is not defined in all cases (e.g. for Genichiro 1)
  Template:
  - Type: end
    Entity: 1120860
    EndCond2: IF Character Has Event Message
    Add:
    - Cmd: IF Event Flag (0,1,0,11125875)
      Before: Set Event Flag (11125706,1)
  DebugInfo:
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1120860*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 11125706, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - + Handle Boss Defeat and Display Banner (Entity ID = 1120860*, Banner Type = 5)
  - Set Event Flag (Event Flag ID = 9312, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6812, Flag State = 1)
  - Award Achievement (Achievement ID = 13)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Activate Hit (Hit Entity ID = 1124860, State = 1)
  - Set Event Flag (Event Flag ID = 1299, Flag State = 1)
  - Delete Map SFX (Entity ID = 1124800, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124802, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124804, Only Delete Root = 1)
  - Delete Map SFX (Entity ID = 1124805, Only Delete Root = 1)
  - Spawn Map SFX (Entity ID = 1124803)
  - Set Map Sound State (Entity ID = 1124812, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 1124814, Enable/Disable = 0)
  - Activate Map Part (Map Part Entity ID = 1127820, State = 1)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 2, Gparam Sub ID = 20, Change Time (s) = 5)
- ID: 11125870
  Comment: Start of SSI phase, waits for cutscene event to finish
  Template:
  - Type: startphase
    Entity: 1120860
    Camera: 510
    Name: entity
  DebugInfo:
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + Change Character Enable State (Entity ID = 1120860*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120860*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1120860*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1120860*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125830)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Batch Set Event Flags (Event Flag ID Start = 1295, Event Flag ID End = 1296, Flag State = 0)
  - Set Event Flag (Event Flag ID = 1296, Flag State = 1)
  - GOTO Unconditionally (Label = 1)
  - Label 1 ()
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - Set Event Flag (Event Flag ID = 71120210, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71120211, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71120212, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71120213, Flag State = 0)
  - Set Event Flag (Event Flag ID = 71120205, Flag State = 0)
  - Set Event Flag (Event Flag ID = 11125861, Flag State = 1)
  - + Set Character Animation State (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1120860*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1120860*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character HP Bar Display (Entity ID = 1120860*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1120860*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1120860*, Slot Number = 0, Name ID = 905400)
- ID: 11125872
  Comment: SSI phase 2 and 3. Includes chr transitions, but also some map stuff. Note - event flag controls music, will this be an issue for randomizations?
  Template:
  - Type: loc
    Entity: 1120860
    Remove: IF Character Has SpEffect; Set Character AI ID  # to test - Set Area Gparam Sub ID xx
    Add:
    - Cmd: IF Event Flag (0,1,0,11125870)
      Before: IF Number of Character Health Bars (0,1120860,5,2,0,1)
  - Type: chr
    Entity: 1120860
    DefeatFlag: 9312
    Remove: Spawn Map SFX; Delete Map SFX; Set Map Sound State; Activate Map Part; Set Area Gparam Sub ID; 11125862; 11125872
  DebugInfo:
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 1120860*, Comparison Type = 5, Target Number of Health Bars = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1120860*, SpEffect ID = 200031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character AI ID (Entity ID = 1120860*, AI ID = 54000100)
  - Spawn Map SFX (Entity ID = 1124800)
  - Spawn Map SFX (Entity ID = 1124802)
  - Spawn Map SFX (Entity ID = 1124804)
  - Delete Map SFX (Entity ID = 1124801, Only Delete Root = 1)
  - Set Map Sound State (Entity ID = 1124811, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 1124812, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 1124814, Enable/Disable = 1)
  - Activate Map Part (Map Part Entity ID = 1127820, State = 0)
  - Set Area Gparam Sub ID (Area ID = 11, Block ID = 2, Gparam Sub ID = 30, Change Time (s) = 5)
  - Set Event Flag (Event Flag ID = 11125862, Flag State = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 1120860*, Comparison Type = 5, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Delete Map SFX (Entity ID = 1124800, Only Delete Root = 1)
  - Spawn Map SFX (Entity ID = 1124805)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - Set Event Flag (Event Flag ID = 11125872, Flag State = 1)
- ID: 11125873
  Comment: SSI immortality. Although the other entity seems to not exist?
  Template:
  - Type: chr
    Entity: 1120860
    DefeatFlag: 9312
    Remove: 1120861
  DebugInfo:
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + Set Character Immortality (Entity ID = 1120860*, Disabled/Enabled = 1)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1120860*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1120861, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Character Immortality (Entity ID = 1120860*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11125874
  Comment: Sword Saint Isshin deathblow, in spear phase. Phase flag is set by other event. But we can likely take it out (TODO verify this)
  Template:
  - Type: chr
    Entity: 1120860
    DefeatFlag: 9312
    Deathblow: 1120860
    Remove: 11125862
  DebugInfo:
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11125862)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1120860*, Comparison Type = 5, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1120860*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710206, Slot = 1)
  - IF Character Has Event Message (New) (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11125875
  Comment: Seems to stop SSI music, as well as some event message interactions.
  Template:
  - Type: end
    Entity: 1120860
    Remove: IF Character Has Event Message; EzState Instruction Request
    EndCond: -1
  - Type: chr
    Entity: 1120860
    DefeatFlag: 9312
    Remove: Set Event Flag
  DebugInfo:
  - 1120860 (c5400_0000 - Sword Saint Isshin)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9312)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1120860*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 0, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11120860, Flag State = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1120860*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + EzState Instruction Request (Entity ID = 1120860*, Command = 21000, Slot = 1)
- ID: 11127322
  Comment: Posture and deathblow tutorial
  Template:
  - Type: loc
  DebugInfo:
  - region 1122520 (event_チュートリアルUI関連_戦闘_00_ターゲットロック)
  - 1120203 (c1011_0003 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6125)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6125, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1122520*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Player Is Looking At Entity (Result Condition Group = 1, Looking = 1, Looking Entity ID = 1120203*, Target Entity ID = 1120203*, Angle? = 80, Angle? = 80)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024750, Body Message ID = 10024751, Image Texture ID = 234)
  - Set Event Flag (Event Flag ID = 11120322, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6125, Flag State = 1)
- ID: 11127326
  Comment: Deflection tutorial
  Template:
  - Type: loc
  DebugInfo:
  - 1120204 (c1011_0000 - Tutorial Ashina Soldier)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6129)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6129, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120204*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024760, Body Message ID = 10024761, Image Texture ID = 205)
  - Set Event Flag (Event Flag ID = 11120326, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6129, Flag State = 1)
- ID: 11127331
  Comment: Counterslash tutorial
  Template:
  - Type: loc
  DebugInfo:
  - 1120250 (c1020_0001 - Samurai General)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6134)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6134, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11120201)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1120250*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024520, Body Message ID = 10024521, Image Texture ID = 236)
  - Set Event Flag (Event Flag ID = 11127331, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6134, Flag State = 1)
- ID: 11127333
  Comment: Multiple deathblow tutorial
  Template:
  - Type: loc
  DebugInfo:
  - 1120250 (c1020_0001 - Samurai General)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6136)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Set Event Flag (Event Flag ID = 6136, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 1120250*, Comparison Type = 3, Target Number of Health Bars = 2, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
  - Show Tutorial Text (Pre-title Message ID = 0, Title Message ID = 10024530, Body Message ID = 10024531, Image Texture ID = 206)
  - Set Event Flag (Event Flag ID = 6136, Flag State = 1)
- ID: 11305251
  Comment: Shichimen warrior fog gate
  Template:
  - Type: loc
  DebugInfo:
  - region 1302350 (event_七面武者_中ボスエリア)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = 1301300, State = 0)
  - Delete Object-following SFX (Object Entity ID = 1301300, Should Delete Root = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1302350*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11300200)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1300200*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1300200*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1300200*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - (De)activate Object (Target Object Entity ID = 1301300, State = 1)
  - Delete Object-following SFX (Object Entity ID = 1301300, Should Delete Root = 1)
  - Create Object-following SFX (Object Entity ID = 1301300, Dummypoly ID = 101, SFX ID = 12)
  - + IF In/Outside Area (Result Condition Group = 5, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1302350*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = 1300200*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Event Flag (Result Condition Group = -5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11300200)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11305252
  Comment: Shichimen warrior fight initialization
  Template:
  - Type: loc
  DebugInfo:
  - region 1302350 (event_七面武者_中ボスエリア)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11300200)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1302350*, Number of Target Characters = 1)
  - + Force Character Target (Targeter Entity ID = 1300200*, Targeted Entity ID = 10000)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1302350*, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11305281
  Comment: This is never initialized. Also, test subject banging his head against imaginary wall
  Template:
  - Type: remove
  DebugInfo:
  - 1300281 (c1520_0001 - Test Subject)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 1300281*, Area Entity ID = 1302281, Number of Target Characters = 1)
  - + Force Animation Playback (Entity ID = 1300281*, Animation ID = 451, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
- ID: 11305300
  Comment: AI behavior for crickets when player is nearby
  Template:
  - Type: loc
  DebugInfo:
  - 1300212 (c1211_0002 - Cricket)
  - region 1302287 (event_コオロギ起動領域_②)
  - region 1302212 (event_コオロギ巡回起動領域_結合)
  - 1300217 (c1211_0007 - Cricket)
  - 1300238 (c1211_0030 - Cricket)
  - 1300211 (c1211_0001 - Cricket)
  - region 1302250 (Event_起動領域_コオロギ_下層_散り始める)
  - 1300215 (c1211_0005 - Cricket)
  - 1300218 (c1211_0008 - Cricket)
  - 1300219 (c1211_0009 - Cricket)
  - 1300220 (c1211_0010 - Cricket)
  DebugInit:
  - Initialize Event (0, 11305300, X0_4 = 1300212*, X4_4 = 1302287*, X8_4 = 1303213, X12_4 = 1302212*)
  - Initialize Event (1, 11305300, X0_4 = 1300214, X4_4 = 1302287*, X8_4 = 1303214, X12_4 = 1302214)
  - Initialize Event (2, 11305300, X0_4 = 1300217*, X4_4 = 1302287*, X8_4 = 1303217, X12_4 = 1302217)
  - Initialize Event (3, 11305300, X0_4 = 1300238*, X4_4 = 1302287*, X8_4 = 1303238, X12_4 = 1302238)
  - Initialize Event (4, 11305300, X0_4 = 1300211*, X4_4 = 1302250*, X8_4 = 1303211, X12_4 = 1302211)
  - Initialize Event (5, 11305300, X0_4 = 1300215*, X4_4 = 1302250*, X8_4 = 1303215, X12_4 = 1302215)
  - Initialize Event (6, 11305300, X0_4 = 1300218*, X4_4 = 1302250*, X8_4 = 1303218, X12_4 = 1302218)
  - Initialize Event (7, 11305300, X0_4 = 1300219*, X4_4 = 1302250*, X8_4 = 1303219, X12_4 = 1302219)
  - Initialize Event (8, 11305300, X0_4 = 1300220*, X4_4 = 1302250*, X8_4 = 1303220, X12_4 = 1302220)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X8_4)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + Set Character Home (Entity ID = X0_4*, Area Entity ID = X12_4*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = 1303300)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
- ID: 11305350
  Comment: Activation for crickets. Remove depenency on event flag for chr, otherwise remove chr-specific things for loc
  Template:
  - Type: chr
    Regions:
    - event dist4 1302302
    Add:
    - Cmd: GOTO Unconditionally (1)
      Before: GOTO IF Event Flag (1,1,0,51300010)
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - region 1302302 (コオロギ_宝部屋_降り注ぐ)
  - 1300228 (c1211_0019 - Cricket)
  - 1300229 (c1211_0020 - Cricket)
  - 1300230 (c1211_0021 - Cricket)
  - 1300233 (c1211_0024 - Cricket)
  - 1300234 (c1211_0025 - Cricket)
  - 1300235 (c1211_0026 - Cricket)
  - 1300236 (c1211_0027 - Cricket)
  DebugInit:
  - Initialize Event (0, 11305350, X0_4 = 1300228*, X4_4 = 21006, X8_4 = 20006, X12_4 = 1036831949, X16_4 = 1060320051)
  - Initialize Event (1, 11305350, X0_4 = 1300229*, X4_4 = 21006, X8_4 = 20006, X12_4 = 1045220557, X16_4 = 1065353216)
  - Initialize Event (2, 11305350, X0_4 = 1300230*, X4_4 = 21006, X8_4 = 20006, X12_4 = 1045220557, X16_4 = 1065353216)
  - Initialize Event (5, 11305350, X0_4 = 1300233*, X4_4 = 21005, X8_4 = 20005, X12_4 = 0, X16_4 = 1045220557)
  - Initialize Event (6, 11305350, X0_4 = 1300234*, X4_4 = 21007, X8_4 = 20007, X12_4 = 1036831949, X16_4 = 1060320051)
  - Initialize Event (7, 11305350, X0_4 = 1300235*, X4_4 = 21007, X8_4 = 20007, X12_4 = 1036831949, X16_4 = 1060320051)
  - Initialize Event (8, 11305350, X0_4 = 1300236*, X4_4 = 21007, X8_4 = 20007, X12_4 = 1045220557, X16_4 = 1065353216)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = 0.1, Max Number Of Seconds = 0.2)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51300010)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51300010)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 1 ()
  - + IF In/Outside Area (Result Condition Group = -6, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1302302*, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -6, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -6, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -6, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = -6)
  - + IF Character Has SpEffect (Result Condition Group = 6, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 6, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 6)
  - + IF Character Backread Status (Result Condition Group = 5, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 5, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - END Unconditionally (Execution End Type = 0)
- ID: 11305400
  Comment: Some behavior with soldier in the waterway
  Template:
  - Type: chr
    Entity: 1300301
  DebugInfo:
  - 1300301 (c1010_0001 - Ashina Soldier)
  DebugCommands:
  - + Set SpEffect (Entity ID = 1300301*, SpEffect ID = 200140)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1300301*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1300301*, SpEffect ID = 200141)
- ID: 11305715
  Comment: Killing soldiers based on flags. Just keep dispmask, make it interesting
  Template:
  - Type: loc
  DebugInfo:
  - 1300300 (c1010_0000 - Ashina Soldier)
  - 1300301 (c1010_0001 - Ashina Soldier)
  - 1300304 (c1010_0004 - Ashina Soldier)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1425)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1439)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1444)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1459)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1466)
  - IF Event Flag (Result Condition Group = 3, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1479)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 0, Target Condition Group = -1)
  - + Change Character DispMask (Entity ID = 1300300*, Bit Number = 4, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1300301*, Bit Number = 1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1300301*, Bit Number = 3, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1300304*, Bit Number = 5, Switch Type = 0)
  - + Force Character Death (Entity ID = 1300300*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 1300301*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 1300304*, Should Receive Souls = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505200
  Comment: Defeating Mist Noble
  Template:
  - Type: loc
  DebugInfo:
  - 1500200 (c1300_0001 - Palace Noble)
  - group 1505400 [1500510 (c1150_0000 - Hound), 1500511 (c1150_0001 - Hound), 1500512 (c1150_0002 - Hound), 1500513 (c1150_0003 - Hound), 1500514 (c1150_0004 - Hound), 1500515 (c1150_0005 - Hound), 1500516 (c1150_0006 - Hound), 1500517 (c1150_0007 - Hound), 1500400 (c1550_0000 - Bandit), 1500401 (c1550_0001 - Bandit), 1500402 (c1550_0002 - Bandit), 1500403 (c1550_0003 - Bandit), 1500404 (c1550_0004 - Bandit), 1500405 (c1550_0005 - Bandit), 1500406 (c1550_0006 - Bandit), 1500410 (c1550_0010 - Bandit), 1500411 (c1550_0011 - Bandit), 1500412 (c1550_0012 - Bandit), 1500414 (c1550_0014 - Bandit), 1500415 (c1550_0015 - Bandit), 1500416 (c1550_0016 - Bandit), 1500417 (c1550_0017 - Bandit), 1500418 (c1550_0018 - Bandit), 1500419 (c1550_0019 - Bandit), 1500420 (c1550_0020 - Bandit), 1500421 (c1550_0021 - Bandit), 1500422 (c1550_0022 - Bandit), 1500423 (c1550_0023 - Bandit), 1500424 (c1550_0024 - Bandit), 1500425 (c1550_0025 - Bandit), 1500431 (c1550_0031 - Bandit), 1500432 (c1550_0032 - Bandit), 1500433 (c1550_0033 - Bandit), 1500434 (c1550_0034 - Bandit), 1500435 (c1550_0035 - Bandit), 1500436 (c1550_0036 - Bandit), 1500437 (c1550_0037 - Bandit), 1500438 (c1550_0038 - Bandit), 1500439 (c1550_0039 - Bandit)]
  DebugCommands:
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11500205)
  - IF Event Flag (Result Condition Group = 5, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9380)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Change Character Enable State (Entity ID = 1500200*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1500200*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1500200*, Should Receive Souls = 0)
  - Set Map Ceremony (Area ID = 15, Block ID = 0, Ceremony ID = 0)
  - Activate Hit (Hit Entity ID = 1504214, State = 0)
  - Activate Hit (Hit Entity ID = 1504216, State = 0)
  - Activate Hit (Hit Entity ID = 1504226, State = 0)
  - Activate Hit (Hit Entity ID = 1504235, State = 0)
  - Activate Hit (Hit Entity ID = 1504236, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504214, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504216, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504226, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504235, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504236, State = 0)
  - Activate Map Part (Map Part Entity ID = 1507210, State = 0)
  - (De)activate Object (Target Object Entity ID = 1506200, State = 0)
  - Delete Map SFX (Entity ID = 1502500, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1502501, Only Delete Root = 0)
  - + Change Character Enable State (Entity ID = 1505400*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1505400*, Disabled/Enabled = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1.45)
  - Award Items (Including Clients) (Item Lot ID = 13001000)
  - Set Event Flag (Event Flag ID = 11500200, Flag State = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500205)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - Set Map Ceremony (Area ID = 15, Block ID = 0, Ceremony ID = 10)
  - Activate Hit (Hit Entity ID = 1504314, State = 0)
  - Activate Hit (Hit Entity ID = 1504316, State = 0)
  - Activate Hit (Hit Entity ID = 1504326, State = 1)
  - Activate Hit (Hit Entity ID = 1504335, State = 0)
  - Activate Hit (Hit Entity ID = 1504336, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504314, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504316, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504326, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504335, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504336, State = 0)
  - Activate Map Part (Map Part Entity ID = 1507305, State = 0)
  - (De)activate Object (Target Object Entity ID = 1506210, State = 0)
  - Set Object Treasure State (Target Object Entity ID = 1501302, State = 0)
  - Set Object Treasure State (Target Object Entity ID = 1501318, State = 0)
  - Activate Hit (Hit Entity ID = 1504214, State = 1)
  - Activate Hit (Hit Entity ID = 1504216, State = 1)
  - Activate Hit (Hit Entity ID = 1504226, State = 0)
  - Activate Hit (Hit Entity ID = 1504235, State = 1)
  - Activate Hit (Hit Entity ID = 1504236, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504214, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504216, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504226, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504235, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504236, State = 1)
  - + Change Character Enable State (Entity ID = 1505400*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1505400*, Disabled/Enabled = 1)
  - Activate Map Part (Map Part Entity ID = 1507210, State = 1)
  - (De)activate Object (Target Object Entity ID = 1506200, State = 1)
  - Spawn Map SFX (Entity ID = 1502500)
  - Spawn Map SFX (Entity ID = 1502501)
  - + IF Character HP Value (Result Condition Group = -1, Target Entity ID = 1500200*, Comparison Type = 0, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500205)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500205)
  - + Spawn Oneshot SFX (Type = 2, Entity ID = 1500200*, Dummypoly ID = 201, SFX ID = 815030)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Set Map Ceremony (Area ID = 15, Block ID = 0, Ceremony ID = 0)
  - Activate Hit (Hit Entity ID = 1504314, State = 1)
  - Activate Hit (Hit Entity ID = 1504316, State = 1)
  - Activate Hit (Hit Entity ID = 1504326, State = 1)
  - Activate Hit (Hit Entity ID = 1504335, State = 1)
  - Activate Hit (Hit Entity ID = 1504336, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504314, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504316, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504326, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504335, State = 1)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504336, State = 1)
  - Activate Map Part (Map Part Entity ID = 1507305, State = 1)
  - (De)activate Object (Target Object Entity ID = 1506210, State = 1)
  - Set Object Treasure State (Target Object Entity ID = 1501302, State = 1)
  - Set Object Treasure State (Target Object Entity ID = 1501318, State = 1)
  - Activate Hit (Hit Entity ID = 1504214, State = 0)
  - Activate Hit (Hit Entity ID = 1504216, State = 0)
  - Activate Hit (Hit Entity ID = 1504226, State = 0)
  - Activate Hit (Hit Entity ID = 1504235, State = 0)
  - Activate Hit (Hit Entity ID = 1504236, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504214, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504216, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504226, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504235, State = 0)
  - Activate Hit and Create Navimesh (Hit Entity ID = 1504236, State = 0)
  - + Change Character Enable State (Entity ID = 1505400*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1505400*, Disabled/Enabled = 0)
  - Activate Map Part (Map Part Entity ID = 1507210, State = 0)
  - (De)activate Object (Target Object Entity ID = 1506200, State = 0)
  - Delete Map SFX (Entity ID = 1502500, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 1502501, Only Delete Root = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500205)
  - Set Event Flag (Event Flag ID = 9380, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11500205)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505205
  Comment: Mist Noble initialization
  Template:
  - Type: loc
    Invincibility: 1500200
  DebugInfo:
  - 1500200 (c1300_0001 - Palace Noble)
  - region 1502430 (Event_Box：領域_廃寺内部判定)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9380)
  - + Set Character Invincibility (Entity ID = 1500200*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1500200*, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 1500200*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502430*, Number of Target Characters = 1)
  - + Set Character Invincibility (Entity ID = 1500200*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1500200*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1500200*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1500200*)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1502430*, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505210
  Comment: Mibu villagers getting to the roof of the pine resin house. Only works for them
  Template:
  - Type: remove
  DebugInfo:
  - region 1502295 (Event_Box：嫌われ者の家_梯子起動_PC)
  - region 1502296 (Event_Box：嫌われ者の家_梯子起動_村人A)
  - 1500328 (c1501_0010 - Mibu Villager)
  - 1500329 (c1500_0029 - Mibu Villager)
  - 1500330 (c1501_0011 - Mibu Villager)
  - 1500331 (c1500_0031 - Mibu Villager)
  - 1500332 (c1500_0032 - Mibu Villager)
  DebugInit:
  - Initialize Event (0, 11505210, X0_4 = 1500328*)
  - Initialize Event (1, 11505210, X0_4 = 1500329*)
  - Initialize Event (2, 11505210, X0_4 = 1500330*)
  - Initialize Event (3, 11505210, X0_4 = 1500331*)
  - Initialize Event (4, 11505210, X0_4 = 1500332*)
  DebugCommands:
  - Set Event Flag (Event Flag ID = 11505240, Flag State = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502295*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = 1502296*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11505240)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 11505240, Flag State = 1)
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 0, Warp Destination Entity ID = 1501200, Dummypoly ID = 200, Warp Destination Hit Entity ID = 1501200)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505220
  Comment: Mibu villagers getting to the roof of the pine resin house. Only works for them
  Template:
  - Type: remove
  DebugInfo:
  - region 1502295 (Event_Box：嫌われ者の家_梯子起動_PC)
  - region 1502297 (Event_Box：嫌われ者の家_梯子起動_村人B)
  - 1500328 (c1501_0010 - Mibu Villager)
  - 1500329 (c1500_0029 - Mibu Villager)
  - 1500330 (c1501_0011 - Mibu Villager)
  - 1500331 (c1500_0031 - Mibu Villager)
  - 1500332 (c1500_0032 - Mibu Villager)
  DebugInit:
  - Initialize Event (0, 11505220, X0_4 = 1500328*)
  - Initialize Event (1, 11505220, X0_4 = 1500329*)
  - Initialize Event (2, 11505220, X0_4 = 1500330*)
  - Initialize Event (3, 11505220, X0_4 = 1500331*)
  - Initialize Event (4, 11505220, X0_4 = 1500332*)
  DebugCommands:
  - Set Event Flag (Event Flag ID = 11505241, Flag State = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502295*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = 1502297*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11505241)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 11505241, Flag State = 1)
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 0, Warp Destination Entity ID = 1501201, Dummypoly ID = 200, Warp Destination Hit Entity ID = 1501201)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505230
  Comment: Mibu villagers getting to the roof of the pine resin house. Only works for them
  Template:
  - Type: remove
  DebugInfo:
  - region 1502295 (Event_Box：嫌われ者の家_梯子起動_PC)
  - region 1502298 (Event_Box：嫌われ者の家_梯子起動_村人C)
  - 1500328 (c1501_0010 - Mibu Villager)
  - 1500329 (c1500_0029 - Mibu Villager)
  - 1500330 (c1501_0011 - Mibu Villager)
  - 1500331 (c1500_0031 - Mibu Villager)
  - 1500332 (c1500_0032 - Mibu Villager)
  DebugInit:
  - Initialize Event (0, 11505230, X0_4 = 1500328*)
  - Initialize Event (1, 11505230, X0_4 = 1500329*)
  - Initialize Event (2, 11505230, X0_4 = 1500330*)
  - Initialize Event (3, 11505230, X0_4 = 1500331*)
  - Initialize Event (4, 11505230, X0_4 = 1500332*)
  DebugCommands:
  - Set Event Flag (Event Flag ID = 11505242, Flag State = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502295*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = 1502298*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 11505242)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 11505242, Flag State = 1)
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 0, Warp Destination Entity ID = 1501202, Dummypoly ID = 200, Warp Destination Hit Entity ID = 1501202)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20002, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505250
  Comment: Event for villagers coming out of the ground. Although they seem to work pretty well on their own (roaming around is probably better?)
  Template:
  - Type: remove
    Regions:
    - arg chrpoint 1502230
    - arg chrpoint 1502232
    - arg chrpoint 1502238
    - arg chrpoint 1502240
    - arg chrpoint 1502242
    - arg chrpoint 1502244
    - arg chrpoint 1502246
    - arg chrpoint 1502252
    - arg chrpoint 1502256
    - arg chrpoint 1502258
    - arg chrpoint 1502260
    - arg chrpoint 1502262
    - arg chrpoint 1502264
    - arg chrpoint 1502266
    - arg chrpoint 1502274
    - arg chrpoint 1502290
  DebugInfo:
  - 1500260 (c1500_0011 - Mibu Villager)
  - region 1502230 (Event_CYLINDERゾンビトラップ01_大通り)
  - 1500261 (c1500_0012 - Mibu Villager)
  - region 1502232 (Event_CYLINDERゾンビトラップ02_大樹広場)
  - 1500264 (c1500_0013 - Mibu Villager)
  - region 1502238 (Event_CYLINDERゾンビトラップ05_大樹広場)
  - 1500265 (c1500_0014 - Mibu Villager)
  - region 1502240 (Event_CYLINDERゾンビトラップ06_大樹広場)
  - 1500266 (c1500_0015 - Mibu Villager)
  - region 1502242 (Event_CYLINDERゾンビトラップ07_大樹広場)
  - 1500267 (c1500_0016 - Mibu Villager)
  - region 1502244 (Event_CYLINDERゾンビトラップ08_大樹広場)
  - 1500268 (c1500_0017 - Mibu Villager)
  - region 1502246 (Event_CYLINDERゾンビトラップ09_大樹広場)
  - 1500271 (c1500_0018 - Mibu Villager)
  - region 1502252 (Event_CYLINDERゾンビトラップ12_大樹広場)
  - 1500273 (c1500_0019 - Mibu Villager)
  - region 1502256 (Event_CYLINDERゾンビトラップ14_大樹広場)
  - 1500274 (c1500_0020 - Mibu Villager)
  - region 1502258 (Event_CYLINDERゾンビトラップ15_大樹広場)
  - 1500275 (c1500_0021 - Mibu Villager)
  - region 1502260 (Event_CYLINDERゾンビトラップ16_大樹広場)
  - 1500276 (c1500_0022 - Mibu Villager)
  - region 1502262 (Event_CYLINDERゾンビトラップ17_大樹広場)
  - 1500277 (c1500_0023 - Mibu Villager)
  - region 1502264 (Event_CYLINDERゾンビトラップ18_大樹広場)
  - 1500278 (c1500_0024 - Mibu Villager)
  - region 1502266 (Event_CYLINDERゾンビトラップ19_大樹広場)
  - 1500282 (c1500_0025 - Mibu Villager)
  - region 1502274 (Event_CYLINDERゾンビトラップ23_大樹広場)
  - 1500290 (c1500_0026 - Mibu Villager)
  - region 1502290 (Event_CYLINDERゾンビトラップ31_湖側通路)
  DebugInit:
  - Initialize Event (0, 11505250, X0_4 = 1500260*, X4_4 = 1502230*)
  - Initialize Event (1, 11505250, X0_4 = 1500261*, X4_4 = 1502232*)
  - Initialize Event (4, 11505250, X0_4 = 1500264*, X4_4 = 1502238*)
  - Initialize Event (5, 11505250, X0_4 = 1500265*, X4_4 = 1502240*)
  - Initialize Event (6, 11505250, X0_4 = 1500266*, X4_4 = 1502242*)
  - Initialize Event (7, 11505250, X0_4 = 1500267*, X4_4 = 1502244*)
  - Initialize Event (8, 11505250, X0_4 = 1500268*, X4_4 = 1502246*)
  - Initialize Event (11, 11505250, X0_4 = 1500271*, X4_4 = 1502252*)
  - Initialize Event (13, 11505250, X0_4 = 1500273*, X4_4 = 1502256*)
  - Initialize Event (14, 11505250, X0_4 = 1500274*, X4_4 = 1502258*)
  - Initialize Event (15, 11505250, X0_4 = 1500275*, X4_4 = 1502260*)
  - Initialize Event (16, 11505250, X0_4 = 1500276*, X4_4 = 1502262*)
  - Initialize Event (17, 11505250, X0_4 = 1500277*, X4_4 = 1502264*)
  - Initialize Event (18, 11505250, X0_4 = 1500278*, X4_4 = 1502266*)
  - Initialize Event (22, 11505250, X0_4 = 1500282*, X4_4 = 1502274*)
  - Initialize Event (30, 11505250, X0_4 = 1500290*, X4_4 = 1502290*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 401, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = X0_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - WAIT Fixed Time (Frames) (Number Of Frames = 3)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 401, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Reset Character Position (Character Entity ID = X0_4*)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505300
  Comment: Some one-time speffect/animation playback management of villagers in the fields
  Template:
  - Type: chr
  DebugInfo:
  - 1500341 (c1501_0008 - Mibu Villager)
  - 1500342 (c1500_0042 - Mibu Villager)
  DebugInit:
  - Initialize Event (0, 11505300, X0_4 = 1500341*, X4_4 = 411, X8_4 = 412, X12_4 = 1077936128)
  - Initialize Event (1, 11505300, X0_4 = 1500342*, X4_4 = 421, X8_4 = 422, X12_4 = 1077936128)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3126000)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X12_4, Minimum Number of Targets = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + GOTO IF Character Has SpEffect (Label = 0, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3126000)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505350
  Comment: Enemy generator
  Template:
  - Type: loc
  DebugInfo:
  - group 1505500 [1500480 (c1181_0001 - Taro Troop (Mibu)), 1500481 (c1181_0002 - Taro Troop (Mibu)), 1500329 (c1500_0029 - Mibu Villager), 1500332 (c1500_0032 - Mibu Villager), 1500333 (c1500_0033 - Mibu Villager), 1500334 (c1500_0034 - Mibu Villager), 1500336 (c1500_0036 - Mibu Villager), 1500338 (c1500_0038 - Mibu Villager), 1500328 (c1501_0010 - Mibu Villager)]
  - region 1502295 (Event_Box：嫌われ者の家_梯子起動_PC)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11505350)
  - (De)activate Generator (Entity ID = 1503480, Disabled/Enabled = 0)
  - (De)activate Generator (Entity ID = 1503481, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1505500*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1505500*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502295*, Number of Target Characters = 1)
  - Label 0 ()
  - (De)activate Generator (Entity ID = 1503480, Disabled/Enabled = 1)
  - (De)activate Generator (Entity ID = 1503481, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1505500*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1505500*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505360
  Comment: Activate lone shadow if hound above him activates
  Template:
  - Type: loc
  DebugInfo:
  - 1500518 (c1150_0008 - Hound)
  - 1500495 (c1470_0000 - Lone Shadow)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1500518*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1500495*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1500518*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 1500518*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Character Target (Targeter Entity ID = 1500495*, Targeted Entity ID = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505400
  Comment: Waking up bandits. Is more fitting for it to apply in forest itself, probably
  Template:
  - Type: chr
  DebugInfo:
  - 1500403 (c1550_0003 - Bandit)
  - 1500404 (c1550_0004 - Bandit)
  - 1500405 (c1550_0005 - Bandit)
  - 1500406 (c1550_0006 - Bandit)
  - 1500412 (c1550_0012 - Bandit)
  - 1500414 (c1550_0014 - Bandit)
  - 1500415 (c1550_0015 - Bandit)
  - 1500417 (c1550_0017 - Bandit)
  - 1500418 (c1550_0018 - Bandit)
  - 1500425 (c1550_0025 - Bandit)
  - 1500431 (c1550_0031 - Bandit)
  - 1500432 (c1550_0032 - Bandit)
  - 1500433 (c1550_0033 - Bandit)
  - 1500434 (c1550_0034 - Bandit)
  - 1500435 (c1550_0035 - Bandit)
  - 1500436 (c1550_0036 - Bandit)
  - 1500437 (c1550_0037 - Bandit)
  - 1500438 (c1550_0038 - Bandit)
  - 1500439 (c1550_0039 - Bandit)
  - 1500410 (c1550_0010 - Bandit)
  - 1500411 (c1550_0011 - Bandit)
  DebugInit:
  - Initialize Event (0, 11505400, X0_4 = 1500403*, X4_4 = 0)
  - Initialize Event (1, 11505400, X0_4 = 1500404*, X4_4 = 220600)
  - Initialize Event (2, 11505400, X0_4 = 1500405*, X4_4 = 220600)
  - Initialize Event (3, 11505400, X0_4 = 1500406*, X4_4 = 0)
  - Initialize Event (4, 11505400, X0_4 = 1500412*, X4_4 = 0)
  - Initialize Event (5, 11505400, X0_4 = 1500414*, X4_4 = 220600)
  - Initialize Event (6, 11505400, X0_4 = 1500415*, X4_4 = 220600)
  - Initialize Event (7, 11505400, X0_4 = 1500417*, X4_4 = 220600)
  - Initialize Event (8, 11505400, X0_4 = 1500418*, X4_4 = 0)
  - Initialize Event (9, 11505400, X0_4 = 1500425*, X4_4 = 0)
  - Initialize Event (10, 11505400, X0_4 = 1500431*, X4_4 = 0)
  - Initialize Event (11, 11505400, X0_4 = 1500432*, X4_4 = 220600)
  - Initialize Event (12, 11505400, X0_4 = 1500433*, X4_4 = 220600)
  - Initialize Event (13, 11505400, X0_4 = 1500434*, X4_4 = 220600)
  - Initialize Event (14, 11505400, X0_4 = 1500435*, X4_4 = 220600)
  - Initialize Event (15, 11505400, X0_4 = 1500436*, X4_4 = 220600)
  - Initialize Event (16, 11505400, X0_4 = 1500437*, X4_4 = 220600)
  - Initialize Event (17, 11505400, X0_4 = 1500438*, X4_4 = 0)
  - Initialize Event (18, 11505400, X0_4 = 1500439*, X4_4 = 0)
  - Initialize Event (19, 11505400, X0_4 = 1500410*, X4_4 = 0)
  - Initialize Event (20, 11505400, X0_4 = 1500411*, X4_4 = 0)
  DebugCommands:
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3155541)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = X4_4)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = 6, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3155541)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = X4_4)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505430
  Comment: Waking up bandits on getting items
  Template:
  - Type: loc
  DebugInfo:
  - 1500416 (c1550_0016 - Bandit)
  - 1500434 (c1550_0034 - Bandit)
  - 1500435 (c1550_0035 - Bandit)
  DebugCommands:
  - GOTO IF Event Flag (Label = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500590)
  - + Set SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500416*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500434*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500435*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Event Flag (Result Condition Group = -2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500590)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -10)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - Label 1 ()
  - + Clear SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500434*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500435*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Clear SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Clear SpEffect (Entity ID = 1500434*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500435*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
  - Label 10 ()
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = 1500416*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = 1500434*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = 1500435*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -3)
  - + Clear SpEffect (Entity ID = 1500416*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500434*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 1500435*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505431
  Comment: More waking up bandits on getting items. Though also forces animations
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - 1500419 (c1550_0019 - Bandit)
  - 1500420 (c1550_0020 - Bandit)
  - 1500421 (c1550_0021 - Bandit)
  - 1500418 (c1550_0018 - Bandit)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11505431)
  - + Force Animation Playback (Entity ID = 1500419*, Animation ID = 451, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500420*, Animation ID = 451, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500421*, Animation ID = 451, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500418*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500419*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500420*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = 1500421*, Attacker Entity ID = 10000, Damage Type = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500140)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 51500140)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = 1500418*, SpEffect ID = 220600)
  - + Force Animation Playback (Entity ID = 1500419*, Animation ID = 452, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500420*, Animation ID = 452, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Force Animation Playback (Entity ID = 1500421*, Animation ID = 452, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505440
  Comment: Waking up bandits
  Template:
  - Type: loc
  DebugInfo:
  - 1500431 (c1550_0031 - Bandit)
  - 1500438 (c1550_0038 - Bandit)
  - 1500439 (c1550_0039 - Bandit)
  - 1500410 (c1550_0010 - Bandit)
  - 1500411 (c1550_0011 - Bandit)
  DebugInit:
  - Initialize Event (0, 11505440, X0_4 = 1500431*, X4_4 = 1500438*, X8_4 = 1500439*, X12_4 = 0, X16_4 = 0, X20_4 = 0)
  - Initialize Event (1, 11505440, X0_4 = 1500410*, X4_4 = 1500411*, X8_4 = 0, X12_4 = 0, X16_4 = 0, X20_4 = 51500100)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4*, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X4_4*, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X4_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X8_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X12_4, Right-hand Side = 0)
  - IF Damage Type (Result Condition Group = -1, Target Entity ID = X12_4, Attacker Entity ID = 10000, Damage Type = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Damage Type (Result Condition Group = -1, Target Entity ID = X16_4, Attacker Entity ID = 10000, Damage Type = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = X8_4*, SpEffect ID = 220600)
  - Clear SpEffect (Entity ID = X12_4, SpEffect ID = 220600)
  - Clear SpEffect (Entity ID = X16_4, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505510
  Comment: Waking up ghost dogs
  Template:
  - Type: loc
  DebugInfo:
  - 1500510 (c1150_0000 - Hound)
  - 1500511 (c1150_0001 - Hound)
  - 1500512 (c1150_0002 - Hound)
  - 1500513 (c1150_0003 - Hound)
  - 1500514 (c1150_0004 - Hound)
  - 1500515 (c1150_0005 - Hound)
  - 1500516 (c1150_0006 - Hound)
  - 1500517 (c1150_0007 - Hound)
  DebugInit:
  - Initialize Event (0, 11505510, X0_4 = 1500510*)
  - Initialize Event (1, 11505510, X0_4 = 1500511*)
  - Initialize Event (2, 11505510, X0_4 = 1500512*)
  - Initialize Event (3, 11505510, X0_4 = 1500513*)
  - Initialize Event (4, 11505510, X0_4 = 1500514*)
  - Initialize Event (5, 11505510, X0_4 = 1500515*)
  - Initialize Event (6, 11505510, X0_4 = 1500516*)
  - Initialize Event (7, 11505510, X0_4 = 1500517*)
  DebugCommands:
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 200110)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 0, Target Entity A ID = X0_4*, Target Entity B ID = 10000, Target Distance = 10, Minimum Number of Targets = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 200110)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 1, Target Entity A ID = X0_4*, Target Entity B ID = 10000, Target Distance = 10, Minimum Number of Targets = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11505690
  Comment: O'Rin defeat
  Template:
  - Type: loc
  DebugInfo:
  - 1500690 (c7000_0000 - O'Rin)
  DebugCommands:
  - + Change Character Enable State (Entity ID = 1500690*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1500690*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 1500690*, Removed = 1)
  - GOTO IF Event Flag (Label = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11507690)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500690)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Change Character Enable State (Entity ID = 1500690*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1500690*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1500690*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set SpEffect (Entity ID = 1500690*, SpEffect ID = 4800)
  - + IF Character HP Ratio (Result Condition Group = 15, Target Entity ID = 1500690*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 15, Target Entity ID = 1500690*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Clear SpEffect (Entity ID = 1500690*, SpEffect ID = 4800)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1500690*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -5, Target Entity ID = 1500690*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 1)
  - + GOTO IF Character Has SpEffect (Label = 3, Target Entity ID = 1500690*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1422)
  - IF Elapsed Seconds (Result Condition Group = 1, Target Number Of Seconds = 17)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 11500690, Flag State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6777)
  - Award Items (Including Clients) (Item Lot ID = 70000000)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Award Items (Including Clients) (Item Lot ID = 70000005)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 3 ()
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1500690*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1422)
  - IF Elapsed Seconds (Result Condition Group = 2, Target Number Of Seconds = 17)
  - IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 10000, SpEffect ID = 30700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Event Flag (Event Flag ID = 11500690, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 0)
  - GOTO IF Event Flag (Label = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6777)
  - Award Items (Including Clients) (Item Lot ID = 70000000)
  - END Unconditionally (Execution End Type = 0)
  - Label 6 ()
  - Award Items (Including Clients) (Item Lot ID = 70000005)
  - END Unconditionally (Execution End Type = 0)
  - Label 10 ()
  - + Force Character Death (Entity ID = 1500690*, Should Receive Souls = 1)
  - GOTO IF Event Flag (Label = 12, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500690)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - Set Event Flag (Event Flag ID = 11500690, Flag State = 1)
  - GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 6777)
  - Award Items (Including Clients) (Item Lot ID = 70000000)
  - GOTO Unconditionally (Label = 12)
  - Label 11 ()
  - Award Items (Including Clients) (Item Lot ID = 70000005)
  - Label 12 ()
  - Set Event Flag (Event Flag ID = 11507690, Flag State = 0)
- ID: 11505700
  Comment: Transforming into palace noble. Although ezstate instruction may not work
  Template:
  - Type: loc
  DebugInfo:
  - 1500701 (c7480_0000 - Head Priest - not random)
  - 1500704 (c1300_0000 - Palace Noble)
  - 1500705 (c1001_0004 - Invisible - not random)
  DebugInit:
  - Initialize Event (0, 11505700, X0_4 = 1500701*, X4_4 = 1500704*, X8_4 = 1500705*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 1)
  - + Set Character Gravity (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = X8_4*, Disabled/Enabled = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1400)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1401)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 9, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1419)
  - GOTO IF Event Flag (Label = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 50006280)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21007, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 6 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 21008, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 18)
  - Label 18 ()
  - END Unconditionally (Execution End Type = 0)
  - Label 9 ()
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 9, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1419)
  - END Unconditionally (Execution End Type = 0)
  - Label 9 ()
  - + Force Character Treasure (Character Entity ID = X4_4*)
  - + EzState Instruction Request (Entity ID = X4_4*, Command = 100, Slot = 2)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505720
  Comment: Some O'Rin initialization.
  Template:
  - Type: loc
    Entity: 1500690
    Remove: Force Animation Playback
  - Type: chr
    Entity: 1500690
    Remove: 11507690; Batch Set Event Flags
    DefeatFlag: 11500690
  DebugInfo:
  - 1500690 (c7000_0000 - O'Rin)
  DebugInit:
  - Initialize Event (0, 11505720, X0_4 = 1500690*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500690)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11507690)
  - Batch Set Event Flags (Event Flag ID Start = 71500200, Event Flag ID End = 71500214, Flag State = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 400, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 30210)
- ID: 11505721
  Comment: O'Rin activation. 1502700, on bridge side. 1502704, small box around arena. 1502706, on idol side.
  Template:
  - Type: loc
    Entity: 1500690
  - Type: chr
    Entity: 1500690
    Remove: 11507690; 11505725  # Unneeded event flag; set by ESD
    DefeatFlag: 11500690
    Regions:
    - event dist8 1502704
    - event dist-10 1502700
  DebugInfo:
  - region 1502704 (Event_Box：女奏者_近づいたと見なす領域)
  - region 1502700 (Event_Box：女奏者_強制戦闘開始領域)
  - region 1502706 (Event_Box：女奏者_遠ざかったと見なす領域)
  - 1500690 (c7000_0000 - O'Rin)
  DebugInit:
  - Initialize Event (0, 11505721, X0_4 = 1500690*, X4_4 = 11505722, X8_4 = 11505723, X12_4 = 11505724)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11500690)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11507690)
  - + IF Damage Type (Result Condition Group = -6, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Character HP Ratio (Result Condition Group = -6, Target Entity ID = X0_4*, Comparison Type = 5, Target HP Ratio = 0.99, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 1, Target Condition Group = -6)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 4)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502704*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 4)
  - + IF Damage Type (Result Condition Group = -3, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Character HP Ratio (Result Condition Group = -3, Target Entity ID = X0_4*, Comparison Type = 5, Target HP Ratio = 0.99, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -3)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502700*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1502706*, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11505725)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END IF Condition Group State (Compiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - GOTO Unconditionally (Label = 2)
  - Label 0 ()
  - Set Event Flag (Event Flag ID = X8_4, Flag State = 1)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - Set Event Flag (Event Flag ID = X12_4, Flag State = 1)
  - GOTO Unconditionally (Label = 2)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = X4_4, Flag State = 1)
  - + Set Character Team Type (Entity ID = X0_4*, Team Type = 27)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 30210)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3700500)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - Save Request (Dummy = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + END IF Character Has SpEffect (Execution End Type = 0, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 0, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
- ID: 11505800
  Comment: End Corrupted Monk
  Template:
  - Type: end
    Entity: 1500800
    EndCond: IF Number of Character Health Bars
    EndCond2: IF Character HP Ratio
  DebugInfo:
  - 1500800 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9306)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 1500800*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 11500800, Flag State = 1)
  - + IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 1500800*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Handle Boss Defeat (Entity ID = 1500800*)
  - Set Event Flag (Event Flag ID = 9306, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6806, Flag State = 1)
  - + Change Character Enable State (Entity ID = 1500800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1500800*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1500800*, Should Receive Souls = 0)
  - Request Animation Playback (Entity ID = 1501800, Animation ID = 1, Should Loop = 0, Should Wait For Completion = 0, Comparison Type = 0, Number of Target Entities = 1)
  - (De)activate Object (Target Object Entity ID = 1501801, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505810
  Comment: Start Corrupted Monk. Also door
  Template:
  - Type: start
    Entity: 1500800
    Remove: Force Animation Playback
    Name: entity
  DebugInfo:
  - 1500800 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9306)
  - + Change Character Enable State (Entity ID = 1500800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1500800*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1500800*, Should Receive Souls = 0)
  - Reproduce Object Animation (Target Object Entity ID = 1501800, Animation ID = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Force Animation Playback (Entity ID = 1500800*, Animation ID = 21000, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Network Update Rate (Entity ID = 1500800*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character AI State (Entity ID = 1500800*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = 1500800*, Disabled/Enabled = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1500800*, Target Distance = 20, Minimum Number of Targets = 1)
  - + Force Animation Playback (Entity ID = 1500800*, Animation ID = 20005, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = 1500800*, Disabled/Enabled = 1)
  - + Request Character AI Re-plan (Entity ID = 1500800*)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1500800*, Slot Number = 0, Name ID = 905000)
  - Set Event Flag (Event Flag ID = 11505801, Flag State = 1)
- ID: 11505812
  Comment: Monk deathblow
  Template:
  - Type: chr
    Entity: 1500800
    DefeatFlag: 9306
    Replace: END Unconditionally (0->1)
    Remove: 11505803
  DebugInfo:
  - 1500800 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9306)
  - IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + EzState Instruction Request (Entity ID = 1500800*, Command = 20000, Slot = 1)
  - Set Event Flag (Event Flag ID = 11505803, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11505814
  Comment: Corrupted Monk and snap seeds. This is a bit expensive to be a progress flag, so let it happen 3 times globally without flag reset
  Template:
  - Type: chr
    Entity: 1500800
    DefeatFlag: 9306
  DebugInfo:
  - 1500800 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9306)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1500800*, SpEffect ID = 3500050, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Increment Event Value (Base Event Flag ID = 11505815, Number of Used Flag Bits = 3, Maximum Allowed Value = 7)
  - IF Event Value (Result Condition Group = 1, Base Event Flag ID = 11505815, Number of Used Flag Bits = 3, Comparison Type = 4, Threshold Value = 3)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1500800*, SpEffect ID = 3500050, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = 1500800*, SpEffect ID = 6023)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705203
  Comment: Snake Eyes backread
  Template:
  - Type: loc
  DebugInfo:
  - region 1702220 (Ev_中ボス領域_下層女スナイパー)
  - 1700201 (c1191_0001 - Snake Eyes)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11700201)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702220*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = 1700201*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = 1700201*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1702220*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = 1700201*, Use Fixed Frequency = 0, Update Frequency = -1)
  - + Set Character Default Backread State (Entity ID = 1700201*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705205
  Comment: Group item lot
  Template:
  - Type: loc
  DebugInfo:
  - 1700202 (c1190_0010 - Sunken Valley Clan)
  - 1700203 (c1190_0011 - Sunken Valley Clan)
  - 1700204 (c1190_0002 - Sunken Valley Clan)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11700205)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1700202*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1700203*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 1700204*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Award Item Lot (Item Lot ID = 11900210)
  - Set Event Flag (Event Flag ID = 11700205, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705206
  Comment: Disable gunfort AIs while at idol
  Template:
  - Type: loc
  DebugInfo:
  - region 1702214 (Ev_広い谷入り口_対岸の谷敵ロジックOFF)
  - group 1705400 [1700211 (c1190_0004 - Sunken Valley Clan), 1700212 (c1190_0005 - Sunken Valley Clan), 1700205 (c1190_0006 - Sunken Valley Clan), 1700206 (c1190_0007 - Sunken Valley Clan), 1700213 (c1190_0008 - Sunken Valley Clan), 1700214 (c1190_0009 - Sunken Valley Clan)]
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702214*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1705400*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1702214*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1705400*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705210
  Comment: Player area gunfort
  Template:
  - Type: loc
  DebugInfo:
  - region 1702211 (Ev_広い谷_谷敵チーム攻撃力0領域)
  - group 1705250 [1700211 (c1190_0004 - Sunken Valley Clan), 1700205 (c1190_0006 - Sunken Valley Clan), 1700206 (c1190_0007 - Sunken Valley Clan), 1700213 (c1190_0008 - Sunken Valley Clan), 1700214 (c1190_0009 - Sunken Valley Clan), 1700215 (c1190_0014 - Sunken Valley Clan)]
  - 1700205 (c1190_0006 - Sunken Valley Clan)
  - 1700206 (c1190_0007 - Sunken Valley Clan)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702211*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 1705250*, SpEffect ID = 400410)
  - + Set SpEffect (Entity ID = 1700205*, SpEffect ID = 3119000)
  - + Set SpEffect (Entity ID = 1700206*, SpEffect ID = 3119000)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1702211*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1705250*, SpEffect ID = 400410)
  - + Clear SpEffect (Entity ID = 1700205*, SpEffect ID = 3119000)
  - + Clear SpEffect (Entity ID = 1700206*, SpEffect ID = 3119000)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705212
  Comment: Snake Eyes reset
  Template:
  - Type: loc
  DebugInfo:
  - 1700201 (c1191_0001 - Snake Eyes)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11700201)
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = 1700201*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Reset Character Position (Character Entity ID = 1700201*)
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = 1700201*, Is Backread = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705220
  Comment: Centipede activation
  Template:
  - Type: loc
    Invincibility: 1700425
  DebugInfo:
  - 1700425 (c1040_0000 - Centipede Boss)
  - region 1702426 (ムカデ大_ボス戦起動領域_親)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11700425)
  - + Set Character AI State (Entity ID = 1700425*, Disabled/Enabled = 0)
  - + Set Character Invincibility (Entity ID = 1700425*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1700425*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1700425*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702426*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = 1700425*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = 1700425*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 1700425*, Disabled/Enabled = 1)
  - + Set Character Invincibility (Entity ID = 1700425*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700425*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 1700425*, Lock On Dummypoly ID = 220, Desired State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = 1700425*, Targeted Entity ID = 10000)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705221
  Comment: Centipede miniboss starting animation. This event depends on AI state being 0, so probably it's fine to drop ref to 11705222.
  Template:
  - Type: chr
    Entity: 1700425
    DefeatFlag: 11700425
    Remove: 11705222
  DebugInfo:
  - 1700425 (c1040_0000 - Centipede Boss)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11700425)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705222)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 1700425*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 1700425*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1700425*, Target Distance = 38, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705222)
  - + Force Animation Playback (Entity ID = 1700425*, Animation ID = 210, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705222
  Comment: Used only by animation event
  Template:
  - Type: remove
  DebugInfo:
  - 1700425 (c1040_0000 - Centipede Boss)
  DebugCommands:
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1700425*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1700425*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1700425*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705301
  Comment: Update rate management
  Template:
  - Type: loc
  DebugInfo:
  - region 1702212 (Ev_猿団子軽量化_猿団子居る判定領域)
  - 1700352 (c1250_0000 - Valley Monkey)
  - region 1702314 (Ev_猿団子軽量化_敵の更新停止許可領域①)
  - 1700353 (c1250_0001 - Valley Monkey)
  - 1700354 (c1250_0030 - Valley Monkey)
  - region 1702315 (Ev_猿団子軽量化_敵の更新停止許可領域②)
  - 1700355 (c1250_0031 - Valley Monkey)
  - 1700356 (c1450_0009 - Nightjar Ninja)
  - region 1702316 (Ev_猿団子軽量化_敵の更新停止許可領域③)
  - 1700357 (c1450_0010 - Nightjar Ninja)
  - 1700358 (c1450_0006 - Nightjar Ninja)
  - region 1702317 (Ev_猿団子軽量化_敵の更新停止許可領域④)
  - 1700338 (c1250_0006 - Valley Monkey)
  - 1700339 (c1250_0026 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 11705301, X0_4 = 1700352*, X4_4 = 1702314*)
  - Initialize Event (1, 11705301, X0_4 = 1700353*, X4_4 = 1702314*)
  - Initialize Event (2, 11705301, X0_4 = 1700354*, X4_4 = 1702315*)
  - Initialize Event (3, 11705301, X0_4 = 1700355*, X4_4 = 1702315*)
  - Initialize Event (4, 11705301, X0_4 = 1700356*, X4_4 = 1702316*)
  - Initialize Event (5, 11705301, X0_4 = 1700357*, X4_4 = 1702316*)
  - Initialize Event (6, 11705301, X0_4 = 1700358*, X4_4 = 1702317*)
  - Initialize Event (7, 11705301, X0_4 = 1700338*, X4_4 = 1702315*)
  - Initialize Event (8, 11705301, X0_4 = 1700339*, X4_4 = 1702315*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = -1, Looking = 0, Looking Entity ID = X0_4*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702212*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = -1)
  - + IF In/Outside Area (Result Condition Group = 2, Desired State = 0, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = 2, Looking = 1, Looking Entity ID = X0_4*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1702212*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 0, Update Frequency = 5)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705340
  Comment: Monkey update rate management
  Template:
  - Type: loc
  DebugInfo:
  - region 1702212 (Ev_猿団子軽量化_猿団子居る判定領域)
  - 1700301 (c1250_0027 - Valley Monkey)
  - 1700305 (c1250_0013 - Valley Monkey)
  - 1700359 (c1250_0021 - Valley Monkey)
  - 1700360 (c1250_0028 - Valley Monkey)
  - 1700361 (c1250_0046 - Valley Monkey)
  - 1700362 (c1250_0048 - Valley Monkey)
  - 1700363 (c1250_0049 - Valley Monkey)
  - 1700364 (c1250_0018 - Valley Monkey)
  - 1700365 (c1250_0003 - Valley Monkey)
  - 1700350 (c1250_0007 - Valley Monkey)
  - 1700351 (c1250_0052 - Valley Monkey)
  - 1700340 (c1250_0051 - Valley Monkey)
  - 1700366 (c1250_0004 - Valley Monkey)
  - 1700958 (c1001_0008 - Invisible - not random)
  DebugInit:
  - Initialize Event (3, 11705340, X0_4 = 1700301*)
  - Initialize Event (4, 11705340, X0_4 = 1700305*)
  - Initialize Event (5, 11705340, X0_4 = 1700359*)
  - Initialize Event (6, 11705340, X0_4 = 1700360*)
  - Initialize Event (7, 11705340, X0_4 = 1700361*)
  - Initialize Event (8, 11705340, X0_4 = 1700362*)
  - Initialize Event (9, 11705340, X0_4 = 1700363*)
  - Initialize Event (10, 11705340, X0_4 = 1700364*)
  - Initialize Event (11, 11705340, X0_4 = 1700365*)
  - Initialize Event (12, 11705340, X0_4 = 1700350*)
  - Initialize Event (13, 11705340, X0_4 = 1700351*)
  - Initialize Event (14, 11705340, X0_4 = 1700340*)
  - Initialize Event (15, 11705340, X0_4 = 1700366*)
  - Initialize Event (16, 11705340, X0_4 = 1700958*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702212*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = -1)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 1702212*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 0, Update Frequency = -1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705400
  Comment: Ignoring broken geckos for now
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - region 1702401 (Ev_お鍋洞窟びっしりヤモリイベント用)
  - 1700399 (c1100_0020 - Gecko)
  - 1700403 (c1100_0029 - Gecko)
  - 1700404 (c1100_0030 - Gecko)
  - 1700405 (c1100_0031 - Gecko)
  - 1700406 (c1100_0032 - Gecko)
  - 1700407 (c1100_0033 - Gecko)
  - 1700408 (c1100_0018 - Gecko)
  - 1700409 (c1100_0021 - Gecko)
  DebugInit:
  - Initialize Event (0, 11705400, X0_4 = 1700399*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1084227584)
  - Initialize Event (1, 11705400, X0_4 = 1700403*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1084227584)
  - Initialize Event (2, 11705400, X0_4 = 1700404*, X4_4 = 21002, X8_4 = 20013, X12_4 = 1084227584)
  - Initialize Event (3, 11705400, X0_4 = 1700405*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1084227584)
  - Initialize Event (4, 11705400, X0_4 = 1700406*, X4_4 = 21000, X8_4 = 20001, X12_4 = 1084227584)
  - Initialize Event (5, 11705400, X0_4 = 1700407*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1084227584)
  - Initialize Event (6, 11705400, X0_4 = 1700408*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1084227584)
  - Initialize Event (7, 11705400, X0_4 = 1700409*, X4_4 = 21000, X8_4 = 20001, X12_4 = 1084227584)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705410)
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -5, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702401*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Set Event Flag (Event Flag ID = 11705410, Flag State = 1)
  - Label 0 ()
  - + IF Character Posture Ratio (Result Condition Group = -1, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X12_4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705470
  Comment: Rock Diver logic. Maybe will work for other chrs?
  Template:
  - Type: loc
  DebugInfo:
  - 1700430 (c1140_0000 - Rock Diver)
  - region 1702430 (土塀兵_出現ポイント0_0)
  - region 1702431 (土塀兵_出現ポイント0_1)
  - 1700431 (c1140_0001 - Rock Diver)
  - region 1702435 (土塀兵_出現ポイント1_0)
  - region 1702436 (土塀兵_出現ポイント1_1)
  - region 1702437 (土塀兵_出現ポイント1_2)
  - 1700432 (c1140_0002 - Rock Diver)
  - region 1702440 (土塀兵_出現ポイント2_0)
  - region 1702441 (土塀兵_出現ポイント2_1)
  - region 1702442 (土塀兵_出現ポイント2_2)
  - region 1702443 (土塀兵_出現ポイント2_3)
  - 1700433 (c1140_0003 - Rock Diver)
  - region 1702445 (土塀兵_出現ポイント3_0)
  - region 1702446 (土塀兵_出現ポイント3_1)
  - region 1702447 (土塀兵_出現ポイント3_2)
  DebugInit:
  - Initialize Event (0, 11705470, X0_4 = 1700430*, X4_4 = 1702430*, X8_4 = 1702431*, X12_4 = 0, X16_4 = 0, X20_4 = 0)
  - Initialize Event (1, 11705470, X0_4 = 1700431*, X4_4 = 1702435*, X8_4 = 1702436*, X12_4 = 1702437*, X16_4 = 0, X20_4 = 0)
  - Initialize Event (2, 11705470, X0_4 = 1700432*, X4_4 = 1702440*, X8_4 = 1702441*, X12_4 = 1702442*, X16_4 = 1702443*, X20_4 = 0)
  - Initialize Event (3, 11705470, X0_4 = 1700433*, X4_4 = 1702445*, X8_4 = 1702446*, X12_4 = 1702447*, X16_4 = 0, X20_4 = 0)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X4_4*, Right-hand Side = 0)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4*, Right-hand Side = 0)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X12_4*, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4*, Right-hand Side = 0)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X20_4, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3114001, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + GOTO IF Player In/Outside Area (Label = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + GOTO IF Player In/Outside Area (Label = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - + GOTO IF Player In/Outside Area (Label = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X12_4*, Number of Target Characters = 1)
  - + GOTO IF Player In/Outside Area (Label = 3, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - GOTO IF Player In/Outside Area (Label = 4, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X20_4, Number of Target Characters = 1)
  - Label 0 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X4_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 1 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X8_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3114000)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 2 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X12_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3114000)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X12_4*, Number of Target Characters = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 3 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X16_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3114000)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 4 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X20_4, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3114000)
  - IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X20_4, Number of Target Characters = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 10 ()
  - END Unconditionally (Execution End Type = 1)
- ID: 11705520
  Comment: Shichimen activation
  Template:
  - Type: loc  # loc with entity
    Entity: 1700850
    Remove: 9314
  DebugInfo:
  - 1700520 (c1080_0000 - Shichimen Warrior)
  DebugCommands:
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Change Character Enable State (Entity ID = 1700520*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700520*, Disabled/Enabled = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8307)
  - + Change Character Enable State (Entity ID = 1700520*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1700520*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705625
  Comment: More geckos
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - 1700410 (c1100_0008 - Gecko)
  - 1700411 (c1100_0009 - Gecko)
  - 1700412 (c1100_0010 - Gecko)
  - 1700413 (c1100_0011 - Gecko)
  - 1700414 (c1100_0012 - Gecko)
  - 1700415 (c1100_0013 - Gecko)
  - 1700416 (c1100_0014 - Gecko)
  DebugInit:
  - Initialize Event (0, 11705625, X0_4 = 1700410*, X4_4 = 21000, X8_4 = 20001)
  - Initialize Event (1, 11705625, X0_4 = 1700411*, X4_4 = 21000, X8_4 = 20001)
  - Initialize Event (2, 11705625, X0_4 = 1700412*, X4_4 = 21000, X8_4 = 20001)
  - Initialize Event (3, 11705625, X0_4 = 1700413*, X4_4 = 21000, X8_4 = 20001)
  - Initialize Event (4, 11705625, X0_4 = 1700414*, X4_4 = 21000, X8_4 = 20001)
  - Initialize Event (5, 11705625, X0_4 = 1700415*, X4_4 = 21000, X8_4 = 20001)
  - Initialize Event (6, 11705625, X0_4 = 1700416*, X4_4 = 21000, X8_4 = 20001)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705620)
  - IF Character Type (Result Condition Group = 1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = 2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 1 ()
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705800
  Comment: End Guardian Ape. Also turn off music.
  Template:
  - Type: end
    Entity: 1700800
    EndCond: -5
    EndCond2: -1
    Add:
    - Cmd: Set Event Flag (11700810,1)
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  - 1700801 (c5001_0000 - Immortal Centipede)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1700800*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -5, Target Entity ID = 1700800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Set Event Flag (Event Flag ID = 11700800, Flag State = 1)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1700800*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1700800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Handle Boss Defeat (Entity ID = 1700800*)
  - Set Event Flag (Event Flag ID = 11700800, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6804, Flag State = 1)
  - Set Event Flag (Event Flag ID = 9304, Flag State = 1)
  - Award Achievement (Achievement ID = 23)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 3510200)
  - + Set SpEffect (Entity ID = 1700801*, SpEffect ID = 3510200)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
- ID: 11705810
  Comment: Initialize Guardian Ape. The lock on point is default also
  Template:
  - Type: start
    Entity: 1700800
    Remove: Force Animation Playback
    StartCmd: Set Lock On Point
    Camera: 500
    Name: entity
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  - 1700801 (c5001_0000 - Immortal Centipede)
  - region 1702825 (Ev_夜叉猿菩薩湖_特殊待機解除領域_複合)
  DebugCommands:
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - GOTO Unconditionally (Label = 2)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1700800*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1700801*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700801*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Set Lock On Point (Entity ID = 1700800*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Lock On Point (Entity ID = 1700800*, Lock On Dummypoly ID = 221, Desired State = 0)
  - + Set Character Immortality (Entity ID = 1700800*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1700801*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700801*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1700800*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1700801*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = 1700800*, Animation ID = 21005, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 1700800*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 1700800*, Target Distance = 30, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702825*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11700801, Flag State = 1)
  - + Force Animation Playback (Entity ID = 1700800*, Animation ID = 20005, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character Backread State (Entity ID = 1700800*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1700801*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1700800*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1700801*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character AI State (Entity ID = 1700800*, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 11705801, Flag State = 1)
  - + Force Character Target (Targeter Entity ID = 1700800*, Targeted Entity ID = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1700800*, Slot Number = 0, Name ID = 905100)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
- ID: 11705820
  Comment: Ape deathblow. This seems to be for both phases. As a result, don't allow it while another deathblow is happening, or else it will force the ape into an unkillable mix of the two phases.
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    StartFlag: 11705801
    Deathblow: 1700800
    Add:
    - Cmd: SKIP IF Event Flag (2,1,0,11705889)
      Before: EzState Instruction Request (1700800,20200,1)
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705801)
  - IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1700800*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1700800*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710203, Slot = 1)
  - IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705821
  Comment: Guardian Ape phase 2. Use a custom flag for this, since used by other events
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    ProgressFlag: 11705821
    Add:
    - Cmd: Set Event Flag (11705821,1)
      Before: END Unconditionally (0)
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = 0, Target Number Of Seconds = 12)
  - + EzState Instruction Request (Entity ID = 1700800*, Command = 20000, Slot = 1)
  - + Set Character AI ID (Entity ID = 1700800*, AI ID = 51000100)
  - + Request Character AI Re-plan (Entity ID = 1700800*)
  - + Set Lock On Point (Entity ID = 1700800*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Lock On Point (Entity ID = 1700800*, Lock On Dummypoly ID = 221, Desired State = 1)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5304)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 5306)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705822
  Comment: Guardian Ape phase 2 also, display boss name
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    Remove: Display Boss Health Bar  # TODO: Make chr renamings work
    # RemoveDupe: Display Boss Health Bar
    Name: entity
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 60, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1700800*, Slot Number = 0, Name ID = 905100)
- ID: 11705823
  Comment: Immortality for Guardian Ape. Weirdly dependent on headless ape centipede. 8303 is set when 9304 on (and originally when 9314 off)
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 8303
    Remove: 9314
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1700800*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705824
  Comment: Inverse immortality
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 8303
    Remove: 9314
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1700800*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705825
  Comment: Event message interaction
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + EzState Instruction Request (Entity ID = 1700800*, Command = 20020, Slot = 1)
  - IF Elapsed Seconds (Result Condition Group = 0, Target Number Of Seconds = 1)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 3510530)
  - IF Elapsed Seconds (Result Condition Group = 0, Target Number Of Seconds = 0.2)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 3510520)
  - IF Elapsed Seconds (Result Condition Group = 0, Target Number Of Seconds = 0.5)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 3510540)
  - + Set Character Animation State (Entity ID = 1700800*, Disabled/Enabled = 0)
  - IF Elapsed Seconds (Result Condition Group = 0, Target Number Of Seconds = 4)
  - + Play SE (Entity ID = 1700800*, Sound Type = 5, Sound ID = 651021)
- ID: 11705826
  Comment: Killing centipede. But this is never activated in-game. Remove just to keep bosses functional when out of order
  Template:
  - Type: remove
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  - 1700801 (c5001_0000 - Immortal Centipede)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 40, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Issue Short Warp Request (Entity ID = 1700801*, Warp Type = 2, Warp Destination Entity ID = 1700800*, Dummypoly ID = 260)
  - + Change Character Enable State (Entity ID = 1700801*, Disabled/Enabled = 1)
  - + Force Animation Playback (Entity ID = 1700801*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 6814, Flag State = 1)
  - Set Event Flag (Event Flag ID = 9314, Flag State = 1)
  - Display Banner (Banner Type = 5)
- ID: 11705827
  Comment: Some other event message interaction
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 200030, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5304)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5306)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 5305)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 80, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5306)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 5304)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 90, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5304)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 5306)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705828
  Comment: NPC part setup for guardian ape
  Template:
  - Type: chrpart
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = 1700800*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Create NPC Part (Entity ID = 1700800*, NPC Part ID = 1, NPC Part Group IDx = 1, NPC Part HP = 240, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part HP (Entity ID = 1700800*, NPC Part ID = 1, Desired HP = 240, Should Allow HP Above Max HP = 0)
  - + Set NPC Part SE and SFX (Entity ID = 1700800*, NPC Part ID = 1, Defense Material SE ID = 110, Defense Material SFX ID = 110)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705829
  Comment: NPC part interaction for guardian ape. Only for phase 1
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    ProgressFlag: 11705821
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = 1700800*, NPC Part ID = 1, HP Threshold = 0, Comparison Type = 5)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705821)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1700800*, SpEffect ID = 5029, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 0, Target Condition Group = 1)
  - + Set NPC Part HP (Entity ID = 1700800*, NPC Part ID = 1, Desired HP = 1, Should Allow HP Above Max HP = 0)
  - GOTO Unconditionally (Label = 20)
  - Label 0 ()
  - + Force Animation Playback (Entity ID = 1700800*, Animation ID = 20016, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set NPC Part HP (Entity ID = 1700800*, NPC Part ID = 1, Desired HP = 240, Should Allow HP Above Max HP = 0)
  - Label 20 ()
  - END Unconditionally (Execution End Type = 1)
- ID: 11705830
  Comment: Guardian Ape spear interaction
  Template:
  - Type: chrpart
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + Create NPC Part (Entity ID = 1700800*, NPC Part ID = 2, NPC Part Group IDx = 7, NPC Part HP = 1, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part Damaging Prosthetic (Character Entity ID = 1700800*, NPC Part ID = 2, Part-Damaging Prosthetic = 11)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = 1700800*, NPC Part ID = 2, HP Threshold = 0, Comparison Type = 5)
  - + Force Animation Playback (Entity ID = 1700800*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705831
  Comment: Also needed for spear interaction
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1700800*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character In View Range (Result Condition Group = 1, Viewed Entity ID = 10000, Viewer Entity ID = 1700800*, Angle (degrees) = 260, Min Distance = 0, Max Distance = 15, Desired State = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 3510030)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1700800*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character In View Range (Result Condition Group = -2, Viewed Entity ID = 10000, Viewer Entity ID = 1700800*, Angle (degrees) = 260, Min Distance = 0, Max Distance = 15, Desired State = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 3510030)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705832
  Comment: Area-specific camera thing
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    Camera: 500; 501
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 3510700, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 501)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 3510700, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705833
  Comment: Event message interaction
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 200031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 100, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5306)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 5305)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700800*, Target Event Message ID = 100, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700800*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1700800*, SpEffect ID = 5306)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705834
  Comment: Player swimming during fight. Not many other arenas have water though. (are AI commands transferrable?)
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - IF Player Swim State (Result Condition Group = -1, Swim State = 0)
  - IF Player Swim State (Result Condition Group = -1, Swim State = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 0, Target Condition Group = -1)
  - + Request Character AI Command (Entity ID = 1700800*, Command ID = 20, Slot Number = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Request Character AI Command (Entity ID = 1700800*, Command ID = -1, Slot Number = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705835
  Comment: Guardian Ape phase 2 things, including fakeout banner. The flag seems to be only used for music. Also add flag for use by deathblow race conditions.
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    Remove: 11700810; 11705802; Display Boss Health Bar  # TODO: Make chr renamings work
    RemoveDupe: Display Banner  # Display Boss Health Bar
    Name: entity
    Add:
    - Cmd: Set Event Flag (11705889,1)
      After: WAIT Fixed Time (Seconds) (7.5)
    - Cmd: Set Event Flag (11705889,0)
      After: WAIT Fixed Time (Seconds) (10.5)
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 3510600, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 11700810, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 7.5)
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 1700800*, Slot Number = 0, Name ID = 905100)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Display Banner (Banner Type = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 10.5)
  - Set Event Flag (Event Flag ID = 11705802, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705836
  Comment: Activation for ape
  Template:
  - Type: loc
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  - region 1702830 (Ｅｖ_夜叉猿、アタリ無し解除領域)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + Set Character AI State (Entity ID = 1700800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700800*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702830*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 1700800*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1700800*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705838
  Comment: More camera id things
  Template:
  - Type: chr
    Entity: 1700800
    DefeatFlag: 9304
    Camera: 500; 502
  DebugInfo:
  - 1700800 (c5100_0000 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9304)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 3510701, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 502)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700800*, SpEffect ID = 3510701, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705850
  Comment: Headless Ape end
  Template:
  - Type: end
    Entity: 1700850
    EndCond: -5
    EndCond2: -1
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9307)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = 1700850*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -5, Target Entity ID = 1700850*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - Set Event Flag (Event Flag ID = 11700850, Flag State = 1)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = 1700850*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 1700850*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Handle Boss Defeat (Entity ID = 1700850*)
  - Set Event Flag (Event Flag ID = 9307, Flag State = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
- ID: 11705860
  Comment: Start for Headless Ape. Headless Ape centipede is excluded from randomizer, but this event needs to be transplanted for disabling helper, in which case defeat flag is ignored.
  Template:
  - Type: start
    Entity: 1700850
    Remove: Force Animation Playback; 9307 # ; Set Lock On Point
    Replace: 9314 -> 9307
    StartCmd: Set Lock On Point
    Camera: 500
    Name: entity
  #- Type: multichr
  #  Entity: 1700850
  #  Remove: 9307; 1700850; 1700852
  #  Add:
  #  - Cmd: END Unconditionally (0)
  #    Before: GOTO Unconditionally (3)
  #  DefeatFlag: 9314
  #  AppearFlag: 8303
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  - 1700851 (c5001_0001 - Immortal Centipede)
  - 1700852 (c5100_0002 - Guardian Ape)
  - region 1702862 (Event_夜叉猿（首無し）のビクビク待機ポイント)
  - region 1702870 (Ev_夜叉猿（二体戦）_複合ボス起動領域)
  DebugCommands:
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9307)
  - GOTO Unconditionally (Label = 3)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1700850*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1700851*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1700852*, Should Receive Souls = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9307)
  - + Set Lock On Point (Entity ID = 1700850*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Lock On Point (Entity ID = 1700850*, Lock On Dummypoly ID = 221, Desired State = 1)
  - + Warp Character and Copy Floor (Entity ID = 1700850*, Warp Type = 1, Warp Destination Entity ID = 1702862*, Dummypoly ID = -1, Entity ID to Copy Floor From = 1700850*)
  - + Force Animation Playback (Entity ID = 1700850*, Animation ID = 21000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Change Character DispMask (Entity ID = 1700850*, Bit Number = 10, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1700850*, Bit Number = 11, Switch Type = 0)
  - + Change Character DispMask (Entity ID = 1700850*, Bit Number = 0, Switch Type = 1)
  - + Change Character DispMask (Entity ID = 1700850*, Bit Number = 1, Switch Type = 1)
  - + Change Character DispMask (Entity ID = 1700850*, Bit Number = 12, Switch Type = 1)
  - + Set Character HP Bar Display (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + Set SpEffect (Entity ID = 1700850*, SpEffect ID = 3510200)
  - + Set SpEffect (Entity ID = 1700851*, SpEffect ID = 3510200)
  - + Change Character Enable State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 3 ()
  - + Set Character Immortality (Entity ID = 1700850*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 1700850*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Lock On Point (Entity ID = 1700850*, Lock On Dummypoly ID = 221, Desired State = 1)
  - + Set Character HP Bar Display (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 1700851*, Disabled/Enabled = 0)
  - + Force Animation Playback (Entity ID = 1700850*, Animation ID = 21005, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = 1700850*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 1702870*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 11700851, Flag State = 1)
  - Set Event Flag (Event Flag ID = 11705851, Flag State = 1)
  - + Force Animation Playback (Entity ID = 1700850*, Animation ID = 20005, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character Backread State (Entity ID = 1700850*, Removed = 0)
  - + Set Character Backread State (Entity ID = 1700851*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1700850*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 1700851*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character AI State (Entity ID = 1700850*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 1700850*, Slot Number = 0, Name ID = 905100)
  - + Force Character Target (Targeter Entity ID = 1700850*, Targeted Entity ID = 10000)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
- ID: 11705862
  Comment: Guardian apes interaction. Only sets camera param. Right now uses event flag which will change so disable camera change also.
  Template:
  - Type: chr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
    ProgressFlag: 11705880
    Camera: 500; 501; 510; 511
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1700850*, SpEffect ID = 3510700, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1700852*, SpEffect ID = 3510700, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705880)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 501)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 511)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1700850*, SpEffect ID = 3510700, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1700852*, SpEffect ID = 3510700, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = -2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705880)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705870
  Comment: Immortality for headless ape. The 9314 flag is set by one-time event, but, can be swapped with other defeat flags just fine.
  Template:
  - Type: chr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700850*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1700850*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705871
  Comment: Inverse immortality
  Template:
  - Type: chr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700850*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1700850*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705872
  Comment: Interaction between guardian apes
  Template:
  - Type: multichr
    Entity: 1700850
    DefeatFlag: 9307
    AppearFlag: 8303
    Remove: 1700851
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  - 1700851 (c5001_0001 - Immortal Centipede)
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9307)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700850*, Target Event Message ID = 30, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + EzState Instruction Request (Entity ID = 1700850*, Command = 21000, Slot = 1)
  - + Set SpEffect (Entity ID = 1700850*, SpEffect ID = 3510200)
  - + Set SpEffect (Entity ID = 1700851*, SpEffect ID = 3510200)
  - + Set SpEffect (Entity ID = 1700852*, SpEffect ID = 3510200)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705873
  Comment: Headless ape centipede deathblow. Removed, since 9307 gives 9314 instead, if the entity is randomized
  Template:
  - Type: remove
    Entity: 1700850
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  - 1700851 (c5001_0001 - Immortal Centipede)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700850*, Target Event Message ID = 40, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Issue Short Warp Request (Entity ID = 1700851*, Warp Type = 2, Warp Destination Entity ID = 1700850*, Dummypoly ID = 260)
  - + Change Character Enable State (Entity ID = 1700851*, Disabled/Enabled = 1)
  - + Force Animation Playback (Entity ID = 1700851*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 6814, Flag State = 1)
  - Set Event Flag (Event Flag ID = 9314, Flag State = 1)
  - Display Banner (Banner Type = 5)
  - Award Achievement (Achievement ID = 24)
- ID: 11705874
  Comment: Headless ape spear thing
  Template:
  - Type: chrpart
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + Create NPC Part (Entity ID = 1700850*, NPC Part ID = 10, NPC Part Group IDx = 7, NPC Part HP = 1, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part Damaging Prosthetic (Character Entity ID = 1700850*, NPC Part ID = 10, Part-Damaging Prosthetic = 11)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = 1700850*, NPC Part ID = 10, HP Threshold = 0, Comparison Type = 5)
  - + Force Animation Playback (Entity ID = 1700850*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705875
  Comment: Headless ape spear thing
  Template:
  - Type: chr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 1700850*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character In View Range (Result Condition Group = 1, Viewed Entity ID = 10000, Viewer Entity ID = 1700850*, Angle (degrees) = 260, Min Distance = 0, Max Distance = 15, Desired State = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 1700850*, SpEffect ID = 3510030)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1700850*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character In View Range (Result Condition Group = -2, Viewed Entity ID = 10000, Viewer Entity ID = 1700850*, Angle (degrees) = 260, Min Distance = 0, Max Distance = 15, Desired State = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Clear SpEffect (Entity ID = 1700850*, SpEffect ID = 3510030)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705876
  Comment: Some more speffect interaction, but just camera id
  Template:
  - Type: chr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
    ProgressFlag: 11705880
    Camera: 500; 502; 510; 512
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1700850*, SpEffect ID = 3510701, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 1700852*, SpEffect ID = 3510701, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705880)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 502)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 512)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1700850*, SpEffect ID = 3510701, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 1700852*, SpEffect ID = 3510701, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = -2)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705880)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - SKIP Unconditionally (Number Of Skipped Lines = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705880
  Comment: Enabling ape 2. This one is special wrt use of flags. The region is moved in enemy config as it's also used by AI. Or, just remove it...
  Template:
  - Type: multichr
    Entity: 1700850
    DefeatFlag: 9307
    AppearFlag: 8303
    Remove: 9314; Set Area CameraSetParam SubID; 1702871; Request Character AI Command (1700850,10,0)
    # RemoveDupe: 1702871; Request Character AI Command (1700850,10,0)
    StartFlag: 11705851
    ProgressFlag: 11705880
    Add:
    - After: Label 0 ()
      Cmd: Force Character Death (1700852,0)
    - After: Set Area CameraSetParam SubID (510)
      Cmd: Set Event Flag (11705880,1)
  - Type: chr  # For standalone. But partner is still way too passive
    Entity: 1700852
    Remove: 1700850; 1702871; GOTO IF Event Flag; IF Event Flag; Set Area CameraSetParam SubID; WAIT Fixed Time (Seconds) (3)
    Add:
    - Cmd: IF Entity In/Outside Radius Of Entity (1,1,10000,1700852,10,1)
      Before: IF Condition Group (0,1,1)
  DebugInfo:
  - 1700852 (c5100_0002 - Guardian Ape)
  - 1700850 (c5100_0001 - Guardian Ape)
  - region 1702871 (夜叉猿（首なし）_1忍殺後に目指す場所)
  DebugCommands:
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9307)
  - GOTO Unconditionally (Label = 3)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 1700852*, Should Receive Souls = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 3 ()
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705851)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 1700850*, Comparison Type = 0, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = 1700850*, Command ID = 10, Slot Number = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 1700850*, Area Entity ID = 1702871*, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = 1700850*, Command ID = 11, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1700850*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 1700852*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = 1700852*, Removed = 0)
  - + Set Network Update Rate (Entity ID = 1700852*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Force Animation Playback (Entity ID = 1700852*, Animation ID = 20020, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Lock On Point (Entity ID = 1700852*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Lock On Point (Entity ID = 1700852*, Lock On Dummypoly ID = 221, Desired State = 0)
  - + Set Lock On Point (Entity ID = 1700852*, Lock On Dummypoly ID = 650, Desired State = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Request Character AI Command (Entity ID = 1700850*, Command ID = 0, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1700850*)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 510)
  - + Set Character Event Target (Entity ID = 1700852*, Entity ID 2 = 1700850*)
  - + Set Character Event Target (Entity ID = 1700850*, Entity ID 2 = 1700852*)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705881
  Comment: Headless ape friend deathblow
  Template:
  - Type: multichr
    Entity: 1700850
    AppearFlag: 8303
    StartFlag: 11705851
    Deathblow: 1700852
    # Add condition for deathblow dependent on character
    Add:
    - Cmd: IF Number of Character Health Bars (1,1700852,0,0,0,1)
      Before: IF Condition Group (0,1,1)
  DebugInfo:
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 11705851)
  - IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 1700852*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710203, Slot = 1)
  - IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705882
  Comment: Headless ape friend immortality
  Template:
  - Type: multichr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700852*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1700852*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705883
  Comment: Inverse headless ape friend immortality
  Template:
  - Type: multichr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700852*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 1700852*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 11705884
  Comment: Interaction between double apes, perhaps ape friend giving up on first one's death
  Template:
  - Type: multichr
    Entity: 1700850
    DefeatFlag: 9314
    AppearFlag: 8303
  DebugInfo:
  - 1700850 (c5100_0001 - Guardian Ape)
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9314)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8303)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700850*, SpEffect ID = 5035, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = 1700852*, Command ID = 10, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 1700852*)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = 1700852*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Change Character Enable State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 1700852*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 11705886
  Comment: Some headless ape friend behavior
  Template:
  - Type: multichr
    Entity: 1700850
    DefeatFlag: 9307
  DebugInfo:
  - 1700852 (c5100_0002 - Guardian Ape)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9307)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 1700852*, SpEffect ID = 200030, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700852*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700852*, SpEffect ID = 5304)
  - + Clear SpEffect (Entity ID = 1700852*, SpEffect ID = 5306)
  - + Set SpEffect (Entity ID = 1700852*, SpEffect ID = 5305)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700852*, Target Event Message ID = 80, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700852*, SpEffect ID = 5306)
  - + Clear SpEffect (Entity ID = 1700852*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1700852*, SpEffect ID = 5304)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 1700852*, Target Event Message ID = 90, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 1700852*, SpEffect ID = 5304)
  - + Clear SpEffect (Entity ID = 1700852*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 1700852*, SpEffect ID = 5306)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - END Unconditionally (Execution End Type = 1)
- ID: 12000451
  Comment: Armored Warrior activation
  Template:
  - Type: loc
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  DebugInit:
  - Initialize Event (0, 12000451, X0_4 = 2000400*)
  DebugCommands:
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 12005451, Flag State = 1)
- ID: 12005210
  Comment: Warp to folding screen monkeys boss fight
  Template:
  - Type: loc
  DebugInfo:
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - region 2002200 (無限回廊ワープ後_初期位置)
  DebugCommands:
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 8400)
  - (De)activate Object (Target Object Entity ID = 2001200, State = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 2000680, Target Entity ID = 2001200)
  - (De)activate Object (Target Object Entity ID = 2001201, State = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 62000705)
  - Set Area Gparam Sub ID (Area ID = 20, Block ID = 0, Gparam Sub ID = 10, Change Time (s) = 3)
  - Label 0 ()
  - Activate Map Part (Map Part Entity ID = 8907000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907010, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907015, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907020, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907030, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907040, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907050, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907060, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907075, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907080, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907100, State = 0)
  - (De)activate Object (Target Object Entity ID = 8901000, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set Network Update Rate (Entity ID = 2000801*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = 2000801*, Disabled/Enabled = 1)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 1)
  - + Play Cutscene and Warp Player (Cutscene ID = 20000000, Playback Method = 0, Point Entity ID = 2002200*, Area ID = 20, Block ID = 0, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 20000000)
  - Award Item Lot (Item Lot ID = 2000060)
  - (De)activate Object (Target Object Entity ID = 2001201, State = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Spawn Oneshot SFX (Type = 2, Entity ID = 10000, Dummypoly ID = 2, SFX ID = 820130)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - Play SE (Entity ID = 10000, Sound Type = 1, Sound ID = 4031)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.1)
  - + Fade Out and Warp Player (Point Entity ID = 2002200*, Area ID = 20, Block ID = 0)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005223
  Comment: Some behavior for the taro troop behind the statue. xx is this common speffect
  Template:
  - Type: chr
    Entity: 2000673
  DebugInfo:
  - 2000673 (c1180_0003 - Taro Troop)
  DebugCommands:
  - + Set SpEffect (Entity ID = 2000673*, SpEffect ID = 5921)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005231
  Comment: Some speffect for spear adept near idol when wandering in halls
  Template:
  - Type: loc
  DebugInfo:
  - region 2002231 (Ev_回転槍術士_本堂内部のPC無視領域)
  - 2000466 (c1060_0002 - Spear Adept)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002231*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 2000466*, SpEffect ID = 3106000)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002231*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 2000466*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 2000466*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = 2000466*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Clear SpEffect (Entity ID = 2000466*, SpEffect ID = 3106000)
  - END IF Condition Group State (Compiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005240
  Comment: Some activation for enemy
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - 2000253 (c1360_0009 - Assassin (Senpou))
  DebugInit:
  - Initialize Event (0, 12005240, X0_4 = 2000253*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Force Animation Playback (Entity ID = 2000253*, Animation ID = 21001, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002253, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002254, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Force Animation Playback (Entity ID = 2000253*, Animation ID = 20011, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Force Animation Playback (Entity ID = 2000253*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005255
  Comment: Something related to boss having speffect when boss is loaded
  Template:
  - Type: chr
    Entity: 2000279
    DefeatFlag: 12000279
  DebugInfo:
  - 2000279 (c1040_0000 - Centipede Boss)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000279)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = 2000279*, Is Backread = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000279*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 2000279*, SpEffect ID = 8010)
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = 2000279*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005305
  Comment: Character interactions
  Template:
  - Type: loc
  DebugInfo:
  - 2000650 (c1060_0000 - Spear Adept)
  - 2000651 (c1060_0005 - Spear Adept)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = 2000650*, Comparison Type = 5, Target Posture Ratio = 0.6, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = -2, Target Entity ID = 2000650*, Comparison Type = 5, Target HP Ratio = 0.6, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Patrol Behavior (Character Entity ID = 2000651*, Patrol Information Entity ID = 2003468)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = 2000651*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = 2000651*)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005306
  Comment: speffect for group at start of Senpou. See if this should be preserved
  Template:
  - Type: loc
  DebugInfo:
  - group 2005400 [2000336 (c1220_0004 - Seeker), 2000337 (c1220_0005 - Seeker), 2000338 (c1220_0006 - Seeker), 2000339 (c1220_0007 - Seeker), 2000340 (c1220_0008 - Seeker), 2000349 (c1220_0026 - Seeker), 2000350 (c1220_0027 - Seeker), 2000351 (c1220_0028 - Seeker), 2000352 (c1220_0029 - Seeker), 2000353 (c1220_0030 - Seeker)]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set SpEffect (Entity ID = 2005400*, SpEffect ID = 3122540)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005330
  Comment: NPC part setup for infested
  Template:
  - Type: chr
  DebugInfo:
  - 2000647 (c1200_0003 - Infested Seeker (Parasite))
  - 2000648 (c1200_0002 - Infested Seeker (Parasite))
  - 2000649 (c1200_0000 - Infested Seeker (Parasite))
  - 2000646 (c1200_0004 - Infested Seeker (Parasite))
  DebugInit:
  - Initialize Event (0, 12005330, X0_4 = 2000647*)
  - Initialize Event (1, 12005330, X0_4 = 2000648*)
  - Initialize Event (2, 12005330, X0_4 = 2000649*)
  - Initialize Event (3, 12005330, X0_4 = 2000646*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Damage Type (Result Condition Group = 8, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF NPC Part HP (Result Condition Group = 8, Target Entity ID = X0_4*, NPC Part ID = 10, HP Threshold = 0, Comparison Type = 5)
  - + IF Character Has SpEffect (Result Condition Group = 8, Target Entity ID = X0_4*, SpEffect ID = 3120040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 8)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005335
  Comment: Setup and parts for other infested seekers
  Template:
  - Type: chrpart
  DebugInfo:
  - 2000647 (c1200_0003 - Infested Seeker (Parasite))
  - 2000648 (c1200_0002 - Infested Seeker (Parasite))
  - 2000649 (c1200_0000 - Infested Seeker (Parasite))
  - 2000646 (c1200_0004 - Infested Seeker (Parasite))
  DebugInit:
  - Initialize Event (0, 12005335, X0_4 = 2000647*)
  - Initialize Event (1, 12005335, X0_4 = 2000648*)
  - Initialize Event (2, 12005335, X0_4 = 2000649*)
  - Initialize Event (3, 12005335, X0_4 = 2000646*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 0, Switch Type = 1)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 1, Switch Type = 1)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 2, Switch Type = 1)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 3, Switch Type = 1)
  - + IF NPC Part HP (Result Condition Group = 1, Target Entity ID = X0_4*, NPC Part ID = 10, HP Threshold = 0, Comparison Type = 0)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 0, Target Condition Group = 1)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = 10, NPC Part Group IDx = 4, NPC Part HP = 200, Damage Correction = 1, Body Damage Compensation = 3, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = 10, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set NPC Part HP (Entity ID = X0_4*, NPC Part ID = 10, Desired HP = 200, Should Allow HP Above Max HP = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3120040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 0, Switch Type = 0)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 1, Switch Type = 0)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 2, Switch Type = 0)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 3, Switch Type = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3120040, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005340
  Comment: AI activation for a seeker
  Template:
  - Type: chr
    Entity: 2000601
  DebugInfo:
  - 2000601 (c1210_0001 - Infested Seeker)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000601*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 2000601*, SpEffect ID = 3120030, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 2000601*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 2000601*, SpEffect ID = 3120030, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 2000601*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005345
  Comment: Interaction between crickets and gourd seed seeker. Doesn't do much anymore
  Template:
  - Type: loc
  DebugInfo:
  - 2000281 (c1211_0005 - Cricket)
  - 2000282 (c1211_0006 - Cricket)
  - 2000283 (c1211_0007 - Cricket)
  - 2000284 (c1211_0008 - Cricket)
  - 2000285 (c1211_0009 - Cricket)
  - 2000286 (c1211_0010 - Cricket)
  - 2000287 (c1211_0011 - Cricket)
  - 2000288 (c1211_0012 - Cricket)
  - 2000289 (c1211_0013 - Cricket)
  - 2000290 (c1211_0014 - Cricket)
  - 2000291 (c1211_0015 - Cricket)
  - 2000292 (c1211_0016 - Cricket)
  - 2000293 (c1211_0002 - Cricket)
  - 2000294 (c1211_0003 - Cricket)
  - 2000280 (c1211_0000 - Cricket)
  - 2000601 (c1210_0001 - Infested Seeker)
  DebugInit:
  - Initialize Event (0, 12005345, X0_4 = 2000601*, X4_4 = 0)
  DebugCommands:
  - IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X4_4, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5020)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5021)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5022)
  - + IF Character Dead/Alive (Result Condition Group = -11, Target Entity ID = 2000281*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -11, Target Entity ID = 2000282*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -11, Target Entity ID = 2000283*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -11)
  - + IF Character Dead/Alive (Result Condition Group = -12, Target Entity ID = 2000284*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -12, Target Entity ID = 2000285*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -12, Target Entity ID = 2000286*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -12)
  - + IF Character Dead/Alive (Result Condition Group = -13, Target Entity ID = 2000287*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -13, Target Entity ID = 2000288*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -13, Target Entity ID = 2000289*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 3, Desired Condition Group State = 1, Target Condition Group = -13)
  - + IF Character Dead/Alive (Result Condition Group = -14, Target Entity ID = 2000290*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -14, Target Entity ID = 2000291*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -14, Target Entity ID = 2000292*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 4, Desired Condition Group State = 1, Target Condition Group = -14)
  - + IF Character Dead/Alive (Result Condition Group = -15, Target Entity ID = 2000293*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -15, Target Entity ID = 2000294*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -15, Target Entity ID = 2000280*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 5, Desired Condition Group State = 1, Target Condition Group = -15)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - (De)activate Generator (Entity ID = 2002295, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = 2002295)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = 2002295, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 2 ()
  - (De)activate Generator (Entity ID = 2002296, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = 2002296)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = 2002296, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 3 ()
  - (De)activate Generator (Entity ID = 2002297, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = 2002297)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = 2002297, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 4 ()
  - (De)activate Generator (Entity ID = 2002298, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = 2002298)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = 2002298, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 5 ()
  - (De)activate Generator (Entity ID = 2002299, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = 2002299)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = 2002299, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005350
  Comment: Other interaction between seeker and crickets
  Template:
  - Type: loc
  DebugInfo:
  - 2000630 (c1210_0003 - Infested Seeker)
  - 2000634 (c1211_0030 - Cricket)
  - 2000635 (c1211_0031 - Cricket)
  - 2000636 (c1211_0032 - Cricket)
  - 2000631 (c1210_0004 - Infested Seeker)
  - 2000632 (c1210_0005 - Infested Seeker)
  DebugInit:
  - Initialize Event (0, 12005350, X0_4 = 2000630*, X4_4 = 2000634*, X8_4 = 2000635*, X12_4 = 2000636*, X16_4 = 2000637, X20_4 = 2003634, X24_4 = 2003635, X28_4 = 2003636, X32_4 = 2003637)
  - Initialize Event (1, 12005350, X0_4 = 2000631*, X4_4 = 2000638, X8_4 = 2000639, X12_4 = 2000640, X16_4 = 2000641, X20_4 = 2003638, X24_4 = 2003639, X28_4 = 2003640, X32_4 = 2003641)
  - Initialize Event (2, 12005350, X0_4 = 2000632*, X4_4 = 2000642, X8_4 = 2000643, X12_4 = 2000644, X16_4 = 2000645, X20_4 = 2003642, X24_4 = 2003643, X28_4 = 2003644, X32_4 = 2003645)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X4_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X8_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X12_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X16_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5020)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5021)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5022)
  - Label 0 ()
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5020)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5021)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5022)
  - + IF Character Dead/Alive (Result Condition Group = -11, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -11)
  - + IF Character Dead/Alive (Result Condition Group = -12, Target Entity ID = X8_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -12)
  - + IF Character Dead/Alive (Result Condition Group = -13, Target Entity ID = X12_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 3, Desired Condition Group State = 1, Target Condition Group = -13)
  - IF Character Dead/Alive (Result Condition Group = -14, Target Entity ID = X16_4, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 4, Desired Condition Group State = 1, Target Condition Group = -14)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - (De)activate Generator (Entity ID = X20_4, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = X20_4)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = X20_4, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 2 ()
  - (De)activate Generator (Entity ID = X24_4, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = X24_4)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = X24_4, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 3 ()
  - (De)activate Generator (Entity ID = X28_4, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = X28_4)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = X28_4, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 4 ()
  - (De)activate Generator (Entity ID = X32_4, Disabled/Enabled = 1)
  - Make Enemy Appear Event (Entity ID = X32_4)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - (De)activate Generator (Entity ID = X32_4, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005360
  Comment: Cricker seeker interactions
  Template:
  - Type: loc
    Remove: Request Character AI Command
  DebugInfo:
  - 2000281 (c1211_0005 - Cricket)
  - 2000601 (c1210_0001 - Infested Seeker)
  - 2000282 (c1211_0006 - Cricket)
  - 2000283 (c1211_0007 - Cricket)
  - 2000284 (c1211_0008 - Cricket)
  - 2000285 (c1211_0009 - Cricket)
  - 2000286 (c1211_0010 - Cricket)
  - 2000287 (c1211_0011 - Cricket)
  - 2000288 (c1211_0012 - Cricket)
  - 2000289 (c1211_0013 - Cricket)
  - 2000290 (c1211_0014 - Cricket)
  - 2000291 (c1211_0015 - Cricket)
  - 2000292 (c1211_0016 - Cricket)
  - 2000293 (c1211_0002 - Cricket)
  - 2000294 (c1211_0003 - Cricket)
  - 2000295 (c1211_0004 - Cricket)
  - 2000634 (c1211_0030 - Cricket)
  - 2000630 (c1210_0003 - Infested Seeker)
  - 2000635 (c1211_0031 - Cricket)
  - 2000636 (c1211_0032 - Cricket)
  - 2000631 (c1210_0004 - Infested Seeker)
  - 2000632 (c1210_0005 - Infested Seeker)
  DebugInit:
  - Initialize Event (0, 12005360, X0_4 = 2000281*, X4_4 = 2000601*)
  - Initialize Event (1, 12005360, X0_4 = 2000282*, X4_4 = 2000601*)
  - Initialize Event (2, 12005360, X0_4 = 2000283*, X4_4 = 2000601*)
  - Initialize Event (3, 12005360, X0_4 = 2000284*, X4_4 = 2000601*)
  - Initialize Event (4, 12005360, X0_4 = 2000285*, X4_4 = 2000601*)
  - Initialize Event (5, 12005360, X0_4 = 2000286*, X4_4 = 2000601*)
  - Initialize Event (6, 12005360, X0_4 = 2000287*, X4_4 = 2000601*)
  - Initialize Event (7, 12005360, X0_4 = 2000288*, X4_4 = 2000601*)
  - Initialize Event (8, 12005360, X0_4 = 2000289*, X4_4 = 2000601*)
  - Initialize Event (9, 12005360, X0_4 = 2000290*, X4_4 = 2000601*)
  - Initialize Event (10, 12005360, X0_4 = 2000291*, X4_4 = 2000601*)
  - Initialize Event (11, 12005360, X0_4 = 2000292*, X4_4 = 2000601*)
  - Initialize Event (12, 12005360, X0_4 = 2000293*, X4_4 = 2000601*)
  - Initialize Event (13, 12005360, X0_4 = 2000294*, X4_4 = 2000601*)
  - Initialize Event (14, 12005360, X0_4 = 2000295*, X4_4 = 2000601*)
  - Initialize Event (15, 12005360, X0_4 = 2000634*, X4_4 = 2000630*)
  - Initialize Event (16, 12005360, X0_4 = 2000635*, X4_4 = 2000630*)
  - Initialize Event (17, 12005360, X0_4 = 2000636*, X4_4 = 2000630*)
  - Initialize Event (18, 12005360, X0_4 = 2000637, X4_4 = 2000630*)
  - Initialize Event (19, 12005360, X0_4 = 2000638, X4_4 = 2000631*)
  - Initialize Event (20, 12005360, X0_4 = 2000639, X4_4 = 2000631*)
  - Initialize Event (21, 12005360, X0_4 = 2000640, X4_4 = 2000631*)
  - Initialize Event (22, 12005360, X0_4 = 2000641, X4_4 = 2000631*)
  - Initialize Event (23, 12005360, X0_4 = 2000642, X4_4 = 2000632*)
  - Initialize Event (24, 12005360, X0_4 = 2000643, X4_4 = 2000632*)
  - Initialize Event (25, 12005360, X0_4 = 2000644, X4_4 = 2000632*)
  - Initialize Event (26, 12005360, X0_4 = 2000645, X4_4 = 2000632*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3151000, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3151000)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X4_4*, SpEffect ID = 5020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 5020)
  - END Unconditionally (Execution End Type = 1)
  - + IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = X4_4*, SpEffect ID = 5021, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = 3)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 5021)
  - END Unconditionally (Execution End Type = 1)
  - + IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = X4_4*, SpEffect ID = 5022, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 4)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 5022)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005400
  Comment: Cricker seeker interactions
  Template:
  - Type: loc
    Remove: Request Character AI Command; Force Animation Playback
  DebugInfo:
  - 2000281 (c1211_0005 - Cricket)
  - 2000601 (c1210_0001 - Infested Seeker)
  - 2000282 (c1211_0006 - Cricket)
  - 2000283 (c1211_0007 - Cricket)
  - 2000284 (c1211_0008 - Cricket)
  - 2000285 (c1211_0009 - Cricket)
  - 2000286 (c1211_0010 - Cricket)
  - 2000287 (c1211_0011 - Cricket)
  - 2000288 (c1211_0012 - Cricket)
  - 2000289 (c1211_0013 - Cricket)
  - 2000290 (c1211_0014 - Cricket)
  - 2000291 (c1211_0015 - Cricket)
  - 2000292 (c1211_0016 - Cricket)
  - 2000293 (c1211_0002 - Cricket)
  - 2000294 (c1211_0003 - Cricket)
  - 2000295 (c1211_0004 - Cricket)
  - 2000634 (c1211_0030 - Cricket)
  - 2000630 (c1210_0003 - Infested Seeker)
  - 2000635 (c1211_0031 - Cricket)
  - 2000636 (c1211_0032 - Cricket)
  - 2000631 (c1210_0004 - Infested Seeker)
  - 2000632 (c1210_0005 - Infested Seeker)
  DebugInit:
  - Initialize Event (0, 12005400, X0_4 = 2000281*, X4_4 = 2000601*)
  - Initialize Event (1, 12005400, X0_4 = 2000282*, X4_4 = 2000601*)
  - Initialize Event (2, 12005400, X0_4 = 2000283*, X4_4 = 2000601*)
  - Initialize Event (3, 12005400, X0_4 = 2000284*, X4_4 = 2000601*)
  - Initialize Event (4, 12005400, X0_4 = 2000285*, X4_4 = 2000601*)
  - Initialize Event (5, 12005400, X0_4 = 2000286*, X4_4 = 2000601*)
  - Initialize Event (6, 12005400, X0_4 = 2000287*, X4_4 = 2000601*)
  - Initialize Event (7, 12005400, X0_4 = 2000288*, X4_4 = 2000601*)
  - Initialize Event (8, 12005400, X0_4 = 2000289*, X4_4 = 2000601*)
  - Initialize Event (9, 12005400, X0_4 = 2000290*, X4_4 = 2000601*)
  - Initialize Event (10, 12005400, X0_4 = 2000291*, X4_4 = 2000601*)
  - Initialize Event (11, 12005400, X0_4 = 2000292*, X4_4 = 2000601*)
  - Initialize Event (12, 12005400, X0_4 = 2000293*, X4_4 = 2000601*)
  - Initialize Event (13, 12005400, X0_4 = 2000294*, X4_4 = 2000601*)
  - Initialize Event (14, 12005400, X0_4 = 2000295*, X4_4 = 2000601*)
  - Initialize Event (15, 12005400, X0_4 = 2000634*, X4_4 = 2000630*)
  - Initialize Event (16, 12005400, X0_4 = 2000635*, X4_4 = 2000630*)
  - Initialize Event (17, 12005400, X0_4 = 2000636*, X4_4 = 2000630*)
  - Initialize Event (18, 12005400, X0_4 = 2000637, X4_4 = 2000630*)
  - Initialize Event (19, 12005400, X0_4 = 2000638, X4_4 = 2000631*)
  - Initialize Event (20, 12005400, X0_4 = 2000639, X4_4 = 2000631*)
  - Initialize Event (21, 12005400, X0_4 = 2000640, X4_4 = 2000631*)
  - Initialize Event (22, 12005400, X0_4 = 2000641, X4_4 = 2000631*)
  - Initialize Event (23, 12005400, X0_4 = 2000642, X4_4 = 2000632*)
  - Initialize Event (24, 12005400, X0_4 = 2000643, X4_4 = 2000632*)
  - Initialize Event (25, 12005400, X0_4 = 2000644, X4_4 = 2000632*)
  - Initialize Event (26, 12005400, X0_4 = 2000645, X4_4 = 2000632*)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X4_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X4_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X4_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 10, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3151000)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X4_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X4_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = X4_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 3, Desired Condition Group State = 1, Target Condition Group = 3)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20002, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 2 ()
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 3 ()
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 10 ()
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3151000)
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 2, Warp Destination Entity ID = X4_4*, Dummypoly ID = 10, Warp Destination Hit Entity ID = 10000)
  - WAIT Fixed Time (Frames) (Number Of Frames = 2)
  - + Set Character Event Target (Entity ID = X0_4*, Entity ID 2 = X4_4*)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3151000)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - WAIT Fixed Time (Frames) (Number Of Frames = 3)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005455
  Comment: Allowing Armored Warrior to fall off. But allow it anywhere
  Template:
  - Type: chr
    Entity: 2000400
    Remove: IF Condition Group
    DefeatFlag: 12000400
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  - region 2002900 (南蛮甲冑_落ちるポイント1)
  - region 2002901 (南蛮甲冑_落ちるポイント2)
  - region 2002902 (南蛮甲冑_落ちるポイント3)
  - region 2002903 (南蛮甲冑_落ちるポイント4)
  - region 2002904 (南蛮甲冑_落ちるポイント5)
  - region 2002905 (南蛮甲冑_落ちるポイント6)
  - region 2002906 (南蛮甲冑_落ちるポイント7)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000400)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002900*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002901*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002902*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002903*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002904*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002905*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000400*, Area Entity ID = 2002906*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = 2000400*, SpEffect ID = 3113070)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005456
  Comment: Allowing Armored Warrior to fall through map. Also vibration. And don't make him wait for a death plane
  Template:
  - Type: chr
    Entity: 2000400
    DefeatFlag: 12000400
    Remove: END Unconditionally
    Add:
    - Cmd: Set Event Flag (12005453,1)
      After: IF Character Has SpEffect
    - Cmd: Force Character Death (2000400,0)
    - Cmd: Set Event Flag (12005453,0)
    Regions:
    - event arena 2002401
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  - region 2002401 (南蛮甲冑_PCが領域内にいると更新頻度を常に更新)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000400)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 2000400*, SpEffect ID = 3113080, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + (De)activate Map Hit (Entity ID = 2000400*, Disabled/Enabled = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 7)
  - + Play SE (Entity ID = 2000400*, Sound Type = 1, Sound ID = 113009500)
  - + Set Camera Vibration (Vibration ID = 110, Type = 1, Entity ID = 2002401*, Dummypoly ID = -1, Decay Start Distance = 999, Decay End Distance = 999)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005457
  Comment: Update rate. But also try to abuse this to add roberto
  Template:
  - Type: loc
    Remove: END Unconditionally
    Entity: 2000400
    # TODO: Make t200500_x5 not depend on CheckSelfDeath
    Add:
    - Cmd: IF Character Dead/Alive (0,2000400,1,0,1)
    - Cmd: Set SpEffect (2000400,30009)
  DebugInfo:
  - region 2002401 (南蛮甲冑_PCが領域内にいると更新頻度を常に更新)
  - 2000400 (c1130_0000 - Armored Warrior)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000400)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002401*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = 2000400*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = 2000400*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005461
  Comment: Armored Warrior allow lockon/damage
  Template:
  - Type: loc
    Invincibility: 2000400
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  - region 2002400 (Ev_南蛮甲冑_巡回と霧壁起動領域)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000400)
  - + Set Character AI State (Entity ID = 2000400*, Disabled/Enabled = 0)
  - + Set Character Invincibility (Entity ID = 2000400*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 2000400*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 2000400*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002400*, Number of Target Characters = 1)
  - + Set Character AI State (Entity ID = 2000400*, Disabled/Enabled = 1)
  - + Set Character Invincibility (Entity ID = 2000400*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000400*, Disabled/Enabled = 1)
  - + Set Lock On Point (Entity ID = 2000400*, Lock On Dummypoly ID = 220, Desired State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005462
  Comment: Armored Warrior activation
  Template:
  - Type: loc
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000400)
  - IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002410, Number of Target Characters = 1)
  - + Request Character AI Re-plan (Entity ID = 2000400*)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005500
  Comment: Update rate updates
  Template:
  - Type: loc
  DebugInfo:
  - region 2002217 (Ev_本堂軽量化領域_ 敵更新停止)
  - region 2002218 (Ev_本堂軽量化_ 回転槍更新停止不許可)
  - 2000466 (c1060_0002 - Spear Adept)
  - 2000467 (c1060_0003 - Spear Adept)
  - 2000468 (c1060_0004 - Spear Adept)
  - 2000647 (c1200_0003 - Infested Seeker (Parasite))
  - 2000648 (c1200_0002 - Infested Seeker (Parasite))
  - 2000649 (c1200_0000 - Infested Seeker (Parasite))
  - 2000703 (c1210_0000 - Infested Seeker - not random)
  - 2000953 (c1001_0003 - Invisible - not random)
  DebugInit:
  - Initialize Event (0, 12005500, X0_4 = 2000466*)
  - Initialize Event (1, 12005500, X0_4 = 2000467*)
  - Initialize Event (2, 12005500, X0_4 = 2000468*)
  - Initialize Event (3, 12005500, X0_4 = 2000647*)
  - Initialize Event (4, 12005500, X0_4 = 2000648*)
  - Initialize Event (5, 12005500, X0_4 = 2000649*)
  - Initialize Event (6, 12005500, X0_4 = 2000703*)
  - Initialize Event (7, 12005500, X0_4 = 2000953*)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002217*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = X0_4*, Area Entity ID = 2002218*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = -1)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002217*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 0, Update Frequency = 5)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005650
  Comment: Group item lot
  Template:
  - Type: loc
  DebugInfo:
  - 2000466 (c1060_0002 - Spear Adept)
  - 2000467 (c1060_0003 - Spear Adept)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12000650)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000466*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000467*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Award Item Lot (Item Lot ID = 10600100)
  - Set Event Flag (Event Flag ID = 12000650, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005800
  Comment: End of folding monkeys. Mostly not randomized
  Template:
  - Type: loc
  DebugInfo:
  - 2000800 (c1000_0009 - Invisible - not random)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 2000800*, Comparison Type = 0, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000801*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000802*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000803*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = 2000804*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 12000800, Flag State = 1)
  - + Force Character Death (Entity ID = 2000805*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000806*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000807*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000808*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000809*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000811*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000812*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000813*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000814*, Should Receive Souls = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Handle Boss Defeat (Entity ID = 2000800*)
  - Award Achievement (Achievement ID = 25)
  - Set Event Flag (Event Flag ID = 6805, Flag State = 1)
  - Set Event Flag (Event Flag ID = 9305, Flag State = 1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 6)
  - Label 0 ()
  - IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - Spawn Oneshot SFX (Type = 2, Entity ID = 10000, Dummypoly ID = 2, SFX ID = 820130)
  - WAIT Fixed Time (Frames) (Number Of Frames = 3)
  - Set Area Gparam Sub ID (Area ID = 20, Block ID = 0, Gparam Sub ID = 0, Change Time (s) = 1)
  - Play SE (Entity ID = 10000, Sound Type = 1, Sound ID = 4031)
  - WAIT Fixed Time (Frames) (Number Of Frames = 67)
  - Activate Map Part (Map Part Entity ID = 8907085, State = 0)
  - (De)activate Object (Target Object Entity ID = 8901000, State = 1)
  - Delete Map SFX (Entity ID = 2002671, Only Delete Root = 0)
  - Set Event Flag (Event Flag ID = 12005805, Flag State = 1)
- ID: 12005810
  Comment: Start of folding monkeys. Mostly not randomized
  Template:
  - Type: loc
  DebugInfo:
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000800 (c1000_0009 - Invisible - not random)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + Force Character Death (Entity ID = 2000801*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000802*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000803*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000804*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000805*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000806*, Should Receive Souls = 0)
  - + Force Character Death (Entity ID = 2000807*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2000801*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2000802*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2000803*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2000804*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2000805*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2000806*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2000807*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000801*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000802*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000803*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000804*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000805*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000806*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2000807*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2000801*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2000802*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2000803*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2000804*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 12000801, Flag State = 1)
  - Set Event Flag (Event Flag ID = 12005801, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 2000800*, Slot Number = 0, Name ID = 901260)
- ID: 12005820
  Comment: Changing screens when a folding monkey dies
  Template:
  - Type: loc
  DebugInfo:
  - 2000800 (c1000_0009 - Invisible - not random)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - region 2002640 (Ev_屏風切り替えSFX発生ポイント_見る猿)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - region 2002642 (Ev_屏風切り替えSFX発生ポイント_聞く猿)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  - region 2002641 (Ev_屏風切り替えSFX発生ポイント_言う猿)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  - region 2002643 (Ev_屏風切り替えSFX発生ポイント_見え猿)
  DebugInit:
  - Initialize Event (0, 12005820, X0_4 = 2000801*, X4_4 = 2001830, X8_4 = 2001840, X12_4 = 2002640*)
  - Initialize Event (1, 12005820, X0_4 = 2000802*, X4_4 = 2001832, X8_4 = 2001842, X12_4 = 2002642*)
  - Initialize Event (2, 12005820, X0_4 = 2000803*, X4_4 = 2001831, X8_4 = 2001841, X12_4 = 2002641*)
  - Initialize Event (3, 12005820, X0_4 = 2000804*, X4_4 = 2001833, X8_4 = 2001843, X12_4 = 2002643*)
  DebugCommands:
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 0)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 2000800*, SpEffect ID = 3126010)
  - + Spawn Oneshot SFX (Type = 1, Entity ID = X12_4*, Dummypoly ID = -1, SFX ID = 256001)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005815
  Comment: Helper monkeys initialization in fight
  Template:
  - Type: loc
  DebugInfo:
  - group 2005810 [2000805 (c1250_0001 - Valley Monkey), 2000806 (c1250_0002 - Valley Monkey), 2000807 (c1250_0003 - Valley Monkey), 2000808 (c1250_0026 - Valley Monkey), 2000809 (c1250_0027 - Valley Monkey), 2000814 (c1250_0028 - Valley Monkey), 2000811 (c1250_0029 - Valley Monkey), 2000812 (c1250_0030 - Valley Monkey), 2000813 (c1250_0031 - Valley Monkey)]
  DebugCommands:
  - + Change Character Enable State (Entity ID = 2005810*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2005810*, Disabled/Enabled = 0)
- ID: 12005827
  Comment: Setting speffect on player when in certain areas and looking at invisible monkey
  Template:
  - Type: loc
  DebugInfo:
  - region 2002551 (稚児猿_木の上領域①)
  - region 2002552 (稚児猿_木の上領域②)
  - region 2002553 (稚児猿_鐘リアクション領域)
  - region 2002558 (稚児猿_梁の上領域_右)
  - region 2002559 (稚児猿_梁の上領域_左)
  - region 2002563 (稚児猿_煙突の狭い足場領域_ｙ21)
  - region 2002564 (稚児猿_煙突の狭い足場領域_ｙ24)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002551*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002552*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002553*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002558*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002559*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002563*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002564*, Number of Target Characters = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = -1, Looking = 1, Looking Entity ID = 2000804*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 3126070)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002551*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002552*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002553*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002558*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002559*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002563*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002564*, Number of Target Characters = 1)
  - + IF Player Is Looking At Entity (Result Condition Group = 1, Looking = 0, Looking Entity ID = 2000804*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3126070)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005828
  Comment: Setting speffect for invisible monkey that prevents it from warping, if player is in some areas or near a terror monkey
  Template:
  - Type: loc
  DebugInfo:
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  - region 2002551 (稚児猿_木の上領域①)
  - region 2002552 (稚児猿_木の上領域②)
  - region 2002553 (稚児猿_鐘リアクション領域)
  - region 2002558 (稚児猿_梁の上領域_右)
  - region 2002559 (稚児猿_梁の上領域_左)
  - region 2002563 (稚児猿_煙突の狭い足場領域_ｙ21)
  - region 2002564 (稚児猿_煙突の狭い足場領域_ｙ24)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  DebugCommands:
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000805*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000806*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000807*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000808*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000809*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000811*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000812*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000813*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2000814*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002551*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002552*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002553*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002558*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002559*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002563*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002564*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = 2000804*, SpEffect ID = 3126071)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000805*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000806*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000807*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000808*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000809*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000811*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000812*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000813*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000814*, Target Distance = 15, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002551*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002552*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002553*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002558*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002559*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002563*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2002564*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 2000804*, SpEffect ID = 3126071)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005830
  Comment: Some speffect for non-invisible monkeys. Likely only applies to them?
  Template:
  - Type: chr
    DefeatFlag: 9405
  DebugInfo:
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  DebugInit:
  - Initialize Event (0, 12005830, X0_4 = 2000801*, X4_4 = 5091)
  - Initialize Event (1, 12005830, X0_4 = 2000802*, X4_4 = 5092)
  - Initialize Event (2, 12005830, X0_4 = 2000803*, X4_4 = 5093)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = 7, Minimum Number of Targets = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 300320)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 300330)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5319)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 133, Defense Material SFX ID = 133)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 400245)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = 7, Minimum Number of Targets = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300320)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300330)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5319)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 132, Defense Material SFX ID = 132)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 400245)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005835
  Comment: Restoring lockon point for invisible monkey if randomized, plus probably making it visible
  Template:
  - Type: loc
    Entity: 2000804
    Remove: Set Lock On Point
  DebugInfo:
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + Set Lock On Point (Entity ID = 2000804*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 2000804*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 2000804*, SpEffect ID = 3126040)
  - + Clear SpEffect (Entity ID = 2000804*, SpEffect ID = 3126041)
  - + Set Lock On Point (Entity ID = 2000804*, Lock On Dummypoly ID = 220, Desired State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005838
  Comment: Setting AI of hearing monkey while it's in certain area
  Template:
  - Type: loc
    Entity: 2000802
    Remove: Set Character AI ID
  DebugInfo:
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - region 2002830 (稚児猿_Ｈ12)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 2000802*, Area Entity ID = 2002830*, Number of Target Characters = 1)
  - + Set Character AI ID (Entity ID = 2000802*, AI ID = 12600011)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 2000802*, Area Entity ID = 2002830*, Number of Target Characters = 1)
  - + Set Character AI ID (Entity ID = 2000802*, AI ID = 12600010)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005840
  Comment: Creates NPC parts for non-invisible monkeys
  Template:
  - Type: chrpart
    DefeatFlag: 9405
  DebugInfo:
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  DebugInit:
  - Initialize Event (0, 12005840, X0_4 = 2000801*, X4_4 = 5091)
  - Initialize Event (1, 12005840, X0_4 = 2000802*, X4_4 = 5092)
  - Initialize Event (2, 12005840, X0_4 = 2000803*, X4_4 = 5093)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005845
  Comment: Setting some speffect on seeing monkey while in area
  Template:
  - Type: loc
  DebugInfo:
  - region 2002880 (稚児猿_Ｈ31)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  DebugInit:
  - Initialize Event (0, 12005845, X0_4 = 10000, X4_4 = 2002880*, X8_4 = 3126050)
  - Initialize Event (1, 12005845, X0_4 = 2000801*, X4_4 = 2002880*, X8_4 = 3126002)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = X8_4)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = X8_4)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005850
  Comment: Setting some speffect on seeing monkey when the door is opened and it is in that area
  Template:
  - Type: loc
  DebugInfo:
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - region 2002870 (稚児猿_Ｈ24)
  DebugInit:
  - Initialize Event (0, 12005850, X0_4 = 2000801*, X4_4 = 2002870*, X8_4 = 3126002)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12005854)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = X8_4)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = X8_4)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005855
  Comment: Event for opening the door
  Template:
  - Type: loc
  DebugInfo:
  - region 2004800 (環境音_無限回廊扉ガタガタ)
  - region 2001810 (SFX:蝋燭_ID811020_8000)
  - region 2001811 (SFX:蝋燭_ID811020_8001)
  - region 2001812 (SFX:蝋燭_ID811020_8002)
  - region 2001813 (SFX:蝋燭_ID811020_8003)
  - region 2002806 (稚児猿_風吹きこむループ再生用ポイント)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - region 2002870 (稚児猿_Ｈ24)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 62000705)
  - IF ObjAct Event Flag (Result Condition Group = 0, ObjAct Event Flag = 12000810)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Set Map Sound State (Entity ID = 2004800*, Enable/Disable = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 7)
  - Label 0 ()
  - + Set Map Sound State (Entity ID = 2004800*, Enable/Disable = 0)
  - + Delete Map SFX (Entity ID = 2001810*, Only Delete Root = 1)
  - + Delete Map SFX (Entity ID = 2001811*, Only Delete Root = 1)
  - + Delete Map SFX (Entity ID = 2001812*, Only Delete Root = 1)
  - + Delete Map SFX (Entity ID = 2001813*, Only Delete Root = 1)
  - + Spawn Map SFX (Entity ID = 2002806*)
  - Set Area Gparam Sub ID (Area ID = 20, Block ID = 0, Gparam Sub ID = 0, Change Time (s) = 3)
  - Set Event Flag (Event Flag ID = 12005854, Flag State = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 2000801*, Area Entity ID = 2002870*, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000801*, SpEffect ID = 5020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000801*, SpEffect ID = 200004, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Set SpEffect (Entity ID = 2000801*, SpEffect ID = 5026)
  - + IF Character AI State (Result Condition Group = 0, Target Entity ID = 2000801*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 2000801*, Area Entity ID = 2002870*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005858
  Comment: Another event for making seeing monkey confused
  Template:
  - Type: loc
  DebugInfo:
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - region 2002880 (稚児猿_Ｈ31)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = 2000801*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 2000801*, Area Entity ID = 2002880*, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000801*, SpEffect ID = 5020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000801*, SpEffect ID = 200004, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Set SpEffect (Entity ID = 2000801*, SpEffect ID = 5026)
  - + IF Character AI State (Result Condition Group = 0, Target Entity ID = 2000801*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 2000801*, Area Entity ID = 2002880*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005860
  Comment: Hearing monkey getting bamboozled
  Template:
  - Type: loc
    Entity: 2000802
    Remove: Force Animation Playback
  DebugInfo:
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - region 2002553 (稚児猿_鐘リアクション領域)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 2000802*, Area Entity ID = 2002553*, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000802*, SpEffect ID = 3126060, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF ObjAct Event Flag (Result Condition Group = 1, ObjAct Event Flag = 12000825)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - + Force Animation Playback (Entity ID = 2000802*, Animation ID = 20011, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.6)
  - + Force Animation Playback (Entity ID = 2000802*, Animation ID = 21000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 8)
  - + Force Animation Playback (Entity ID = 2000802*, Animation ID = 20012, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 0 ()
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005865
  Comment: Some speffect for hearing monkey in area
  Template:
  - Type: loc
    Entity: 2000802
    Remove: Force Animation Playback
  DebugInfo:
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - region 2002830 (稚児猿_Ｈ12)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000802*, SpEffect ID = 5021, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 2000802*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 2000802*, Area Entity ID = 2002830*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Animation Playback (Entity ID = 2000802*, Animation ID = 20013, Should Loop = 0, Should Wait For Completion = 1, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 2000802*, Area Entity ID = 2002830*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005870
  Comment: Speaking monkey notifying the others. (Should probably remove AI IDs if either entity is different, not just one of them)
  Template:
  - Type: loc
    Entity: 2000803
    Remove: Set Character AI ID
  DebugInfo:
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000803*, SpEffect ID = 5022, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000803*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character AI ID (Entity ID = 2000801*, AI ID = 12600052)
  - + Set Character AI ID (Entity ID = 2000802*, AI ID = 12600052)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Set Character AI ID (Entity ID = 2000801*, AI ID = 12600000)
  - + Set Character AI ID (Entity ID = 2000802*, AI ID = 12600010)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2000803*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2000803*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005873
  Comment: Warping to player location for invisible monkey. Also add condition so that Armored Warrior doesn't kill the player by falling on them. TODO check this works
  Template:
  - Type: loc
    Entity: 2000804
    Add:
    - Cmd: END IF Event Flag (0,1,0,12005453)
      After: END IF Condition Group State (Uncompiled) (0,1,2)
    # Remove: Set Character Animation State  # This doesn't seem to make a big difference either way
  DebugInfo:
  - region 2002805 (Ev_無限回廊でワイヤーセット変更)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002805*, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000804*, Target Distance = 30, Minimum Number of Targets = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000804*, SpEffect ID = 3126060, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2000804*, SpEffect ID = 3126071, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 9481, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character HP Ratio (Result Condition Group = 2, Target Entity ID = 2000804*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set Character Animation State (Entity ID = 2000804*, Disabled/Enabled = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Warp Character and Copy Floor (Entity ID = 2000804*, Warp Type = 2, Warp Destination Entity ID = 10000, Dummypoly ID = 169, Entity ID to Copy Floor From = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = 2000804*, Target Distance = 5, Minimum Number of Targets = 1)
  - + Set Character Animation State (Entity ID = 2000804*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005874
  Comment: Another event for setting speffect while player is looking at invisible monkey
  Template:
  - Type: loc
  DebugInfo:
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF Player Is Looking At Entity (Result Condition Group = 0, Looking = 1, Looking Entity ID = 2000804*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 3126070)
  - + IF Player Is Looking At Entity (Result Condition Group = 0, Looking = 0, Looking Entity ID = 2000804*, Target Entity ID = 10000, Angle? = 100, Angle? = 100)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 3126070)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005875
  Comment: Change speffect on invisible folding monkey if it's in one of the closer two towers. Doesn't seem to change visibility if it already has one of them. But does affect other entities
  Template:
  - Type: loc
    Entity: 2000804
    Add:
    - Cmd: IF Character Has SpEffect (0,2000804,3126040,1,0,1)
      After: END IF Event Flag (0,1,0,9405)
  DebugInfo:
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  - region 2002820 (稚児猿_Ｈ11)
  - region 2002830 (稚児猿_Ｈ12)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000804*, Area Entity ID = 2002820*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 2000804*, Area Entity ID = 2002830*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = 2000804*, SpEffect ID = 3126041)
  - + Clear SpEffect (Entity ID = 2000804*, SpEffect ID = 3126040)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 2000804*, Area Entity ID = 2002820*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 0, Target Entity ID = 2000804*, Area Entity ID = 2002830*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = 2000804*, SpEffect ID = 3126040)
  - + Clear SpEffect (Entity ID = 2000804*, SpEffect ID = 3126041)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005885
  Comment: Using illusion hall bell
  Template:
  - Type: loc
  DebugInfo:
  - region 2002805 (Ev_無限回廊でワイヤーセット変更)
  - region 2002200 (無限回廊ワープ後_初期位置)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  - region 2002869 (稚児猿_PY23)
  - region 2002898 (稚児猿_WP1)
  - region 2002827 (稚児猿_ＣＰY11_12)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  - region 2002571 (稚児猿_見え猿_リスポン位置)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  DebugCommands:
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 3990, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002805*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Warp Character and Set Floor (Entity ID = 10000, Warp Type = 1, Warp Destination Entity ID = 2002200*, Dummypoly ID = -1, Warp Destination Hit Entity ID = 2004897)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Set SpEffect (Entity ID = 2000801*, SpEffect ID = 3126000)
  - + Set SpEffect (Entity ID = 2000802*, SpEffect ID = 3126000)
  - + Set SpEffect (Entity ID = 2000803*, SpEffect ID = 3126000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Warp Character and Set Floor (Entity ID = 2000801*, Warp Type = 1, Warp Destination Entity ID = 2002869*, Dummypoly ID = -1, Warp Destination Hit Entity ID = 2004896)
  - + Warp Character and Set Floor (Entity ID = 2000802*, Warp Type = 1, Warp Destination Entity ID = 2002898*, Dummypoly ID = -1, Warp Destination Hit Entity ID = 2004898)
  - + Warp Character and Set Floor (Entity ID = 2000803*, Warp Type = 1, Warp Destination Entity ID = 2002827*, Dummypoly ID = -1, Warp Destination Hit Entity ID = 2004895)
  - + Warp Character and Set Floor (Entity ID = 2000804*, Warp Type = 1, Warp Destination Entity ID = 2002571*, Dummypoly ID = -1, Warp Destination Hit Entity ID = 2004897)
  - + Reset Character Position (Character Entity ID = 2000805*)
  - + Reset Character Position (Character Entity ID = 2000806*)
  - + Reset Character Position (Character Entity ID = 2000807*)
  - + Reset Character Position (Character Entity ID = 2000808*)
  - + Reset Character Position (Character Entity ID = 2000809*)
  - + Reset Character Position (Character Entity ID = 2000811*)
  - + Reset Character Position (Character Entity ID = 2000812*)
  - + Reset Character Position (Character Entity ID = 2000813*)
  - + Reset Character Position (Character Entity ID = 2000814*)
  - + Warp Player Within Area Setting Camera Orientation (Character Entity ID = 10000, Type = 1, Point Entity ID = 2002200*, Unknown = -1, Unknown = 1)
  - Force Animation Playback (Entity ID = 10000, Animation ID = 250701, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005890
  Comment: Helper monkeys
  Template:
  - Type: loc
  DebugInfo:
  - 2000800 (c1000_0009 - Invisible - not random)
  - region 2002851 (稚児猿_Y22)
  - 2000805 (c1250_0001 - Valley Monkey)
  - region 2002861 (稚児猿_Y23)
  - 2000806 (c1250_0002 - Valley Monkey)
  - region 2002881 (稚児猿_Y31)
  - 2000807 (c1250_0003 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005890, X0_4 = 2002851*, X4_4 = 2000805*)
  - Initialize Event (1, 12005890, X0_4 = 2002861*, X4_4 = 2000806*)
  - Initialize Event (2, 12005890, X0_4 = 2002881*, X4_4 = 2000807*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 2000800*, Comparison Type = 5, Target HP Ratio = 0.75, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X0_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character HP Ratio (Result Condition Group = 5, Target Entity ID = 2000800*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005895
  Comment: More helper monkeys
  Template:
  - Type: loc
  DebugInfo:
  - 2000800 (c1000_0009 - Invisible - not random)
  - region 2002851 (稚児猿_Y22)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000805 (c1250_0001 - Valley Monkey)
  - region 2002861 (稚児猿_Y23)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - region 2002881 (稚児猿_Y31)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005895, X0_4 = 2002851*, X4_4 = 2000808*, X8_4 = 2000805*, X12_4 = 2003805)
  - Initialize Event (1, 12005895, X0_4 = 2002861*, X4_4 = 2000809*, X8_4 = 2000806*, X12_4 = 2003806)
  - Initialize Event (2, 12005895, X0_4 = 2002881*, X4_4 = 2000811*, X8_4 = 2000807*, X12_4 = 2003807)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 2000800*, Comparison Type = 5, Target HP Ratio = 0.5, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X0_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character HP Ratio (Result Condition Group = 5, Target Entity ID = 2000800*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X8_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - Make Enemy Appear Event (Entity ID = X12_4)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005900
  Comment: Even more helper monkeys
  Template:
  - Type: loc
  DebugInfo:
  - 2000800 (c1000_0009 - Invisible - not random)
  - region 2002851 (稚児猿_Y22)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - region 2002861 (稚児猿_Y23)
  - 2000813 (c1250_0031 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - region 2002881 (稚児猿_Y31)
  - 2000814 (c1250_0028 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005900, X0_4 = 2002851*, X4_4 = 2000812*, X8_4 = 2000805*, X12_4 = 2000808*, X16_4 = 2003805, X20_4 = 2003808)
  - Initialize Event (1, 12005900, X0_4 = 2002861*, X4_4 = 2000813*, X8_4 = 2000806*, X12_4 = 2000809*, X16_4 = 2003806, X20_4 = 2003809)
  - Initialize Event (2, 12005900, X0_4 = 2002881*, X4_4 = 2000814*, X8_4 = 2000807*, X12_4 = 2000811*, X16_4 = 2003807, X20_4 = 2003811)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = 2000800*, Comparison Type = 5, Target HP Ratio = 0.25, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X0_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character HP Ratio (Result Condition Group = 5, Target Entity ID = 2000800*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X8_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X12_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - Make Enemy Appear Event (Entity ID = X16_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - Make Enemy Appear Event (Entity ID = X20_4)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005910
  Comment: Update rate management
  Template:
  - Type: loc
  DebugInfo:
  - region 2002805 (Ev_無限回廊でワイヤーセット変更)
  - 2000800 (c1000_0009 - Invisible - not random)
  - 2000801 (c1260_0000 - Folding Screen Monkey - not random)
  - 2000802 (c1260_0001 - Folding Screen Monkey - not random)
  - 2000803 (c1260_0002 - Folding Screen Monkey - not random)
  - 2000804 (c1260_0003 - Folding Screen Monkey - not random)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000810 (c1000_0010 - Invisible - not random)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005910, X0_4 = 2000800*)
  - Initialize Event (1, 12005910, X0_4 = 2000801*)
  - Initialize Event (2, 12005910, X0_4 = 2000802*)
  - Initialize Event (3, 12005910, X0_4 = 2000803*)
  - Initialize Event (4, 12005910, X0_4 = 2000804*)
  - Initialize Event (5, 12005910, X0_4 = 2000805*)
  - Initialize Event (6, 12005910, X0_4 = 2000806*)
  - Initialize Event (7, 12005910, X0_4 = 2000807*)
  - Initialize Event (8, 12005910, X0_4 = 2000808*)
  - Initialize Event (9, 12005910, X0_4 = 2000809*)
  - Initialize Event (10, 12005910, X0_4 = 2000810*)
  - Initialize Event (11, 12005910, X0_4 = 2000811*)
  - Initialize Event (12, 12005910, X0_4 = 2000812*)
  - Initialize Event (13, 12005910, X0_4 = 2000813*)
  - Initialize Event (14, 12005910, X0_4 = 2000814*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002805*, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12005930
  Comment: Update rate of individual monkeys
  Template:
  - Type: loc
  DebugInfo:
  - region 2002805 (Ev_無限回廊でワイヤーセット変更)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005930, X0_4 = 2000805*)
  - Initialize Event (1, 12005930, X0_4 = 2000806*)
  - Initialize Event (2, 12005930, X0_4 = 2000807*)
  - Initialize Event (3, 12005930, X0_4 = 2000808*)
  - Initialize Event (4, 12005930, X0_4 = 2000809*)
  - Initialize Event (5, 12005930, X0_4 = 2000814*)
  - Initialize Event (6, 12005930, X0_4 = 2000811*)
  - Initialize Event (7, 12005930, X0_4 = 2000812*)
  - Initialize Event (8, 12005930, X0_4 = 2000813*)
  DebugCommands:
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = X0_4*, Comparison Type = 4, Target HP Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002805*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005940
  Comment: Warping monkeys if they fall off. The three warp locations are center island, back left top, and back right hallway. But some enemies are very difficult to fight on the center, so make it random.
  Template:
  - Type: loc
    Remove: 2002551; 2002552; IF Character Has SpEffect (-3,0,5023,1,0,1)
    Add:
    - Cmd: Batch Set Event Flags (12005955,12005957,0)
      After: IF Condition Group (0,1,-1)
    # Note that demon of hatred will get trapped in the 3rd location (first event flag). But it will rarely happen that we get two... right...
    - Cmd: Randomly Set Event Flag In Range (12005955,12005957,1)
      After: IF Condition Group (0,1,-1)
    - Cmd: IF Event Flag (-3,1,0,12005955)
      Before: GOTO IF Condition Group State (Uncompiled) (1,1,-3)
    - Cmd: IF Event Flag (-2,1,0,12005956)
      Before: GOTO IF Condition Group State (Uncompiled) (0,1,-2)
  DebugInfo:
  - region 2002572 (稚児猿_ダメージ落下以外でワープで復帰①)
  - region 2002573 (稚児猿_ダメージ落下以外でワープで復帰②)
  - region 2002551 (稚児猿_木の上領域①)
  - region 2002552 (稚児猿_木の上領域②)
  - region 2002898 (稚児猿_WP1)
  - region 2002869 (稚児猿_PY23)
  - region 2002858 (稚児猿_P22)
  - 2000801 (c1260_0000 - Folding Screen Monkey)
  - 2000802 (c1260_0001 - Folding Screen Monkey)
  - 2000803 (c1260_0002 - Folding Screen Monkey)
  - 2000804 (c1260_0003 - Folding Screen Monkey)
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005940, X0_4 = 2000801*)
  - Initialize Event (1, 12005940, X0_4 = 2000802*)
  - Initialize Event (2, 12005940, X0_4 = 2000803*)
  - Initialize Event (3, 12005940, X0_4 = 2000804*)
  - Initialize Event (4, 12005940, X0_4 = 2000805*)
  - Initialize Event (5, 12005940, X0_4 = 2000806*)
  - Initialize Event (6, 12005940, X0_4 = 2000807*)
  - Initialize Event (7, 12005940, X0_4 = 2000808*)
  - Initialize Event (8, 12005940, X0_4 = 2000809*)
  - Initialize Event (9, 12005940, X0_4 = 2000811*)
  - Initialize Event (10, 12005940, X0_4 = 2000812*)
  - Initialize Event (11, 12005940, X0_4 = 2000813*)
  - Initialize Event (12, 12005940, X0_4 = 2000814*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9405)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = 2002572*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = 2002573*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + END IF Character Has SpEffect (Execution End Type = 0, Target Entity ID = X0_4*, SpEffect ID = 5039, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = X0_4*, SpEffect ID = 5023, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -3)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002551*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2002552*, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = 2002898*, Dummypoly ID = 0, Warp Destination Hit Entity ID = 2004898)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = 2002869*, Dummypoly ID = 0, Warp Destination Hit Entity ID = 2004896)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - + Warp Character and Set Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = 2002858*, Dummypoly ID = 0, Warp Destination Hit Entity ID = 2004877)
  - END Unconditionally (Execution End Type = 1)
- ID: 12005960
  Comment: speffect for monkeys. seems to be vfx
  Template:
  - Type: loc
  DebugInfo:
  - 2000805 (c1250_0001 - Valley Monkey)
  - 2000806 (c1250_0002 - Valley Monkey)
  - 2000807 (c1250_0003 - Valley Monkey)
  - 2000808 (c1250_0026 - Valley Monkey)
  - 2000809 (c1250_0027 - Valley Monkey)
  - 2000814 (c1250_0028 - Valley Monkey)
  - 2000811 (c1250_0029 - Valley Monkey)
  - 2000812 (c1250_0030 - Valley Monkey)
  - 2000813 (c1250_0031 - Valley Monkey)
  DebugInit:
  - Initialize Event (0, 12005960, X0_4 = 2000805*)
  - Initialize Event (1, 12005960, X0_4 = 2000806*)
  - Initialize Event (2, 12005960, X0_4 = 2000807*)
  - Initialize Event (3, 12005960, X0_4 = 2000808*)
  - Initialize Event (4, 12005960, X0_4 = 2000809*)
  - Initialize Event (5, 12005960, X0_4 = 2000814*)
  - Initialize Event (6, 12005960, X0_4 = 2000811*)
  - Initialize Event (7, 12005960, X0_4 = 2000812*)
  - Initialize Event (8, 12005960, X0_4 = 2000813*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9305)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character HP Ratio (Result Condition Group = 1, Target Entity ID = X0_4*, Comparison Type = 4, Target HP Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3126080)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505215
  Comment: Okami warrior initialization
  Template:
  - Type: loc
    Entity: 2500406
    Name: entity
  DebugInfo:
  - 2500406 (c1310_0006 - Okami Warrior)
  - region 2502345 (Event_Box_蹴鞠BGM)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12500215)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Set Network Update Rate (Entity ID = 2500406*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = 2500406*, Disabled/Enabled = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502345*, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = 2500406*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Display Miniboss Health Bar (Disabled/Enabled = 1, Entity ID = 2500406*, Slot Number = 0, Name ID = 911310)
  - Set Event Flag (Event Flag ID = 9201, Flag State = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502345*, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 2500406*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 2500406*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Display Miniboss Health Bar (Disabled/Enabled = 0, Entity ID = 2500406*, Slot Number = 0, Name ID = 911310)
  - Set Event Flag (Event Flag ID = 9201, Flag State = 0)
  - IF Map Alert Music State (Result Condition Group = 5, Music State = 3, Playing = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 11, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Map Alert Music State (Result Condition Group = -6, Music State = 3, Playing = 0)
  - + IF In/Outside Area (Result Condition Group = 6, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502345*, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 6, Target Entity ID = 2500406*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -6, Desired Condition Group State = 1, Target Condition Group = 6)
  - IF Event Flag (Result Condition Group = -6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9200)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -6)
  - + IF In/Outside Area (Result Condition Group = 6, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502345*, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 7, Target Entity ID = 2500406*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = 7)
  - Label 11 ()
  - Set Event Flag (Event Flag ID = 9201, Flag State = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505216
  Comment: Lightning. Although it seems to not work too well as chr. As loc, it prevents backstab? I guess not.
  Template:
  - Type: chr
    Entity: 2500406
    DefeatFlag: 12500215
  - Type: loc
    Entity: 2500406
  DebugInfo:
  - 2500406 (c1310_0006 - Okami Warrior)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12500215)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 110040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 110041, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Backread Status (Result Condition Group = 2, Target Entity ID = 2500406*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Force Character Target (Targeter Entity ID = 2500406*, Targeted Entity ID = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505220
  Comment: Activation of some palace nobles, also references regions on the outside of Mibu Manor where the bull is
  Template:
  - Type: loc
    Remove: Force Animation Playback
  DebugInfo:
  - region 2502213 (Event_起動領域_インスマウス_後宮)
  - 2500209 (c1300_0009 - Palace Noble)
  - 2500210 (c1300_0010 - Palace Noble)
  - 2500211 (c1300_0011 - Palace Noble)
  - 2500212 (c1300_0012 - Palace Noble)
  - 2500213 (c1300_0013 - Palace Noble)
  - group 2505700 [2500209 (c1300_0009 - Palace Noble), 2500210 (c1300_0010 - Palace Noble), 2500211 (c1300_0011 - Palace Noble), 2500213 (c1300_0013 - Palace Noble)]
  DebugInit:
  - Initialize Event (0, 12505220, X0_4 = 2500209*)
  - Initialize Event (1, 12505220, X0_4 = 2500210*)
  - Initialize Event (2, 12505220, X0_4 = 2500211*)
  - Initialize Event (3, 12505220, X0_4 = 2500212*)
  - Initialize Event (4, 12505220, X0_4 = 2500213*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 401, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502213*, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 2500209*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 2500210*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 2500211*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 2500212*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = 2500213*, Attacker Entity ID = 10000, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = 2500209*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = 2500210*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = 2500211*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = 2500212*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = 2500213*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2505700*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500212*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 2505700*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 2500212*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -3)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + GOTO IF Character Has SpEffect (Label = 0, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 402, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - Label 0 ()
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505400
  Comment: Character activation
  Template:
  - Type: loc
  DebugInfo:
  - 2500452 (c1310_0052 - Okami Warrior)
  - 2500453 (c1310_0053 - Okami Warrior)
  - region 2502405 (源平武者_大舞台_雷衆起動)
  DebugInit:
  - Initialize Event (0, 12505400, X0_4 = 2500452*, X4_4 = 2502405*, X8_4 = 2503452, X12_4 = 2502452)
  - Initialize Event (1, 12505400, X0_4 = 2500453*, X4_4 = 2502405*, X8_4 = 2503453, X12_4 = 2502453)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -3, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2500452*, Target Distance = 5, Minimum Number of Targets = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -3, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = 2500453*, Target Distance = 5, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 5, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = -5, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X8_4)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X12_4, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -1, Desired State = 1, Target Entity A ID = X0_4*, Target Entity B ID = 10000, Target Distance = 3, Minimum Number of Targets = 1)
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X8_4)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505430
  Comment: speffect for okami archer while on the roof. Used by AI script for something.
  Template:
  - Type: chr
    Entity: 2500424
    Regions:
    - event dist10 2502424
  DebugInfo:
  - 2500424 (c1310_0024 - Okami Warrior)
  - region 2502424 (Event_朱雀門_源平武者_弓刀持ち替え領域)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = 2500424*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 5)
  - + Set SpEffect (Entity ID = 2500424*, SpEffect ID = 3131031)
  - + Clear SpEffect (Entity ID = 2500424*, SpEffect ID = 3131030)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502424*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = 2500424*, SpEffect ID = 3131030)
  - + Clear SpEffect (Entity ID = 2500424*, SpEffect ID = 3131031)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502424*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505435
  Comment: Setting speffects on warriors overlooking the bull
  Template:
  - Type: loc
  DebugInfo:
  - region 2502220 (Event_源平武者_火牛援護制御)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  - 2500432 (c1310_0032 - Okami Warrior)
  - 2500433 (c1310_0033 - Okami Warrior)
  DebugInit:
  - Initialize Event (0, 12505435, X0_4 = 2500432*)
  - Initialize Event (1, 12505435, X0_4 = 2500433*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12500570)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502220*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2500570*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2500570*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = 2500570*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 2500570*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502220*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220600)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502220*, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505440
  Comment: Setting speffects based on areas
  Template:
  - Type: loc
  DebugInfo:
  - group 2505440 [2500580 (c1080_0000 - Shichimen Warrior), 2500356 (c1151_0006 - Palace Hound), 2500370 (c1151_0020 - Palace Hound), 2500371 (c1151_0021 - Palace Hound), 2500372 (c1151_0022 - Palace Hound), 2500373 (c1151_0023 - Palace Hound), 2500374 (c1151_0024 - Palace Hound), 2500375 (c1151_0025 - Palace Hound), 2500379 (c1151_0029 - Palace Hound), 2500380 (c1151_0030 - Palace Hound)]
  - group 2505441 [2500401 (c1310_0001 - Okami Warrior), 2500402 (c1310_0002 - Okami Warrior), 2500403 (c1310_0003 - Okami Warrior), 2500404 (c1310_0004 - Okami Warrior), 2500405 (c1310_0005 - Okami Warrior), 2500406 (c1310_0006 - Okami Warrior), 2500408 (c1310_0008 - Okami Warrior), 2500410 (c1310_0010 - Okami Warrior), 2500411 (c1310_0011 - Okami Warrior), 2500416 (c1310_0016 - Okami Warrior), 2500417 (c1310_0017 - Okami Warrior), 2500434 (c1310_0034 - Okami Warrior), 2500435 (c1310_0035 - Okami Warrior), 2500437 (c1310_0037 - Okami Warrior), 2500438 (c1310_0038 - Okami Warrior), 2500439 (c1310_0039 - Okami Warrior), 2500440 (c1310_0040 - Okami Warrior), 2500441 (c1310_0041 - Okami Warrior), 2500442 (c1310_0042 - Okami Warrior), 2500444 (c1310_0044 - Okami Warrior), 2500445 (c1310_0045 - Okami Warrior), 2500446 (c1310_0046 - Okami Warrior), 2500447 (c1310_0047 - Okami Warrior)]
  - region 2502440 (Event_聴覚復活領域_立体エリア下層_複合)
  DebugCommands:
  - + Set SpEffect (Entity ID = 2505440*, SpEffect ID = 200140)
  - + Clear SpEffect (Entity ID = 2505441*, SpEffect ID = 200140)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502440*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 2505440*, SpEffect ID = 200140)
  - + Set SpEffect (Entity ID = 2505441*, SpEffect ID = 200140)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502440*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505500
  Comment: Ties these two characters together. Also NPC part initialization. (These are not randomized, so don't try to remove them)
  Template:
  - Type: multichr
    Entity: 2500550
    DefeatFlag: 12500550
  DebugInfo:
  - 2500550 (c1340_0000 - Underwater Headless)
  - 2500551 (c1340_0001 - Underwater Headless)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12500550)
  - + Change Character Enable State (Entity ID = 2500550*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500550*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 2500550*, Removed = 1)
  - + Change Character Enable State (Entity ID = 2500551*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500551*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = 2500551*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Create NPC Part (Entity ID = 2500550*, NPC Part ID = 5080, NPC Part Group IDx = 1, NPC Part HP = 999999999, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Create NPC Part (Entity ID = 2500551*, NPC Part ID = 5081, NPC Part Group IDx = 1, NPC Part HP = 999999999, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505501
  Comment: More interaction between headlesses
  Template:
  - Type: chr
    Entity: 2500550
    DefeatFlag: 12500550
  DebugInfo:
  - 2500550 (c1340_0000 - Underwater Headless)
  - 2500551 (c1340_0001 - Underwater Headless)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12500550)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 3451, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set NPC Part SE and SFX (Entity ID = 2500550*, NPC Part ID = 5080, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Set NPC Part SE and SFX (Entity ID = 2500551*, NPC Part ID = 5081, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 3451, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set NPC Part SE and SFX (Entity ID = 2500550*, NPC Part ID = 5080, Defense Material SE ID = 111, Defense Material SFX ID = 111)
  - + Set NPC Part SE and SFX (Entity ID = 2500551*, NPC Part ID = 5081, Defense Material SE ID = 111, Defense Material SFX ID = 111)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505502
  Comment: Kills other headless upon killing main one
  Template:
  - Type: multichr
    Entity: 2500550
    DefeatFlag: 12500550
  DebugInfo:
  - 2500550 (c1340_0000 - Underwater Headless)
  - 2500551 (c1340_0001 - Underwater Headless)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12500550)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 2500550*, Comparison Type = 5, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Force Character Death (Entity ID = 2500551*, Should Receive Souls = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505510
  Comment: Wakes up geckos
  Template:
  - Type: loc
  DebugInfo:
  - region 2502503 (Event_特殊効果解除領域_ヤモリ洞窟)
  - 2500502 (c1100_0002 - Gecko)
  - 2500503 (c1100_0003 - Gecko)
  - 2500504 (c1100_0004 - Gecko)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502503*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 2500502*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 2500503*, SpEffect ID = 220600)
  - + Clear SpEffect (Entity ID = 2500504*, SpEffect ID = 220600)
- ID: 12505550
  Comment: Various actions for sakura bull on HP reduction
  Template:
  - Type: chr
    Entity: 2500570
    DefeatFlag: 12500570
  DebugInfo:
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12500570)
  - + IF Character HP Ratio New (Result Condition Group = 1, Character Entity ID = 2500570*, Comparison Type = 5, Target Amount = 0.8, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 2500570*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Clear SpEffect (Entity ID = 2500570*, SpEffect ID = 5306)
  - + Set SpEffect (Entity ID = 2500570*, SpEffect ID = 5305)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.33)
  - + IF Character HP Ratio New (Result Condition Group = 2, Character Entity ID = 2500570*, Comparison Type = 5, Target Amount = 0.5, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = 2500570*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Clear SpEffect (Entity ID = 2500570*, SpEffect ID = 5305)
  - + Set SpEffect (Entity ID = 2500570*, SpEffect ID = 5304)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505600
  Comment: Some lighting behavior from Okami warrior while climbing the steps to divine dragon
  Template:
  - Type: loc
  DebugInfo:
  - 2500699 (c1310_0009 - Okami Warrior - not random)
  - region 2502610 (event_box_神域_落雷起動00)
  - region 2502600 (event_sphere_神域_落雷 {3})
  - region 2502601 (event_sphere_神域_落雷 {5})
  - region 2502602 (event_sphere_神域_落雷)
  - region 2502611 (event_box_神域_落雷起動01)
  - region 2502603 (event_sphere_神域_落雷 {4})
  - region 2502604 (event_sphere_神域_落雷 {2})
  DebugInit:
  - Initialize Event (0, 12505600, X0_4 = 2502610*, X4_4 = 2502600*, X8_4 = 1053609165)
  - Initialize Event (1, 12505600, X0_4 = 2502610*, X4_4 = 2502601*, X8_4 = 1065353216)
  - Initialize Event (2, 12505600, X0_4 = 2502610*, X4_4 = 2502602*, X8_4 = 0)
  - Initialize Event (3, 12505600, X0_4 = 2502611*, X4_4 = 2502603*, X8_4 = 0)
  - Initialize Event (4, 12505600, X0_4 = 2502611*, X4_4 = 2502604*, X8_4 = 1056964608)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X0_4*, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X8_4)
  - + Shoot Bullet (Bullet Team Entity ID = 2500699*, Bullet Producer Entity ID = X4_4*, Dummypoly ID = -1, Behavior ID = 1002500, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X0_4*, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505699
  Comment: Initialization for fake Okami warrior
  Template:
  - Type: loc
  DebugInfo:
  - 2500699 (c1310_0009 - Okami Warrior - not random)
  DebugCommands:
  - + Create Bullet Owner (Entity ID = 2500699*)
  - + Change Character Enable State (Entity ID = 2500699*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500699*, Disabled/Enabled = 0)
- ID: 12505710
  Comment: Scale merchant
  Template:
  - Type: loc
  DebugInfo:
  - 2500701 (c1300_0023 - Palace Noble - not random)
  - 2500702 (c1321_0000 - Man-eating Carp - not random)
  - 2500715 (c1300_0025 - Palace Noble - not random)
  DebugInit:
  - Initialize Event (0, 12505710, X0_4 = 2500701*, X4_4 = 2500702*, X8_4 = 2500715*, X12_4 = 2501700)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Set Character Immortality (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 1)
  - + Set Character Immortality (Entity ID = X8_4*, Disabled/Enabled = 1)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 0)
  - Set Event Flag (Event Flag ID = 72500066, Flag State = 0)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1640)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1641)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1642)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1640)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1641)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1642)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - + Set Multiplayer-dependent Buffs (Non-Boss) (Entity ID = X0_4*, Disabled/Enabled = 1)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1659)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1640)
  - END Unconditionally (Execution End Type = 1)
  - Label 20 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - + Force Animation Playback (Entity ID = X8_4*, Animation ID = 21001, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character Invincibility (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Multiplayer-dependent Buffs (Non-Boss) (Entity ID = X8_4*, Disabled/Enabled = 1)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 1)
  - Set Object Treasure State (Target Object Entity ID = X12_4, State = 1)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1659)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 1641)
  - END Unconditionally (Execution End Type = 1)
  - Label 20 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 2 ()
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 0)
  - + Force Animation Playback (Entity ID = X8_4*, Animation ID = 21002, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character Invincibility (Entity ID = X8_4*, Disabled/Enabled = 1)
  - + Set Multiplayer-dependent Buffs (Non-Boss) (Entity ID = X8_4*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505720
  Comment: Logic for daughter who kills the palace nobles. Issues some ezstate requests to them, maybe it works xx
  Template:
  - Type: loc
  DebugInfo:
  - 2500710 (c7520_0000 - Feeding Ground Attendant's Daughter - not random)
  - 2500711 (c7520_0001 - Feeding Ground Attendant's Daughter - not random)
  - 2500212 (c1300_0012 - Palace Noble)
  - 2500714 (c1300_0024 - Palace Noble)
  DebugInit:
  - Initialize Event (0, 12505720, X0_4 = 2500710*, X4_4 = 2500711*, X8_4 = 2500212*, X12_4 = 2500714*)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - + Set Character Immortality (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - + Set Character Immortality (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Gravity (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = X12_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X12_4*, Removed = 1)
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1760)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1761)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1779)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + EzState Instruction Request (Entity ID = X0_4*, Command = 100, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
  - Label 1 ()
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - + Change Character Enable State (Entity ID = X8_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X8_4*, Removed = 1)
  - + Change Character Enable State (Entity ID = X12_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X12_4*, Removed = 0)
  - + EzState Instruction Request (Entity ID = X12_4*, Command = 130000, Slot = 2)
  - + Force Character Death (Entity ID = X12_4*, Should Receive Souls = 0)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 1779)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 21015, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 20 ()
  - + EzState Instruction Request (Entity ID = X4_4*, Command = 752001, Slot = 2)
  - + Force Character Treasure (Character Entity ID = X4_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505721
  Comment: Killing all of the nobles in the gourd seed building
  Template:
  - Type: loc
  DebugInfo:
  - group 2505700 [2500209 (c1300_0009 - Palace Noble), 2500210 (c1300_0010 - Palace Noble), 2500211 (c1300_0011 - Palace Noble), 2500213 (c1300_0013 - Palace Noble)]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12500601)
  - + Force Character Death (Entity ID = 2505700*, Should Receive Souls = 0)
- ID: 12505801
  Comment: Initialization for old dragons
  Template:
  - Type: loc
    Entity: 2500812
    Remove: Request Character AI Command
  - Type: loc
    Entity: 2500800
    Remove: (De)activate Object (2501800,0)  # If divine dragon randomized, don't remove the object yet
    Add:
    - Cmd: Change Character Enable State (2500800,0)  # Also, to be extra safe, disable the character
      After: Set Lock On Point (2500800,222,0)
  DebugInfo:
  - 2500806 (c1001_0010 - Invisible - not random)
  - region 2502821 (event_ワープ用_雲海)
  - 2500800 (c5200_0000 - Divine Dragon - not random)
  - group 2505820 [2500310 (c5050_0000 - Giant Carp - not random), 2500884 (c5310_0007 - Tree Dragon - not random), 2500880 (c5310_0008 - Tree Dragon - not random), 2500881 (c5310_0009 - Tree Dragon - not random), 2500882 (c5310_0010 - Tree Dragon - not random), 2500883 (c5310_0011 - Tree Dragon - not random)]
  - 2500406 (c1310_0006 - Okami Warrior)
  - 2500699 (c1310_0009 - Okami Warrior)
  - 2500810 (c5300_0025 - Old Dragon - not random)
  - group 2505830 [2500812 (c5300_0001 - Old Dragon - not random), 2500813 (c5300_0002 - Old Dragon - not random), 2500814 (c5300_0003 - Old Dragon - not random), 2500815 (c5300_0004 - Old Dragon - not random), 2500816 (c5300_0005 - Old Dragon - not random), 2500817 (c5300_0006 - Old Dragon - not random), 2500818 (c5300_0007 - Old Dragon - not random), 2500819 (c5300_0008 - Old Dragon - not random), 2500820 (c5300_0009 - Old Dragon - not random), 2500821 (c5300_0010 - Old Dragon - not random), 2500822 (c5300_0011 - Old Dragon - not random), 2500823 (c5300_0012 - Old Dragon - not random), 2500824 (c5300_0013 - Old Dragon - not random), 2500825 (c5300_0014 - Old Dragon - not random)]
  - 2500930 (c5310_0000 - Tree Dragon - not random)
  - 2500933 (c5310_0003 - Tree Dragon - not random)
  - 2500934 (c5310_0004 - Tree Dragon - not random)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - Label 0 ()
  - + IF Action Button (Result Condition Group = 0, Action Button Parameter ID = 9821, Target Entity ID = 2500806*)
  - Delete Map SFX (Entity ID = 2502342, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 2502343, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 2502550, Only Delete Root = 0)
  - Delete Map SFX (Entity ID = 2502551, Only Delete Root = 0)
  - Set Lighting + UNKNOWN (Time of Day = 2, Unknown = 0)
  - Set Event Flag (Event Flag ID = 9200, Flag State = 1)
  - Set Map Sound State (Entity ID = 2504821, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504822, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504823, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504824, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504825, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504826, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504830, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504833, Enable/Disable = 0)
  - Set Map Sound State (Entity ID = 2504837, Enable/Disable = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - IF Character HP Value (Result Condition Group = 0, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Play Cutscene and Warp Player (Cutscene ID = 25000000, Playback Method = 0, Point Entity ID = 2502821*, Area ID = 25, Block ID = 0, Player Entity ID = 10000)
  - Activate Map Part (Map Part Entity ID = 8907070, State = 0)
  - Activate Map Part (Map Part Entity ID = 8907090, State = 1)
  - Change Character Enable State (Entity ID = 2500840, Disabled/Enabled = 0)
  - + Set Character AI State (Entity ID = 2500800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500800*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 2500800*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + Set Lock On Point (Entity ID = 2500800*, Lock On Dummypoly ID = 221, Desired State = 0)
  - + Set Lock On Point (Entity ID = 2500800*, Lock On Dummypoly ID = 222, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = 2501800, State = 1)
  - Reset Omission Mode Counts to Default ()
  - Set Wire Searchability (WireSetParam ID = 100)
  - Batch Set Event Flags (Event Flag ID Start = 12505872, Event Flag ID End = 12505874, Flag State = 0)
  - Batch Set Event Flags (Event Flag ID Start = 12505875, Event Flag ID End = 12505878, Flag State = 0)
  - + Set Character Backread State (Entity ID = 2505820*, Removed = 1)
  - + Set Character Backread State (Entity ID = 2500406*, Removed = 1)
  - + Set Character Backread State (Entity ID = 2500699*, Removed = 1)
  - + Set Character HP Bar Display (Entity ID = 2500810*, Disabled/Enabled = 0)
  - + Set Lock On Point (Entity ID = 2500810*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Set Character AI State (Entity ID = 2500810*, Disabled/Enabled = 0)
  - Set Character Immortality (Entity ID = 2500840, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = 2505830*, Disabled/Enabled = 0)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 2500810*, Slot Number = 0, Name ID = 905300)
  - Set Event Flag (Event Flag ID = 12505801, Flag State = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 600)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 25000000)
  - (De)activate Object (Target Object Entity ID = 2501800, State = 0)
  - Spawn Map SFX (Entity ID = 2502550)
  - Set Force Scale Render (Desired State = 1)
  - + Set Network Update Rate (Entity ID = 2500930*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 2500933*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Network Update Rate (Entity ID = 2500934*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Default Backread State (Entity ID = 2500930*, Disabled/Enabled = 1)
  - + Set Character Default Backread State (Entity ID = 2500933*, Disabled/Enabled = 1)
  - + Set Character Default Backread State (Entity ID = 2500934*, Disabled/Enabled = 1)
  - Set Wire Searchability (WireSetParam ID = 200)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Request Character AI Command (Entity ID = 2505830*, Command ID = 30, Slot Number = 0)
  - + Set Character AI State (Entity ID = 2505830*, Disabled/Enabled = 1)
  - Set Map Sound State (Entity ID = 2504821, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504822, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504823, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504824, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504825, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504826, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504830, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504833, Enable/Disable = 1)
  - Set Map Sound State (Entity ID = 2504837, Enable/Disable = 1)
- ID: 12505803
  Comment: Old dragon behavior (summoning and AI speffects) and death. After 10 respawns have happened, dragons will respawn with speffect 3530030 and different dispmasks, meaning they do not damage the main health bar dragon (2500810). This also sets an event flag per enemy but it doesn't seem to do anything. Try to make this more complicated by behaving vanilla only when there are dragons there.
  Template:
  - Type: loc
    # Remove: Change Character DispMask; IF Event Value; GOTO IF Condition Group State (Uncompiled)  # the last two are just for temp testing
    Replace: 
    Add:
    # Add visual effect for non-old dragons who have respawned. Also end their spawn if a lot of respawns have happened already
    - Cmd: SKIP IF Character Has SpEffect (5,X0_4,3530001,1,0,1)
      After: Set SpEffect (0,3530030)
    - Cmd: Set SpEffect (X0_4,3108030)  # 220695 for phantom, 3700500 for O'Rin, 3147120 for Masanaga, 3108030 for Shichimen, 3506030 invisible, 3510540 shiny effect but goes away after a second
      After: Set SpEffect (0,3530030)
    - Cmd: IF Event Value (12,12505828,5,4,20)
      After: Set SpEffect (0,3530030)
    - Cmd: SKIP IF Condition Group State (Uncompiled) (2,0,12)
      After: Set SpEffect (0,3530030)
    - Cmd: Set Character Backread State (X0_4,1)
      After: Set SpEffect (0,3530030)
    - Cmd: END Unconditionally (0)
      After: Set SpEffect (0,3530030)
    # Don't do dispmasks if it's not Old Dragons
    - Cmd: SKIP IF Character Has SpEffect (6,X0_4,3530001,0,0,1)
      After: GOTO IF Character Has SpEffect (0,0,3530030,1,0,1)
    - Cmd: GOTO IF Character Has SpEffect (1,X0_4,3530001,0,0,1)
      After: Label 0 ()
    - Cmd: GOTO IF Character Has SpEffect (2,X0_4,3530001,0,0,1)
      After: Set SpEffect (0,3530510)
  DebugInfo:
  - 2500810 (c5300_0025 - Old Dragon)
  - 2500811 (c5300_0000 - Old Dragon)
  - 2500812 (c5300_0001 - Old Dragon)
  - 2500813 (c5300_0002 - Old Dragon)
  - 2500814 (c5300_0003 - Old Dragon)
  - 2500815 (c5300_0004 - Old Dragon)
  - 2500816 (c5300_0005 - Old Dragon)
  - 2500817 (c5300_0006 - Old Dragon)
  - 2500818 (c5300_0007 - Old Dragon)
  - 2500819 (c5300_0008 - Old Dragon)
  - 2500820 (c5300_0009 - Old Dragon)
  - 2500821 (c5300_0010 - Old Dragon)
  - 2500822 (c5300_0011 - Old Dragon)
  - 2500823 (c5300_0012 - Old Dragon)
  - 2500824 (c5300_0013 - Old Dragon)
  - 2500825 (c5300_0014 - Old Dragon)
  DebugInit:
  - Initialize Event (0, 12505803, X0_4 = 2500811*, X4_4 = 12505803)
  - Initialize Event (1, 12505803, X0_4 = 2500812*, X4_4 = 12505804)
  - Initialize Event (2, 12505803, X0_4 = 2500813*, X4_4 = 12505805)
  - Initialize Event (3, 12505803, X0_4 = 2500814*, X4_4 = 12505806)
  - Initialize Event (4, 12505803, X0_4 = 2500815*, X4_4 = 12505807)
  - Initialize Event (5, 12505803, X0_4 = 2500816*, X4_4 = 12505808)
  - Initialize Event (6, 12505803, X0_4 = 2500817*, X4_4 = 12505809)
  - Initialize Event (7, 12505803, X0_4 = 2500818*, X4_4 = 12505810)
  - Initialize Event (8, 12505803, X0_4 = 2500819*, X4_4 = 12505811)
  - Initialize Event (9, 12505803, X0_4 = 2500820*, X4_4 = 12505812)
  - Initialize Event (10, 12505803, X0_4 = 2500821*, X4_4 = 12505813)
  - Initialize Event (11, 12505803, X0_4 = 2500822*, X4_4 = 12505814)
  - Initialize Event (12, 12505803, X0_4 = 2500823*, X4_4 = 12505815)
  - Initialize Event (13, 12505803, X0_4 = 2500824*, X4_4 = 12505816)
  - Initialize Event (14, 12505803, X0_4 = 2500825*, X4_4 = 12505817)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + IF Character HP Value (Result Condition Group = 0, Target Entity ID = X0_4*, Comparison Type = 5, Target HP = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + GOTO IF Character Has SpEffect (Label = 0, Target Entity ID = X0_4*, SpEffect ID = 3530030, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 13, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 24, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 0, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 11, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 14, Switch Type = 1)
  - + Set SpEffect (Entity ID = 2500810*, SpEffect ID = 3530020)
  - GOTO Unconditionally (Label = 1)
  - Label 0 ()
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 12, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 15, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 24, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 0, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 10, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 14, Switch Type = 1)
  - Label 1 ()
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 0, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Value (Result Condition Group = 1, Base Event Flag ID = 12505828, Number of Used Flag Bits = 5, Comparison Type = 3, Threshold Value = 10)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3530030)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3530501)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3530510)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 1, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 12, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 15, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 20, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 21, Switch Type = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 13, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 22, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 23, Switch Type = 0)
  - + Set Character Event Target (Entity ID = X0_4*, Entity ID 2 = 2500840)
  - Label 2 ()
  - Increment Event Value (Base Event Flag ID = 12505828, Number of Used Flag Bits = 5, Maximum Allowed Value = 31)
  - Set Event Flag (Event Flag ID = X4_4, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505834
  Comment: The grappleable tree dragon having objects attached? They are not randomized currently. This event also applies to 2 DummyEnemy tree dragons but they are not grappleable.
  Template:
  - Type: loc
  DebugInfo:
  - 2500930 (c5310_0000 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505834, X0_4 = 2500930*, X4_4 = 2501900, X8_4 = 2501901, X12_4 = 2501902)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - SKIP IF Event Flag (Number Of Skipped Lines = 3, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 12505834)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = X4_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 601, Object Entity ID = X8_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 602, Object Entity ID = X12_4)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Set Object Interaction (Object Entity ID = X4_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 0)
  - Set Object Interaction (Object Entity ID = X8_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 0)
  - Set Object Interaction (Object Entity ID = X12_4, Interaction = -1, Desired State = 0)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + GOTO IF Character Has SpEffect (Label = 0, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + GOTO IF Character Has SpEffect (Label = 1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + GOTO IF Character Has SpEffect (Label = 2, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO Unconditionally (Label = 3)
  - Label 0 ()
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - Set Object Interaction (Object Entity ID = X4_4, Interaction = -1, Desired State = 1)
  - GOTO Unconditionally (Label = 3)
  - Label 1 ()
  - (De)activate Object (Target Object Entity ID = X8_4, State = 1)
  - Set Object Interaction (Object Entity ID = X8_4, Interaction = -1, Desired State = 1)
  - + Warp Object To Character (Entity ID = 2500940, Character Entity ID = X0_4*, Dummypoly ID = 602)
  - (De)activate Object (Target Object Entity ID = 2500940, State = 1)
  - GOTO Unconditionally (Label = 3)
  - Label 2 ()
  - (De)activate Object (Target Object Entity ID = X12_4, State = 1)
  - Set Object Interaction (Object Entity ID = X12_4, Interaction = -1, Desired State = 1)
  - Label 3 ()
  - + IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 4, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 4)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505837
  Comment: Management for old dragon who is used for the boss health bar. Seemingly, the event runs while its HP ratio is <= 1 (not backread?), and increments the flag twice 0->2->4. Also try removing
  Template:
  - Type: loc
  DebugInfo:
  - 2500810 (c5300_0025 - Old Dragon)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 2500810*, Comparison Type = 5, Target HP Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Increment Event Value (Base Event Flag ID = 12505837, Number of Used Flag Bits = 2, Maximum Allowed Value = 4)
  - Increment Event Value (Base Event Flag ID = 12505837, Number of Used Flag Bits = 2, Maximum Allowed Value = 4)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505840
  Comment: Sets event flag 12505875 used to prompt Old Dragon AI for summoning animation, and for tree dragon to allow spawning on subsequent times. When at least one old dragon has been killed (12505828 >= 1), and not yet second phase (12505881), wait for either 12505875 to be unset and end (to avoid race condition?) or 12505876 to be set (when any Old Dragon gets summon speffect), play warning sound, and set 12505877 (which is also used by AI for the Old Dragons to hold their wands high in the air). Finally wait for 12505875 to be unset by tree dragon summon.
  Template:
  - Type: loc
  DebugInfo:
  - 2500811 (c5300_0000 - Old Dragon)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Value (Result Condition Group = 0, Base Event Flag ID = 12505828, Number of Used Flag Bits = 5, Comparison Type = 4, Threshold Value = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - Set Event Flag (Event Flag ID = 12505875, Flag State = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505875)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505876)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END IF Event Flag (Execution End Type = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505875)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
  - + Play SE (Entity ID = 2500811*, Sound Type = 1, Sound ID = 530008130)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Set Event Flag (Event Flag ID = 12505877, Flag State = 1)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505875)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 30)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505841
  Comment: Spawning the tree dragons, after 12505878 (set on summoning speffect). X4 are [1,2,2], and X8 are [30,1,1]. Sets an AI command randomly as well to prompt the spawning.
  Template:
  - Type: loc
  DebugInfo:
  - 2500930 (c5310_0000 - Tree Dragon)
  - 2500934 (c5310_0004 - Tree Dragon)
  - 2500933 (c5310_0003 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505841, X0_4 = 2500930*, X4_4 = 1065353216, X8_4 = 1106247680, X12_4 = 10, X16_4 = 2)
  - Initialize Event (1, 12505841, X0_4 = 2500934*, X4_4 = 1073741824, X8_4 = 1065353216, X12_4 = 20, X16_4 = 2)
  - Initialize Event (2, 12505841, X0_4 = 2500933*, X4_4 = 1077936128, X8_4 = 1065353216, X12_4 = 20, X16_4 = 2)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505878)
  - IF Event Value (Result Condition Group = 1, Base Event Flag ID = 12505837, Number of Used Flag Bits = 2, Comparison Type = 4, Threshold Value = X16_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X4_4)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = X12_4, Slot Number = 0)
  - Randomly Set Event Flag In Range (Event Flag ID Min = 12505872, Event Flag ID Max = 12505874, Flag State = 1)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505872)
  - GOTO IF Event Flag (Label = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505873)
  - GOTO IF Event Flag (Label = 3, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505874)
  - Label 1 ()
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 0, Slot Number = 1)
  - GOTO Unconditionally (Label = 4)
  - Label 2 ()
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 1)
  - GOTO Unconditionally (Label = 4)
  - Label 3 ()
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 20, Slot Number = 1)
  - GOTO Unconditionally (Label = 4)
  - Label 4 ()
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - Batch Set Event Flags (Event Flag ID Start = 12505872, Event Flag ID End = 12505874, Flag State = 0)
  - Batch Set Event Flags (Event Flag ID Start = 12505875, Event Flag ID End = 12505878, Flag State = 0)
  - IF Elapsed Seconds (Result Condition Group = -1, Target Number Of Seconds = X8_4)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505875)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Label 5 ()
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3531000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = -1, Slot Number = 2)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3531000)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505850
  Comment: Sets some speffect on Divine Dragon. This is changed in the phase transition to 3520070
  Template:
  - Type: loc
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + Set SpEffect (Entity ID = 2500800*, SpEffect ID = 3520070)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505851
  Comment: Allows Old Dragon HP bar display, until 3530040 (death animation), and again on 3530041 (spawn animation). Doesn't really do much for replacement enemies, although could use alive/dead status.
  Template:
  - Type: chr
    DefeatFlag: 9310
  DebugInfo:
  - 2500811 (c5300_0000 - Old Dragon)
  - 2500812 (c5300_0001 - Old Dragon)
  - 2500813 (c5300_0002 - Old Dragon)
  - 2500814 (c5300_0003 - Old Dragon)
  - 2500815 (c5300_0004 - Old Dragon)
  - 2500816 (c5300_0005 - Old Dragon)
  - 2500817 (c5300_0006 - Old Dragon)
  - 2500818 (c5300_0007 - Old Dragon)
  - 2500819 (c5300_0008 - Old Dragon)
  - 2500820 (c5300_0009 - Old Dragon)
  - 2500821 (c5300_0010 - Old Dragon)
  - 2500822 (c5300_0011 - Old Dragon)
  - 2500823 (c5300_0012 - Old Dragon)
  - 2500824 (c5300_0013 - Old Dragon)
  - 2500825 (c5300_0014 - Old Dragon)
  DebugInit:
  - Initialize Event (0, 12505851, X0_4 = 2500811*)
  - Initialize Event (1, 12505851, X0_4 = 2500812*)
  - Initialize Event (2, 12505851, X0_4 = 2500813*)
  - Initialize Event (3, 12505851, X0_4 = 2500814*)
  - Initialize Event (4, 12505851, X0_4 = 2500815*)
  - Initialize Event (5, 12505851, X0_4 = 2500816*)
  - Initialize Event (6, 12505851, X0_4 = 2500817*)
  - Initialize Event (7, 12505851, X0_4 = 2500818*)
  - Initialize Event (8, 12505851, X0_4 = 2500819*)
  - Initialize Event (9, 12505851, X0_4 = 2500820*)
  - Initialize Event (10, 12505851, X0_4 = 2500821*)
  - Initialize Event (11, 12505851, X0_4 = 2500822*)
  - Initialize Event (12, 12505851, X0_4 = 2500823*)
  - Initialize Event (13, 12505851, X0_4 = 2500824*)
  - Initialize Event (14, 12505851, X0_4 = 2500825*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + Set Character HP Bar Display (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3530040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character HP Bar Display (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3530041, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character HP Bar Display (Entity ID = X0_4*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505870
  Comment: Set 12505876 (prepare for tree dragons to spawn and play sound effect) when any Old Dragons get speffect 5025, set by the summon animation (3015). Although they could be summoned constantly, keep this vanilla and give the Tree Dragons time to move, requiring some Old Dragons to still be present.
  Template:
  - Type: loc
    Replace: 2505830 -> 2500812
  DebugInfo:
  - group 2505830 [2500812 (c5300_0001 - Old Dragon), 2500813 (c5300_0002 - Old Dragon), 2500814 (c5300_0003 - Old Dragon), 2500815 (c5300_0004 - Old Dragon), 2500816 (c5300_0005 - Old Dragon), 2500817 (c5300_0006 - Old Dragon), 2500818 (c5300_0007 - Old Dragon), 2500819 (c5300_0008 - Old Dragon), 2500820 (c5300_0009 - Old Dragon), 2500821 (c5300_0010 - Old Dragon), 2500822 (c5300_0011 - Old Dragon), 2500823 (c5300_0012 - Old Dragon), 2500824 (c5300_0013 - Old Dragon), 2500825 (c5300_0014 - Old Dragon)]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2505830*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 4, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505876)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 12505876, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505871
  Comment: During the 'really really' summon part of Old Dragon animation (anim 3018), do some state management with setting event flag 12505878, which prompts the actual spawning.
  Template:
  - Type: loc
    Replace: 2505830 -> 2500812
  DebugInfo:
  - group 2505830 [2500812 (c5300_0001 - Old Dragon), 2500813 (c5300_0002 - Old Dragon), 2500814 (c5300_0003 - Old Dragon), 2500815 (c5300_0004 - Old Dragon), 2500816 (c5300_0005 - Old Dragon), 2500817 (c5300_0006 - Old Dragon), 2500818 (c5300_0007 - Old Dragon), 2500819 (c5300_0008 - Old Dragon), 2500820 (c5300_0009 - Old Dragon), 2500821 (c5300_0010 - Old Dragon), 2500822 (c5300_0011 - Old Dragon), 2500823 (c5300_0012 - Old Dragon), 2500824 (c5300_0013 - Old Dragon), 2500825 (c5300_0014 - Old Dragon)]
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2505830*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 4, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505878)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 12505878, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505879
  Comment: Setting camera subid upon tree dragons having speffects. This also ends immediately if second phase (12505885 event finished). This makes fighting enemy mobs harder so avoid it.
  Template:
  - Type: remove
    Entity: 2500800
  DebugInfo:
  - 2500930 (c5310_0000 - Tree Dragon)
  - 2500933 (c5310_0003 - Tree Dragon)
  - 2500934 (c5310_0004 - Tree Dragon)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 2500930*, SpEffect ID = 3531020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 2500933*, SpEffect ID = 3531020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 2500934*, SpEffect ID = 3531020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505885)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 610)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 2500930*, SpEffect ID = 3531020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 2500933*, SpEffect ID = 3531020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 2500934*, SpEffect ID = 3531020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 0, Target Condition Group = -3)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505885)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 600)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505880
  Comment: End Divine Dragon and warp to Ashina Castle
  Template:
  - Type: end
    Entity: 2500800
    EndCond: -1
    EndCond2: IF Character HP Ratio
    Name: entity
    Replace: WAIT Fixed Time (Seconds) (9.7->3)
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    Remove: 9410; GOTO IF Condition Group State (Uncompiled)
    Add:
    - Before: Set Event Flag (12500880,1)
      Cmd: Set Wire Searchability (-1)
    - Before: Set Event Flag (12500880,1)
      Cmd: (De)activate Object (2501815,0)
    - Before: Set Event Flag (12500880,1)
      Cmd: END Unconditionally (0)
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  - region 1112953 (チェックポイント_03_リスポン位置)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9410)
  - GOTO IF Condition Group State (Uncompiled) (Label = 20, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9410)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 2500800*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 2500800*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 12500880, Flag State = 1)
  - + IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 2500800*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 9.7)
  - + Handle Boss Defeat and Display Banner (Entity ID = 2500800*, Banner Type = 3)
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 2500800*, Slot Number = 0, Name ID = 905200)
  - Award Achievement (Achievement ID = 29)
  - Set Event Flag (Event Flag ID = 9310, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6810, Flag State = 1)
  - Set Wire Searchability (WireSetParam ID = -1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4700)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4701)
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Spawn Oneshot SFX (Type = 2, Entity ID = 10000, Dummypoly ID = 2, SFX ID = 820130)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.33)
  - Label 20 ()
  - Set Character Immortality (Entity ID = 10000, Disabled/Enabled = 0)
  - Warp Player (New) (Area ID = 11, Block ID = 1, Respawn Point Entity ID = 1110799)
  - + Set Player Respawn Point (Respawn Point Entity ID = 1112953*)
  - Save Request (Dummy = 0)
  - Set Event Flag (Event Flag ID = 9410, Flag State = 1)
  - Set Force Scale Render (Desired State = 0)
- ID: 12505882
  Comment: Warps player to near Divine Dragon ("cloud sea") on event flag 12505949. However this event flag doesn't seem to be set from anywhere, and sets the boss defeat flag to true also, which is weird
  Template:
  - Type: loc
  DebugInfo:
  - region 2502821 (event_ワープ用_雲海)
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugCommands:
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505949)
  - Set Event Flag (Event Flag ID = 9318, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + Warp Character and Copy Floor (Entity ID = 10000, Warp Type = 1, Warp Destination Entity ID = 2502821*, Dummypoly ID = -1, Entity ID to Copy Floor From = 2500800*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505885
  Comment: Start Divine Dragon, transition from Old Dragon phase. This happens when the previous health bar is down to 0. (Also checks batch flags but the later ones do not seem to be settable)
  Template:
  - Type: startphase
    Entity: 2500800
    StartCmd: Change Character DispMask
    Camera: 500  # Replacement camera is weird, but so is original
    Name: entity
    # Don't give characters a barrier cylinder
    Remove: Attach Object to Character
    # Add immortality as per usual, but also remove all objects in the arena
    Add:
    - Cmd: Change Character Enable State (2500800,1)  # Disabled in old dragons
      After: Play Cutscene and Warp Player
    - Cmd: Set Character Immortality (2500800,1)
      Before: Set Character AI State (2500800,1)
    - Cmd: (De)activate Object (2501815,0)
      Before: Set Character AI State (2500800,1)
    - Cmd: (De)activate Object (2501800,0)
      Before: Set Character AI State (2500800,1)
    #- Cmd: Set Character Immortality (2500800,1)
    #  After: Warp Character and Copy Floor
    #- Cmd: (De)activate Object (2501815,0)
    #  After: Warp Character and Copy Floor
    #- Cmd: (De)activate Object (2501800,0)
    #  After: Warp Character and Copy Floor
  #- Type: loc
  #  Replace: IF Character HP Ratio (-1,2500810,5,0->0.99,0,1)  # To shorten phase 1
  # This causes too much flailing around. funny, but softlocks sometimes.
  #- Type: multichronly
  #  Entity: 2500800
  #  Remove: Set Character AI State; GOTO IF Event Flag
  #  Add:
  #  - Cmd: GOTO Unconditionally (0)
  #    Before: start
  #  - Cmd: IF Entity In/Outside Radius Of Entity (0,1,10000,2500800,25,1)
  #    Before: Attach Object to Character
  #  - Cmd: Award Item Lot (62208)
  #    Before: Attach Object to Character
  #  - Cmd: Set Character Gravity (2500800,0)
  #    Before: Attach Object to Character
  #  - Cmd: WAIT Fixed Time (Frames) (3)
  #    Before: Attach Object to Character 
  #  - Cmd: END Unconditionally (0)
  #    After: Attach Object to Character
  DebugInfo:
  - group 2505800 [2500811 (c5300_0000 - Old Dragon), 2500812 (c5300_0001 - Old Dragon), 2500813 (c5300_0002 - Old Dragon), 2500814 (c5300_0003 - Old Dragon), 2500815 (c5300_0004 - Old Dragon), 2500816 (c5300_0005 - Old Dragon), 2500817 (c5300_0006 - Old Dragon), 2500818 (c5300_0007 - Old Dragon), 2500819 (c5300_0008 - Old Dragon), 2500820 (c5300_0009 - Old Dragon), 2500821 (c5300_0010 - Old Dragon), 2500822 (c5300_0011 - Old Dragon), 2500823 (c5300_0012 - Old Dragon), 2500824 (c5300_0013 - Old Dragon), 2500825 (c5300_0014 - Old Dragon), 2500810 (c5300_0025 - Old Dragon), 2500930 (c5310_0000 - Tree Dragon), 2500933 (c5310_0003 - Tree Dragon), 2500934 (c5310_0004 - Tree Dragon)]
  - 2500800 (c5200_0000 - Divine Dragon)
  - group 2505820 [2500310 (c5050_0000 - Giant Carp), 2500884 (c5310_0007 - Tree Dragon), 2500880 (c5310_0008 - Tree Dragon), 2500881 (c5310_0009 - Tree Dragon), 2500882 (c5310_0010 - Tree Dragon), 2500883 (c5310_0011 - Tree Dragon)]
  - 2500810 (c5300_0025 - Old Dragon)
  - region 2502550 (SFX:雲海_カメラ前_ID825021_0001)
  - region 2502551 (SFX:雲海姫竜戦_カメラ前_ID825022_0001)
  - region 2502824 (event_PCワープ用_人魚竜戦開始)
  - region 2502849 (event_人魚竜戦_人魚竜開始位置)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + Change Character Enable State (Entity ID = 2505800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2505800*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2505800*, Should Receive Souls = 0)
  - + Set Character Backread State (Entity ID = 2505800*, Removed = 1)
  - + Change Character Enable State (Entity ID = 2500800*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500800*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500800*, Should Receive Souls = 0)
  - + Set Character Backread State (Entity ID = 2505820*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505882)
  - + Set Character AI State (Entity ID = 2500800*, Disabled/Enabled = 0)
  - + Attach Object to Character (Character Entity ID = 2500800*, Dummypoly ID = 260, Object Entity ID = 2501815)
  - + IF Character HP Ratio (Result Condition Group = -1, Target Entity ID = 2500810*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Batch Event Flags (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Starting Target Event Flag ID = 12505803, Ending Target Event Flag ID = 12505827)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505882)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Character HP Value (Result Condition Group = 1, Target Entity ID = 10000, Comparison Type = 2, Target HP = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Menu Fade (Fade = 1, Fade Time (s) = 0.5)
  - Set SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Display Boss Health Bar (Disabled/Enabled = 0, Entity ID = 2500810*, Slot Number = 0, Name ID = 905200)
  - Set Event Flag (Event Flag ID = 12500940, Flag State = 1)
  - Set Event Flag (Event Flag ID = 9318, Flag State = 1)
  - Set Wire Searchability (WireSetParam ID = -1)
  - Set Event Flag (Event Flag ID = 6818, Flag State = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
  - + Delete Map SFX (Entity ID = 2502550*, Only Delete Root = 0)
  - + Delete Map SFX (Entity ID = 2502551*, Only Delete Root = 0)
  - Set Menu Fade (Fade = 0, Fade Time (s) = 0.5)
  - + Play Cutscene and Warp Player (Cutscene ID = 25000020, Playback Method = 16, Point Entity ID = 2502824*, Area ID = 25, Block ID = 0, Player Entity ID = 10000)
  - IF Ongoing Cutscene Finished (Result Condition Group = 0, Cutscene ID = 25000020)
  - Clear SpEffect (Entity ID = 10000, SpEffect ID = 4702)
  - Set Character Invincibility (Entity ID = 10000, Disabled/Enabled = 0)
  - Label 20 ()
  - + Set Character Backread State (Entity ID = 2505800*, Removed = 1)
  - + Set Character Backread State (Entity ID = 2505820*, Removed = 0)
  - Set Lighting + UNKNOWN (Time of Day = 1, Unknown = 0)
  - + Spawn Map SFX (Entity ID = 2502551*)
  - Reset Omission Mode Counts to Default ()
  - Set Wire Searchability (WireSetParam ID = 100)
  - + Set Character AI State (Entity ID = 2500800*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 2500800*, Disabled/Enabled = 1)
  - + Change Character DispMask (Entity ID = 2500800*, Bit Number = 10, Switch Type = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - + Set Lock On Point (Entity ID = 2500800*, Lock On Dummypoly ID = 220, Desired State = 1)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 2500800*, Slot Number = 0, Name ID = 905200)
  - + Set Network Update Rate (Entity ID = 2500800*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set SpEffect (Entity ID = 2500800*, SpEffect ID = 3520071)
  - + Clear SpEffect (Entity ID = 2500800*, SpEffect ID = 3520070)
  - Set Event Flag (Event Flag ID = 12505881, Flag State = 1)
  - + Warp Character and Copy Floor (Entity ID = 2500800*, Warp Type = 1, Warp Destination Entity ID = 2502849*, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505887
  Comment: Shoots a bullet after the fight starts (and 5 seconds have passed), and also on event flags 12505889 and 12505890, forcing a Divine Dragon animation playback in that case. Also changes the music with flag 12505883
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
    RemoveDupe: IF Event Flag; Set Event Flag; Shoot Bullet; Force Animation Playback
  - Type: loc
    Entity: 2500800
    Remove: 12505888; 12505889; Force Animation Playback; Shoot Bullet
    Add:
    - Cmd: IF Character HP Ratio (0,2500800,5,0.3,0,1)
      Before: 12505883
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = 2500800*, Dummypoly ID = 70, Behavior ID = 252000850, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - + Force Animation Playback (Entity ID = 2500800*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 12505883, Flag State = 1)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = 2500800*, Dummypoly ID = 70, Behavior ID = 252000850, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505890)
  - + Force Animation Playback (Entity ID = 2500800*, Animation ID = 20002, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = 2500800*, Dummypoly ID = 70, Behavior ID = 252000850, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505888
  Comment: Sets flag 12505888, 5 seconds after second phase starts. Also sets an speffect used by AI, which seems to allows it to do melee attacks. Try to make this more consistent wrt tree dragon placements in smaller arenas by setting the flag immediately before the dragon can rotate too much.
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: WAIT Fixed Time (Seconds) (5); 9318
    Add:
    - Cmd: Set Character AI State (2500800,0)
      Before: start
    - Cmd: IF Character AI State (-1,2500800,3,0,1)
      Before: END Unconditionally (0)
    - Cmd: IF Character AI State (-1,2500800,2,0,1)
      Before: END Unconditionally (0)
    - Cmd: IF Elapsed Seconds (-1,5)
      Before: END Unconditionally (0)
    - Cmd: IF Condition Group (0,1,-1)
      Before: END Unconditionally (0)
    - Cmd: Set Event Flag (12505888,1)
      Before: END Unconditionally (0)
    - Cmd: Set Character AI State (2500800,1)
      Before: END Unconditionally (0)
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505888, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5020)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505889
  Comment: Sets wire searchability after the phase starts, and then when dragon gets down to 30% health, changes update rate of a tree dragon, and may triggers phase 2
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    Camera: -100  # Used for moving wire params
    Remove: WAIT Fixed Time (Seconds); END Unconditionally
    Add:
    - Cmd: Set Event Flag (12505889,1)
  DebugInfo:
  - 2500880 (c5310_0008 - Tree Dragon)
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505889, X0_4 = 2500800*, X4_4 = 1050253722)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5020)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Set Wire Searchability (WireSetParam ID = 100)
  - + IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = X0_4*, Comparison Type = 5, Target HP Ratio = X4_4, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Network Update Rate (Entity ID = 2500880*, Use Fixed Frequency = 1, Update Frequency = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505890
  Comment: When Dragon gets down to 30% health, does something with the 5 tree branches, and ends when the Divine Dragon has a speffect
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    Remove: END Unconditionally
    Add:
    - Cmd: Set Event Flag (12505890,1)
  DebugInfo:
  - 2500883 (c5310_0011 - Tree Dragon)
  - 2500884 (c5310_0007 - Tree Dragon)
  - 2500880 (c5310_0008 - Tree Dragon)
  - 2500881 (c5310_0009 - Tree Dragon)
  - 2500882 (c5310_0010 - Tree Dragon)
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505890, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - + Set SpEffect (Entity ID = 2500883*, SpEffect ID = 3520062)
  - + Set SpEffect (Entity ID = 2500884*, SpEffect ID = 3520062)
  - + Request Character AI Command (Entity ID = 2500880*, Command ID = 20, Slot Number = 0)
  - + Request Character AI Command (Entity ID = 2500881*, Command ID = 20, Slot Number = 0)
  - + Request Character AI Command (Entity ID = 2500882*, Command ID = 20, Slot Number = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520081, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520085, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505891
  Comment: After the Divine Dragon gets down to 30% health and has a speffect, warp the last 3 tree dragons to various spots relative to the divine dragon, and shoot a bullet toward what is probably the middle one. Can repeat.
  Template:
  - Type: multichr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    RemoveDupe: Batch Set Event Flags; Randomly Set Event Flag In Range; Shoot Bullet
    Regions:
    - event chrrel 2502844
    - event chrrel 2502845
    - arg chrrel 2502842
  DebugInfo:
  - region 2502844 (ストームジャンプ触手_出現領域(サブ2))
  - region 2502845 (ストームジャンプ触手_出現領域(サブ1))
  - 2500800 (c5200_0000 - Divine Dragon)
  - 2500880 (c5310_0008 - Tree Dragon)
  - region 2502842 (ストームジャンプ触手_出現領域(メイン))
  - 2500881 (c5310_0009 - Tree Dragon)
  - 2500882 (c5310_0010 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505891, X0_4 = 2500800*, X4_4 = 2500880*, X8_4 = 2502842*, X12_4 = 2500881*, X16_4 = 2500882*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520012, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Batch Set Event Flags (Event Flag ID Start = 12505940, Event Flag ID End = 12505942, Flag State = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + Warp Character and Copy Floor (Entity ID = X4_4*, Warp Type = 1, Warp Destination Entity ID = X8_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - Randomly Set Event Flag In Range (Event Flag ID Min = 12505940, Event Flag ID Max = 12505940, Flag State = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505940)
  - + Warp Character and Copy Floor (Entity ID = X12_4*, Warp Type = 1, Warp Destination Entity ID = 2502844*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - + Warp Character and Copy Floor (Entity ID = X16_4*, Warp Type = 1, Warp Destination Entity ID = 2502845*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505941)
  - + Warp Character and Copy Floor (Entity ID = X12_4*, Warp Type = 2, Warp Destination Entity ID = X0_4*, Dummypoly ID = 51, Entity ID to Copy Floor From = X0_4*)
  - + Warp Character and Copy Floor (Entity ID = X16_4*, Warp Type = 2, Warp Destination Entity ID = X0_4*, Dummypoly ID = 54, Entity ID to Copy Floor From = X0_4*)
  - SKIP IF Event Flag (Number Of Skipped Lines = 2, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505942)
  - + Warp Character and Copy Floor (Entity ID = X12_4*, Warp Type = 2, Warp Destination Entity ID = X0_4*, Dummypoly ID = 52, Entity ID to Copy Floor From = X0_4*)
  - + Warp Character and Copy Floor (Entity ID = X16_4*, Warp Type = 2, Warp Destination Entity ID = X0_4*, Dummypoly ID = 56, Entity ID to Copy Floor From = X0_4*)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Request Character AI Command (Entity ID = X4_4*, Command ID = 30, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X12_4*, Command ID = 30, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X16_4*, Command ID = 30, Slot Number = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X4_4*, Dummypoly ID = 11, Behavior ID = 252000660, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X4_4*, Dummypoly ID = 11, Behavior ID = 252000665, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3520012, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = X4_4*, Command ID = 20, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X12_4*, Command ID = 20, Slot Number = 0)
  - + Request Character AI Command (Entity ID = X16_4*, Command ID = 20, Slot Number = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505894
  Comment: When the player has a speffect after the Divine Dragon phase starts, Divine Dragon shoots a bullet, and so does the player
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505894, X0_4 = 2500800*, X4_4 = 3531070)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Character Has SpEffect (Result Condition Group = 15, Target Entity ID = 10000, SpEffect ID = X4_4, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 20, Behavior ID = 253100650, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = 10000, Dummypoly ID = 70, Behavior ID = 253100620, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = X4_4, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505895
  Comment: Activates some objects on Divine Dragon during certain attacks
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505895, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = 2501810)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = 2501814)
  - (De)activate Object (Target Object Entity ID = 2501810, State = 0)
  - (De)activate Object (Target Object Entity ID = 2501814, State = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = 2501810)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = 2501814)
  - (De)activate Object (Target Object Entity ID = 2501810, State = 1)
  - (De)activate Object (Target Object Entity ID = 2501814, State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505896
  Comment: At the end of the Divine Dragon fight, shooting a bullet, when player has neither of two speffects and Divine Dragon does have a speffect (set during big swoop animation)
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    RemoveDupe: IF Event Flag; Shoot Bullet
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505896, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520014, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 106111, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 106110, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 70, Behavior ID = 252000640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 3520014, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 10000, SpEffect ID = 106111, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 10000, SpEffect ID = 106110, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505897
  Comment: When player has speffect during the fight, shoot several bullets
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505897, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Character Has SpEffect (Result Condition Group = 15, Target Entity ID = 10000, SpEffect ID = 106111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.8)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 20, Behavior ID = 252000610, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.75)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 20, Behavior ID = 252000611, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 10)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = 106111, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505898
  Comment: Set lockon points for Divine Dragon with different speffects
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505898, X0_4 = 2500800*, X4_4 = 222, X8_4 = 5033)
  - Initialize Event (1, 12505898, X0_4 = 2500800*, X4_4 = 221, X8_4 = 5034)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Set Lock On Point (Entity ID = X0_4*, Lock On Dummypoly ID = X4_4, Desired State = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = X8_4, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Lock On Point (Entity ID = X0_4*, Lock On Dummypoly ID = X4_4, Desired State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = X8_4, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505900
  Comment: Based on Divine Dragon having speffect 5039 or not, change hitmasks. (Perhaps during sword swipe, or neck swipe?)
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505900, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 2, Switch Type = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5039, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Change Character HitMask (Entity ID = X0_4*, Bit Number = 2, Switch Type = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5039, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505901
  Comment: Shortly after Divine Dragon starts, warp Tree Dragon to a dummypoly of Divine Dragon, attach objects to it, and disable them all. The tree ordering by entity id is 50 54 55 56 53.
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    Remove: WAIT Fixed Time (Seconds) (1)  # Pop up as soon as possible
    # TreeDragons: X0; Attach Object to Character
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  - 2500880 (c5310_0008 - Tree Dragon)
  - 2500881 (c5310_0009 - Tree Dragon)
  - 2500882 (c5310_0010 - Tree Dragon)
  - 2500883 (c5310_0011 - Tree Dragon)
  - 2500884 (c5310_0007 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505901, X0_4 = 2500880*, X4_4 = 50, X8_4 = 2501910, X12_4 = 2501911, X16_4 = 2501912, X20_4 = 2501830, X24_4 = 2501831, X28_4 = 2501832)
  - Initialize Event (1, 12505901, X0_4 = 2500881*, X4_4 = 53, X8_4 = 2501913, X12_4 = 2501914, X16_4 = 2501915, X20_4 = 2501833, X24_4 = 2501834, X28_4 = 2501835)
  - Initialize Event (2, 12505901, X0_4 = 2500882*, X4_4 = 54, X8_4 = 2501916, X12_4 = 2501917, X16_4 = 2501918, X20_4 = 2501836, X24_4 = 2501837, X28_4 = 2501838)
  - Initialize Event (3, 12505901, X0_4 = 2500883*, X4_4 = 55, X8_4 = 2501919, X12_4 = 2501920, X16_4 = 2501921, X20_4 = 2501839, X24_4 = 2501840, X28_4 = 2501841)
  - Initialize Event (4, 12505901, X0_4 = 2500884*, X4_4 = 56, X8_4 = 2501922, X12_4 = 2501923, X16_4 = 2501924, X20_4 = 2501842, X24_4 = 2501843, X28_4 = 2501844)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 2, Warp Destination Entity ID = 2500800*, Dummypoly ID = X4_4, Entity ID to Copy Floor From = X0_4*)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = X8_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 601, Object Entity ID = X12_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 602, Object Entity ID = X16_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 600, Object Entity ID = X20_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 601, Object Entity ID = X24_4)
  - + Attach Object to Character (Character Entity ID = X0_4*, Dummypoly ID = 602, Object Entity ID = X28_4)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 0)
  - Set Object Interaction (Object Entity ID = X8_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 0)
  - Set Object Interaction (Object Entity ID = X12_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 0)
  - Set Object Interaction (Object Entity ID = X16_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X20_4, State = 0)
  - (De)activate Object (Target Object Entity ID = X24_4, State = 0)
  - (De)activate Object (Target Object Entity ID = X28_4, State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505906
  Comment: Shortly after Divine Dragon starts and tree dragon gets speffects, enable/disable various objects on tree dragons based on speffect, and repeat
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    Remove: WAIT Fixed Time (Seconds) (1)  # Pop up as soon as possible
    # TreeDragons: X0; Set Object Interaction; (De)activate Object
  DebugInfo:
  - 2500880 (c5310_0008 - Tree Dragon)
  - 2500881 (c5310_0009 - Tree Dragon)
  - 2500882 (c5310_0010 - Tree Dragon)
  - 2500883 (c5310_0011 - Tree Dragon)
  - 2500884 (c5310_0007 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505906, X0_4 = 2500880*, X4_4 = 2501910, X8_4 = 2501911, X12_4 = 2501912, X16_4 = 2501830, X20_4 = 2501831, X24_4 = 2501832)
  - Initialize Event (1, 12505906, X0_4 = 2500881*, X4_4 = 2501913, X8_4 = 2501914, X12_4 = 2501915, X16_4 = 2501833, X20_4 = 2501834, X24_4 = 2501835)
  - Initialize Event (2, 12505906, X0_4 = 2500882*, X4_4 = 2501916, X8_4 = 2501917, X12_4 = 2501918, X16_4 = 2501836, X20_4 = 2501837, X24_4 = 2501838)
  - Initialize Event (3, 12505906, X0_4 = 2500883*, X4_4 = 2501919, X8_4 = 2501920, X12_4 = 2501921, X16_4 = 2501839, X20_4 = 2501840, X24_4 = 2501841)
  - Initialize Event (4, 12505906, X0_4 = 2500884*, X4_4 = 2501922, X8_4 = 2501923, X12_4 = 2501924, X16_4 = 2501842, X20_4 = 2501843, X24_4 = 2501844)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = 2)
  - GOTO IF Condition Group State (Uncompiled) (Label = 3, Desired Condition Group State = 1, Target Condition Group = 3)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 1)
  - Set Object Interaction (Object Entity ID = X4_4, Interaction = -1, Desired State = 1)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - (De)activate Object (Target Object Entity ID = X4_4, State = 0)
  - Set Object Interaction (Object Entity ID = X4_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X16_4, State = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 2 ()
  - (De)activate Object (Target Object Entity ID = X8_4, State = 1)
  - Set Object Interaction (Object Entity ID = X8_4, Interaction = -1, Desired State = 1)
  - (De)activate Object (Target Object Entity ID = X20_4, State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - (De)activate Object (Target Object Entity ID = X8_4, State = 0)
  - Set Object Interaction (Object Entity ID = X8_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X20_4, State = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 3 ()
  - (De)activate Object (Target Object Entity ID = X12_4, State = 1)
  - Set Object Interaction (Object Entity ID = X12_4, Interaction = -1, Desired State = 1)
  - (De)activate Object (Target Object Entity ID = X24_4, State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - (De)activate Object (Target Object Entity ID = X12_4, State = 0)
  - Set Object Interaction (Object Entity ID = X12_4, Interaction = -1, Desired State = 0)
  - (De)activate Object (Target Object Entity ID = X24_4, State = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505911
  Comment: Requests different AI commands for tree dragons based on speffects, including disabling them on speffect 3520062. Can also warp them back to their original position, and clear their event flag
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  - 2500880 (c5310_0008 - Tree Dragon)
  - 2500881 (c5310_0009 - Tree Dragon)
  - 2500882 (c5310_0010 - Tree Dragon)
  - 2500883 (c5310_0011 - Tree Dragon)
  - 2500884 (c5310_0007 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505911, X0_4 = 2500880*, X4_4 = 50, X8_4 = 12505940)
  - Initialize Event (1, 12505911, X0_4 = 2500881*, X4_4 = 53, X8_4 = 12505941)
  - Initialize Event (2, 12505911, X0_4 = 2500882*, X4_4 = 54, X8_4 = 12505942)
  - Initialize Event (3, 12505911, X0_4 = 2500883*, X4_4 = 55, X8_4 = 12505943)
  - Initialize Event (4, 12505911, X0_4 = 2500884*, X4_4 = 56, X8_4 = 12505944)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520062, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520060, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520062, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 20, Slot Number = 0)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 11, Behavior ID = 253100630, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - Set Event Flag (Event Flag ID = X8_4, Flag State = 0)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 3520062, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 8)
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 2, Warp Destination Entity ID = 2500800*, Dummypoly ID = X4_4, Entity ID to Copy Floor From = X0_4*)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505916
  Comment: When player has a speffect (up to 5 different instantiations, in 5310 range), shoot bullet, and clear the given event flag in the range 12505940-12505944 (tree having lightning)
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = X4_4, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = 2500800*, Dummypoly ID = 70, Behavior ID = 252000550, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = 2500800*, Dummypoly ID = 70, Behavior ID = 252000555, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = 10000, Dummypoly ID = 260, Behavior ID = 253100620, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 0)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = X4_4, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505921
  Comment: Also waits for speffects on the tree dragons, and if their event flag is set, shoot the given bullet parameter, and restart when the flag is set again. Until the final phase
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  - 2500880 (c5310_0008 - Tree Dragon)
  - 2500881 (c5310_0009 - Tree Dragon)
  - 2500882 (c5310_0010 - Tree Dragon)
  - 2500883 (c5310_0011 - Tree Dragon)
  - 2500884 (c5310_0007 - Tree Dragon)
  DebugInit:
  - Initialize Event (0, 12505921, X0_4 = 2500880*, X4_4 = 12505940, X8_4 = 253100661)
  - Initialize Event (1, 12505921, X0_4 = 2500881*, X4_4 = 12505941, X8_4 = 253100662)
  - Initialize Event (2, 12505921, X0_4 = 2500882*, X4_4 = 12505942, X8_4 = 253100663)
  - Initialize Event (3, 12505921, X0_4 = 2500883*, X4_4 = 12505943, X8_4 = 253100664)
  - Initialize Event (4, 12505921, X0_4 = 2500884*, X4_4 = 12505944, X8_4 = 253100665)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 11, Behavior ID = 253100600, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = 2500800*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 11, Behavior ID = X8_4, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 5025, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 5026, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 5027, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Event Flag (Result Condition Group = 2, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505926
  Comment: From the start of Divine Dragon (after 8 seconds in total), until the big phase, set a random event flag every 18 seconds, which adds lightning to the trees. Make this just 3 trees for most arenas.
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    # Replace: 15 -> 5  # For much faster phase
    TreeDragonFlags: 12505940 12505930
    Add:
    - Cmd: Batch Set Event Flags (12505930,12505934,0)
      Before: Randomly Set Event Flag In Range
    - Cmd: SKIP IF Event Flag (1,0,0,12505930)
      After: Randomly Set Event Flag In Range
    - Cmd: Set Event Flag (12505940,1)
      After: Randomly Set Event Flag In Range
    - Cmd: SKIP IF Event Flag (1,0,0,12505931)
      After: Randomly Set Event Flag In Range
    - Cmd: Set Event Flag (12505942,1)
      After: Randomly Set Event Flag In Range
    - Cmd: SKIP IF Event Flag (1,0,0,12505932)
      After: Randomly Set Event Flag In Range
    - Cmd: Set Event Flag (12505943,1)
      After: Randomly Set Event Flag In Range
    - Cmd: SKIP IF Event Flag (1,0,0,12505933)
      After: Randomly Set Event Flag In Range
    - Cmd: Set Event Flag (12505944,1)
      After: Randomly Set Event Flag In Range
    - Cmd: SKIP IF Event Flag (1,0,0,12505934)
      After: Randomly Set Event Flag In Range
    - Cmd: Set Event Flag (12505941,1)
      After: Randomly Set Event Flag In Range
  - Type: loc
    Add:
    - Cmd: IF Event Flag (0,1,0,12505881)
      After: 9310
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - IF Event Flag (Result Condition Group = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505888)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - Randomly Set Event Flag In Range (Event Flag ID Min = 12505940, Event Flag ID Max = 12505944, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 15)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505927
  Comment: When the Divine Dragon has the given speffect (and one other), play the given animation, and repeat. Unclear what these do
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505927, X0_4 = 2500800*, X4_4 = 3520080, X8_4 = 20003)
  - Initialize Event (1, 12505927, X0_4 = 2500800*, X4_4 = 3520081, X8_4 = 20004)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = X4_4, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520085, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3520011, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505929
  Comment: With player with the given speffect in final phase, warp to dragon dummypoly 42, or to given region, depending on the speffect. Region is "storm jump alignment". Add life check to prevent interference between dragon warps, if that's a thing.
  Template:
  - Type: multichronly
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: -1
    Add:
    - Cmd: IF Character Dead/Alive (10,X0_4,1,0,1)
      After: WAIT Fixed Time (Frames)
    - Cmd: END IF Condition Group State (Uncompiled) (0,1,10)
      After: WAIT Fixed Time (Frames)
    Regions:
    - arg chrrel 2502843
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  - region 2502843 (ストームジャンプ位置合わせ)
  DebugInit:
  - Initialize Event (0, 12505929, X0_4 = 2500800*, X4_4 = 106110, X8_4 = 0, X12_4 = 2502843*)
  - Initialize Event (1, 12505929, X0_4 = 2500800*, X4_4 = 106111, X8_4 = 42, X12_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505889)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = X4_4, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 2)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - + Warp Character and Copy Floor (Entity ID = 10000, Warp Type = 2, Warp Destination Entity ID = X0_4*, Dummypoly ID = X8_4, Entity ID to Copy Floor From = X0_4*)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + Warp Character and Copy Floor (Entity ID = 10000, Warp Type = 1, Warp Destination Entity ID = X12_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = X0_4*)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = X4_4, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505936
  Comment: Camera and lockon-ability to Divine Dragon based on player/dragon speffects
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    Camera: 500; 501; 502; 503; 504
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505936, X0_4 = 2500800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3520031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 3520032, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 106112, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 106112, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 3520032, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 501)
  - + Set Lock On Point (Entity ID = X0_4*, Lock On Dummypoly ID = 220, Desired State = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3520031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - + Set Lock On Point (Entity ID = X0_4*, Lock On Dummypoly ID = 220, Desired State = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 502)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = 106112, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 503)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 504)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3520032, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 500)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505939
  Comment: From start of Divine Dragon until warp to Ashina Castle, every 5 + (5 to 10) seconds, shoot a bullet. This is the responsible for the visual lightning striking effect behind him.
  Template:
  - Type: chr
    Entity: 2500800
    DefeatFlag: 9310
    StartFlag: 12505881
    Remove: 9318
  DebugInfo:
  - 2500800 (c5200_0000 - Divine Dragon)
  DebugInit:
  - Initialize Event (0, 12505939, X0_4 = 2500800*, X4_4 = 252000540, X8_4 = 70, X12_4 = 1084227584, X16_4 = 1092616192, X20_4 = 12505880)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9310)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9318)
  - IF Event Flag (Result Condition Group = 15, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505881)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = X8_4, Behavior ID = X4_4, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505950
  Comment: End of true monk fight
  Template:
  - Type: end
    Entity: 2500850
    EndCond: -1
    EndCond2: IF Character HP Ratio
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 2500850*, SpEffect ID = 201000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = 2500850*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Set Event Flag (Event Flag ID = 12500950, Flag State = 1)
  - + IF Character HP Ratio (Result Condition Group = 0, Target Entity ID = 2500850*, Comparison Type = 5, Target HP Ratio = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 6.7)
  - + Handle Boss Defeat and Display Banner (Entity ID = 2500850*, Banner Type = 5)
  - Award Achievement (Achievement ID = 28)
  - Set Event Flag (Event Flag ID = 9309, Flag State = 1)
  - Set Event Flag (Event Flag ID = 6809, Flag State = 1)
  - + Change Character Enable State (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500850*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500851*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500853*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500854*, Should Receive Souls = 0)
  - Set Area Gparam Sub ID (Area ID = 25, Block ID = 0, Gparam Sub ID = 0, Change Time (s) = 6)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = -1)
- ID: 12505960
  Comment: Start true monk. Immortality is managed elsewhere, so add it explicitly here, since it's a boss
  Template:
  - Type: start
    Entity: 2500850
    Remove: Force Animation Playback
    Camera: 550
    Name: entity
    Add:
    - Cmd: Set Character Immortality (2500850,1)
  - Type: multichr
    Entity: 2500850
    DefeatFlag: 9309
    Remove: Set Area CameraSetParam SubID; Display Boss Health Bar; Set Event Flag
    RemoveDupe: Change Character Enable State; Set Character Animation State; Force Character Death; END Unconditionally (0)
    Regions:
    - event distdragon 2502850
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500852 (c5001_0000 - Immortal Centipede)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  - region 2502850 (event_破戒僧登場領域)
  DebugCommands:
  - GOTO IF Event Flag (Label = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + Change Character Enable State (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500850*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500851*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500852*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500852*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500852*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500853*, Should Receive Souls = 0)
  - + Change Character Enable State (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Force Character Death (Entity ID = 2500854*, Should Receive Souls = 0)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502850*, Number of Target Characters = 1)
  - + Force Animation Playback (Entity ID = 2500850*, Animation ID = 20006, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = 2500850*, Disabled/Enabled = 1)
  - Set Area CameraSetParam SubID (CameraSetParam SubID = 550)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Character Target (Targeter Entity ID = 2500850*, Targeted Entity ID = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Display Boss Health Bar (Disabled/Enabled = 1, Entity ID = 2500850*, Slot Number = 0, Name ID = 905000)
  - Set Event Flag (Event Flag ID = 12505951, Flag State = 1)
- ID: 12505961
  Comment: Activation of illusions. The phase change flag is used by other events and also sound xx
  Template:
  - Type: multichr
    Entity: 2500850
    DefeatFlag: 9309
    # ProgressFlag: 12505952
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Number of Character Health Bars (Result Condition Group = 0, Target Entity ID = 2500850*, Comparison Type = 0, Target Number of Health Bars = 2, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = 12505952, Flag State = 1)
  - + Request Character AI Command (Entity ID = 2500850*, Command ID = 1, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 2500850*)
  - + Change Character Enable State (Entity ID = 2500851*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 2500851*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 2500853*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 2500853*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 2500854*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = 2500854*, Disabled/Enabled = 1)
- ID: 12505962
  Comment: speffect interaction, second-to-last phase
  Template:
  - Type: chr
    Entity: 2500850
    DefeatFlag: 9309
    # ProgressFlag: 12505952 12505953
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505952)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 2500850*, Comparison Type = 0, Target Number of Health Bars = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2500850*, SpEffect ID = 3500010, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Event Flag (Event Flag ID = 12505953, Flag State = 1)
  - + Clear SpEffect (Entity ID = 2500850*, SpEffect ID = 9080)
  - + Request Character AI Command (Entity ID = 2500850*, Command ID = 2, Slot Number = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Animation Playback (Entity ID = 2500850*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + EzState Instruction Request (Entity ID = 2500850*, Command = 20010, Slot = 1)
  - + Clear SpEffect (Entity ID = 2500850*, SpEffect ID = 9080)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Request Character AI Re-plan (Entity ID = 2500850*)
- ID: 12505963
  Comment: True Monk deathblow
  Template:
  - Type: chr
    Entity: 2500850
    DefeatFlag: 9309
    Deathblow: 2500850
    # ProgressFlag: 12505953 12505954
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505953)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 2500850*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = 10000, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + EzState Instruction Request (Entity ID = 2500850*, Command = 20200, Slot = 1)
  - EzState Instruction Request (Entity ID = 10000, Command = 710200, Slot = 1)
  - Set Event Flag (Event Flag ID = 12505954, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505964
  Comment: True Monk deathblow part 2? Uses flag set in other event
  Template:
  - Type: chr
    Entity: 2500850
    DefeatFlag: 9309
    # ProgressFlag: 12505954 12505955
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 12505954)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2500850*, SpEffect ID = 3500010, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = 2500850*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Animation Playback (Entity ID = 2500850*, Animation ID = 20021, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 12505955, Flag State = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 12505965
  Comment: True Monk centipede death, and also immortality
  Template:
  - Type: multichr
    Entity: 2500850
    DefeatFlag: 9309
    RemoveDupe: 12505956
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - 2500852 (c5001_0000 - Immortal Centipede)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 2500850*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set Character Immortality (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 2500850*, Target Event Message ID = 40, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Issue Short Warp Request (Entity ID = 2500852*, Warp Type = 2, Warp Destination Entity ID = 2500850*, Dummypoly ID = 260)
  - + Change Character Enable State (Entity ID = 2500852*, Disabled/Enabled = 1)
  - + Force Animation Playback (Entity ID = 2500852*, Animation ID = 20000, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Set Event Flag (Event Flag ID = 12505956, Flag State = 1)
- ID: 12505970
  Comment: Illusions spawning and attacking. PC regions 6 and 8 apply for X12-X32 (0-2), and 7 and 9 apply to X36-X56 (3-5).
  Template:
  - Type: multichronly
    Entity: 2500850
    DefeatFlag: 9309
    Remove: Issue Short Warp Request
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - region 2502856 (event_破戒僧_幻術_PC位置判定用_1)
  - region 2502858 (event_破戒僧_幻術_PC位置判定用_3)
  - region 2502857 (event_破戒僧_幻術_PC位置判定用_2)
  - region 2502859 (event_破戒僧_幻術_PC位置判定用_4)
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  - region 2502860 (event_破戒僧_幻術_幻影出現ポイント00)
  - region 2502861 (event_破戒僧_幻術_幻影出現ポイント01)
  - region 2502862 (event_破戒僧_幻術_幻影出現ポイント02)
  - region 2502863 (event_破戒僧_幻術_幻影出現ポイント03)
  - region 2502864 (event_破戒僧_幻術_幻影出現ポイント04)
  - region 2502865 (event_破戒僧_幻術_幻影出現ポイント05)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  DebugInit:
  - Initialize Event (0, 12505970, X0_4 = 2500851*, X4_4 = 1065353216, X8_4 = 10, X12_4 = 2502860*, X16_4 = 2502860*, X20_4 = 2502861*, X24_4 = 2502861*, X28_4 = 2502862*, X32_4 = 2502862*, X36_4 = 2502863*, X40_4 = 2502863*, X44_4 = 2502864*, X48_4 = 2502864*, X52_4 = 2502865*, X56_4 = 2502865*)
  - Initialize Event (1, 12505970, X0_4 = 2500853*, X4_4 = 1073741824, X8_4 = 20, X12_4 = 2502861*, X16_4 = 2502862*, X20_4 = 2502860*, X24_4 = 2502862*, X28_4 = 2502860*, X32_4 = 2502861*, X36_4 = 2502864*, X40_4 = 2502865*, X44_4 = 2502863*, X48_4 = 2502865*, X52_4 = 2502863*, X56_4 = 2502864*)
  - Initialize Event (2, 12505970, X0_4 = 2500854*, X4_4 = 1080033280, X8_4 = 30, X12_4 = 2502862*, X16_4 = 2502861*, X20_4 = 2502862*, X24_4 = 2502860*, X28_4 = 2502861*, X32_4 = 2502860*, X36_4 = 2502865*, X40_4 = 2502864*, X44_4 = 2502865*, X48_4 = 2502863*, X52_4 = 2502864*, X56_4 = 2502863*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 0, Slot Number = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Has Event Message (Result Condition Group = 11, Target Entity ID = 2500850*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 11)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X4_4)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - END Unconditionally (Execution End Type = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502856*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502858*, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502857*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502857*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502858*, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 3, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502859*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - GOTO IF Condition Group State (Uncompiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - Label 1 ()
  - SKIP IF Event Flag (Number Of Skipped Lines = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505973)
  - SKIP IF Event Flag (Number Of Skipped Lines = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505974)
  - SKIP IF Event Flag (Number Of Skipped Lines = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505975)
  - SKIP IF Event Flag (Number Of Skipped Lines = 8, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505976)
  - SKIP IF Event Flag (Number Of Skipped Lines = 9, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505977)
  - SKIP IF Event Flag (Number Of Skipped Lines = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505978)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X12_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X16_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X20_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X24_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X28_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X32_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - Label 2 ()
  - SKIP IF Event Flag (Number Of Skipped Lines = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505973)
  - SKIP IF Event Flag (Number Of Skipped Lines = 6, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505974)
  - SKIP IF Event Flag (Number Of Skipped Lines = 7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505975)
  - SKIP IF Event Flag (Number Of Skipped Lines = 8, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505976)
  - SKIP IF Event Flag (Number Of Skipped Lines = 9, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505977)
  - SKIP IF Event Flag (Number Of Skipped Lines = 10, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 12505978)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X36_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X40_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X44_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X48_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X52_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - + Issue Short Warp Request (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X56_4*, Dummypoly ID = -1)
  - GOTO Unconditionally (Label = 10)
  - Label 10 ()
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = X8_4, Slot Number = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - + Request Character AI Re-plan (Entity ID = 2500851*)
  - + IF Character Has Event Message (Result Condition Group = -3, Target Entity ID = X0_4*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -3)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 0, Slot Number = 1)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + IF Character Has Event Message (Result Condition Group = -4, Target Entity ID = 2500854*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -4, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - Batch Set Event Flags (Event Flag ID Start = 12505973, Event Flag ID End = 12505978, Flag State = 0)
  - Randomly Set Event Flag In Range (Event Flag ID Min = 12505973, Event Flag ID Max = 12505978, Flag State = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505980
  Comment: During summoning phase, speffect for monk, except when the player is high up. This doesn't translate to other arenas necessarily, but keep hiding behavior otherwise.
  Template:
  - Type: chr
    Entity: 2500850
    DefeatFlag: 9309
    Regions:
    - event dist-6 2502854
    #Remove: IF In/Outside Area
    #RemoveDupe: Set SpEffect; Set Character Animation State
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = 2, Desired State = 0, Target Entity ID = 10000, Area Entity ID = 2502854, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set SpEffect (Entity ID = 2500850*, SpEffect ID = 3500000)
  - + Set Character Animation State (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502854, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Clear SpEffect (Entity ID = 2500850*, SpEffect ID = 3500000)
  - + Set Character Animation State (Entity ID = 2500850*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505981
  Comment: Warp monk to a specific place during phase 2 illusion part. Except maybe leave her in place for more strategy with first deathblow.
  Template:
  - Type: chr
    Entity: 2500850
    DefeatFlag: 9309
    Remove: Issue Short Warp Request
    #Regions:
    #- event arenapoint 2502888
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - region 2502888 (event_幻術_本体ワープポイント02_中央)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 2500850*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1.2)
  - + Issue Short Warp Request (Entity ID = 2500850*, Warp Type = 1, Warp Destination Entity ID = 2502888*, Dummypoly ID = -1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505982
  Comment: Map SFX based on true monk behavior
  Template:
  - Type: chr
    Entity: 2500850
    DefeatFlag: 9309
    Regions:
    - event arenasfx 2502887
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 2500850*, Target Event Message ID = 50, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Spawn Map SFX (Entity ID = 2502887)
  - Randomly Set Event Flag In Range (Event Flag ID Min = 12505871, Event Flag ID Max = 12505876, Flag State = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Delete Map SFX (Entity ID = 2502887, Only Delete Root = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505983
  Comment: The tree branch phase, probably illusions spawning. Waits either 20 seconds or for player to get to tree branch. Leave area there, so it doesn't apply to other arenas.
  Template:
  - Type: multichr
    Entity: 2500850
    DefeatFlag: 9309
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Elapsed Seconds (Result Condition Group = 2, Target Number Of Seconds = 20)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = 2500854*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = 2500850*, SpEffect ID = 5031, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = 4, Desired State = 1, Target Entity ID = 10000, Area Entity ID = 2502854, Number of Target Characters = 1)
  - + IF Character Has Event Message (Result Condition Group = 4, Target Entity ID = 2500854*, Target Event Message ID = 70, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 2, Desired Condition Group State = 1, Target Condition Group = 4)
  - SKIP IF Condition Group State (Compiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - END Unconditionally (Execution End Type = 1)
  - + Set SpEffect (Entity ID = 2500850*, SpEffect ID = 5020)
  - + Request Character AI Re-plan (Entity ID = 2500850*)
  - + Request Character AI Command (Entity ID = 2500851*, Command ID = 0, Slot Number = 1)
  - + Request Character AI Re-plan (Entity ID = 2500851*)
  - + Request Character AI Command (Entity ID = 2500853*, Command ID = 0, Slot Number = 1)
  - + Request Character AI Re-plan (Entity ID = 2500853*)
  - + Request Character AI Command (Entity ID = 2500854*, Command ID = 0, Slot Number = 1)
  - + Request Character AI Re-plan (Entity ID = 2500854*)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = 2500850*, Target Event Message ID = 60, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = 2500850*, SpEffect ID = 5020)
  - + Request Character AI Re-plan (Entity ID = 2500850*)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505984
  Comment: speffect management for illusions
  Template:
  - Type: multichronly
    Entity: 2500850
  DebugInfo:
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  DebugInit:
  - Initialize Event (0, 12505984, X0_4 = 2500851*)
  - Initialize Event (1, 12505984, X0_4 = 2500853*)
  - Initialize Event (2, 12505984, X0_4 = 2500854*)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5032, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3500500)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5032, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3500500)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 12505990
  Comment: Misc initialization for true monk, including immortality and initial animation. Remove that animation, unless the jump can be triggered in other fights too xx
  Template:
  - Type: multichr
    Entity: 2500850
    DefeatFlag: 9309
    Remove: Set Map Ceremony
    #Add:
    #- Cmd: WAIT Fixed Time (Frames) (1)
    #- Cmd: Force Animation Playback (2500850,21000,1,0,0,0,1)
  DebugInfo:
  - 2500850 (c5000_0000 - Corrupted Monk)
  - 2500851 (c5005_0000 - Corrupted Monk Illusion)
  - 2500853 (c5005_0001 - Corrupted Monk Illusion)
  - 2500854 (c5005_0002 - Corrupted Monk Illusion)
  - 2500852 (c5001_0000 - Immortal Centipede)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9309)
  - Set Map Ceremony (Area ID = 25, Block ID = 0, Ceremony ID = 10)
  - + Force Animation Playback (Entity ID = 2500850*, Animation ID = 21000, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = 2500850*, Disabled/Enabled = 0)
  - + Set Network Update Rate (Entity ID = 2500850*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 2500850*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Set Network Update Rate (Entity ID = 2500851*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 2500851*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Set Network Update Rate (Entity ID = 2500853*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 2500853*, Disabled/Enabled = 1)
  - + Change Character Enable State (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Set Network Update Rate (Entity ID = 2500854*, Use Fixed Frequency = 1, Update Frequency = 0)
  - + Set Character Immortality (Entity ID = 2500854*, Disabled/Enabled = 1)
  - + Set Character HP Bar Display (Entity ID = 2500851*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 2500853*, Disabled/Enabled = 0)
  - + Set Character HP Bar Display (Entity ID = 2500854*, Disabled/Enabled = 0)
  - + Change Character Enable State (Entity ID = 2500852*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = 2500852*, Disabled/Enabled = 0)
  - + Set Character Immortality (Entity ID = 2500852*, Disabled/Enabled = 1)
- ID: 20004105
  Comment: Start of common stuff. This is enabling/disabling backread
  Template:
  - Type: loc
  DebugInfo:
  - group 1505201 [1500616 (c1400_0001 - Fencer), 1500600 (c1450_0000 - Nightjar Ninja), 1500601 (c1450_0001 - Nightjar Ninja), 1500602 (c1450_0002 - Nightjar Ninja), 1500603 (c1450_0003 - Nightjar Ninja), 1500604 (c1450_0004 - Nightjar Ninja), 1500605 (c1450_0005 - Nightjar Ninja), 1500606 (c1450_0006 - Nightjar Ninja), 1500607 (c1450_0007 - Nightjar Ninja)]
  - group 1505211 [1500608 (c1450_0008 - Nightjar Ninja), 1500609 (c1450_0009 - Nightjar Ninja), 1500610 (c1450_0010 - Nightjar Ninja)]
  - group 1505202 [1500620 (c1190_0000 - Sunken Valley Clan), 1500621 (c1190_0001 - Sunken Valley Clan), 1500622 (c1190_0002 - Sunken Valley Clan), 1500623 (c1190_0003 - Sunken Valley Clan), 1500624 (c1190_0004 - Sunken Valley Clan), 1500636 (c1191_0000 - Snake Eyes), 1500637 (c1191_0001 - Snake Eyes), 1500638 (c1191_0002 - Snake Eyes), 1500640 (c1250_0000 - Valley Monkey), 1500641 (c1250_0001 - Valley Monkey), 1500642 (c1250_0002 - Valley Monkey), 1500643 (c1250_0003 - Valley Monkey), 1500644 (c1250_0004 - Valley Monkey)]
  - group 1505212 [1500626 (c1190_0006 - Sunken Valley Clan), 1500627 (c1190_0007 - Sunken Valley Clan), 1500628 (c1190_0008 - Sunken Valley Clan)]
  - group 1705200 [1700660 (c1400_0000 - Fencer), 1700661 (c1400_0001 - Fencer), 1700662 (c1400_0002 - Fencer), 1700690 (c1450_0000 - Nightjar Ninja)]
  - group 1705201 [1700688 (c1400_0005 - Fencer), 1700689 (c1400_0006 - Fencer), 1700691 (c1450_0001 - Nightjar Ninja), 1700692 (c1450_0002 - Nightjar Ninja), 1700693 (c1450_0003 - Nightjar Ninja)]
  - group 1705220 [1700260 (c1500_0000 - Mibu Villager), 1700685 (c1500_0001 - Mibu Villager), 1700686 (c1500_0002 - Mibu Villager), 1700687 (c1500_0003 - Mibu Villager), 1700670 (c1500_0008 - Mibu Villager), 1700671 (c1500_0009 - Mibu Villager), 1700672 (c1500_0010 - Mibu Villager), 1700673 (c1500_0011 - Mibu Villager), 1700674 (c1500_0012 - Mibu Villager), 1700675 (c1500_0013 - Mibu Villager), 1700676 (c1500_0014 - Mibu Villager), 1700677 (c1500_0015 - Mibu Villager)]
  - group 1705221 [1700678 (c1500_0016 - Mibu Villager), 1700679 (c1500_0017 - Mibu Villager), 1700680 (c1500_0018 - Mibu Villager), 1700681 (c1500_0019 - Mibu Villager), 1700682 (c1500_0020 - Mibu Villager), 1700683 (c1500_0021 - Mibu Villager), 1700684 (c1500_0022 - Mibu Villager)]
  - group 2005200 [2000380 (c1400_0000 - Fencer), 2000381 (c1400_0001 - Fencer), 2000387 (c1450_0000 - Nightjar Ninja), 2000388 (c1450_0001 - Nightjar Ninja), 2000389 (c1450_0002 - Nightjar Ninja), 2000401 (c1450_0003 - Nightjar Ninja), 2000402 (c1450_0004 - Nightjar Ninja)]
  - group 2005201 [2000382 (c1400_0002 - Fencer), 2000383 (c1400_0003 - Fencer), 2000384 (c1400_0004 - Fencer), 2000385 (c1400_0005 - Fencer), 2000386 (c1400_0006 - Fencer), 2000403 (c1450_0008 - Nightjar Ninja), 2000404 (c1450_0009 - Nightjar Ninja), 2000405 (c1450_0010 - Nightjar Ninja), 2000406 (c1450_0011 - Nightjar Ninja)]
  - group 2005210 [2000326 (c1190_0000 - Sunken Valley Clan), 2000327 (c1190_0001 - Sunken Valley Clan), 2000328 (c1190_0002 - Sunken Valley Clan), 2000329 (c1190_0003 - Sunken Valley Clan), 2000330 (c1190_0004 - Sunken Valley Clan), 2000331 (c1190_0005 - Sunken Valley Clan), 2000332 (c1190_0006 - Sunken Valley Clan), 2000360 (c1250_0000 - Valley Monkey)]
  - group 2005211 [2000333 (c1190_0010 - Sunken Valley Clan), 2000334 (c1190_0011 - Sunken Valley Clan), 2000335 (c1190_0012 - Sunken Valley Clan), 2000366 (c1250_0017 - Valley Monkey), 2000367 (c1250_0018 - Valley Monkey), 2000368 (c1250_0019 - Valley Monkey), 2000369 (c1250_0020 - Valley Monkey), 2000370 (c1250_0021 - Valley Monkey), 2000371 (c1250_0022 - Valley Monkey), 2000372 (c1250_0023 - Valley Monkey), 2000373 (c1250_0024 - Valley Monkey), 2000374 (c1250_0025 - Valley Monkey)]
  - group 2005220 [2000407 (c1500_0000 - Mibu Villager), 2000573 (c1500_0003 - Mibu Villager), 2000575 (c1500_0005 - Mibu Villager), 2000576 (c1500_0006 - Mibu Villager), 2000577 (c1500_0007 - Mibu Villager), 2000578 (c1500_0008 - Mibu Villager), 2000408 (c1500_0009 - Mibu Villager), 2000409 (c1500_0010 - Mibu Villager), 2000410 (c1500_0011 - Mibu Villager), 2000411 (c1500_0012 - Mibu Villager), 2000412 (c1500_0013 - Mibu Villager)]
  - group 2005221 [2000413 (c1500_0020 - Mibu Villager), 2000414 (c1500_0021 - Mibu Villager), 2000415 (c1500_0022 - Mibu Villager), 2000416 (c1500_0023 - Mibu Villager), 2000417 (c1500_0024 - Mibu Villager), 2000418 (c1500_0025 - Mibu Villager), 2000419 (c1500_0026 - Mibu Villager), 2000420 (c1500_0027 - Mibu Villager), 2000421 (c1500_0028 - Mibu Villager), 2000422 (c1500_0029 - Mibu Villager), 2000423 (c1500_0030 - Mibu Villager), 2000424 (c1500_0031 - Mibu Villager)]
  DebugInit:
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 1505201*, X8_4 = 8405, X12_4 = 1505200)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 1505211*, X8_4 = 8405, X12_4 = 1505200)
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 1505202*, X8_4 = 8406, X12_4 = 1505200)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 1505212*, X8_4 = 8406, X12_4 = 1505200)
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 1705200*, X8_4 = 8405, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 1705201*, X8_4 = 8405, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 1705220*, X8_4 = 8408, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 1705221*, X8_4 = 8408, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 2005200*, X8_4 = 8405, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 2005201*, X8_4 = 8405, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 2005210*, X8_4 = 8406, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 2005211*, X8_4 = 8406, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 0, X4_4 = 2005220*, X8_4 = 8408, X12_4 = 0)
  - Initialize Common Event (20004105, X0_4 = 1, X4_4 = 2005221*, X8_4 = 8408, X12_4 = 0)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 59)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9801)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - Change Character Enable State (Entity ID = X12_4, Disabled/Enabled = 0)
  - Set Character Animation State (Entity ID = X12_4, Disabled/Enabled = 0)
  - Set Character Backread State (Entity ID = X12_4, Removed = 1)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 9801)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - END Unconditionally (Execution End Type = 1)
- ID: 20004106
  Comment: Activating character AI and disabling invincibility upon entering certain regions (phantoms). But remove invincibility to allow bosses to go there.
  Template:
  - Type: common
    Remove: Set Character Invincibility
  DebugInfo:
  - 1500600 (c1450_0000 - Nightjar Ninja)
  - region 1502420 (Event_Box：復讐霊領域_00_霧の森の入口1)
  - 1500601 (c1450_0001 - Nightjar Ninja)
  - region 1502421 (Event_Box：復讐霊領域_00_霧の森の入口2)
  - 1500602 (c1450_0002 - Nightjar Ninja)
  - region 1502423 (Event_Box：復讐霊領域_03_廃村への崖)
  - 1500603 (c1450_0003 - Nightjar Ninja)
  - 1500616 (c1400_0001 - Fencer)
  - region 1502424 (Event_Box：復讐霊領域_04_一本橋)
  - 1500628 (c1190_0008 - Sunken Valley Clan)
  - region 1502422 (Event_Box：復讐霊領域_02_崖外終点)
  - 1500620 (c1190_0000 - Sunken Valley Clan)
  - 1500621 (c1190_0001 - Sunken Valley Clan)
  - 1500636 (c1191_0000 - Snake Eyes)
  - 1500638 (c1191_0002 - Snake Eyes)
  - group 1705225 [1700260 (c1500_0000 - Mibu Villager), 1700685 (c1500_0001 - Mibu Villager), 1700686 (c1500_0002 - Mibu Villager), 1700687 (c1500_0003 - Mibu Villager)]
  - group 1705230 [1700660 (c1400_0000 - Fencer), 1700661 (c1400_0001 - Fencer), 1700662 (c1400_0002 - Fencer)]
  - group 1705235 [1700670 (c1500_0008 - Mibu Villager), 1700671 (c1500_0009 - Mibu Villager), 1700672 (c1500_0010 - Mibu Villager), 1700673 (c1500_0011 - Mibu Villager)]
  - group 2005225 [2000326 (c1190_0000 - Sunken Valley Clan), 2000380 (c1400_0000 - Fencer), 2000407 (c1500_0000 - Mibu Villager)]
  - region 2002600 (復讐霊出現領域_エレベーター下)
  - group 2005230 [2000330 (c1190_0004 - Sunken Valley Clan), 2000331 (c1190_0005 - Sunken Valley Clan), 2000332 (c1190_0006 - Sunken Valley Clan), 2000401 (c1450_0003 - Nightjar Ninja), 2000402 (c1450_0004 - Nightjar Ninja), 2000408 (c1500_0009 - Mibu Villager), 2000409 (c1500_0010 - Mibu Villager), 2000410 (c1500_0011 - Mibu Villager)]
  - region 2002601 (復讐霊出現領域_山道2)
  - group 2005240 [2000327 (c1190_0001 - Sunken Valley Clan), 2000328 (c1190_0002 - Sunken Valley Clan), 2000329 (c1190_0003 - Sunken Valley Clan), 2000387 (c1450_0000 - Nightjar Ninja), 2000388 (c1450_0001 - Nightjar Ninja), 2000389 (c1450_0002 - Nightjar Ninja), 2000573 (c1500_0003 - Mibu Villager), 2000575 (c1500_0005 - Mibu Villager), 2000576 (c1500_0006 - Mibu Villager), 2000577 (c1500_0007 - Mibu Villager), 2000578 (c1500_0008 - Mibu Villager)]
  - region 2002602 (復讐霊出現領域_山道5の橋)
  - group 2005245 [2000360 (c1250_0000 - Valley Monkey), 2000381 (c1400_0001 - Fencer), 2000411 (c1500_0012 - Mibu Villager), 2000412 (c1500_0013 - Mibu Villager)]
  - region 2002603 (復讐霊出現領域_旧谷渡り)
  DebugInit:
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500600*, X8_4 = 1502420*, X12_4 = 1050253722, X16_4 = 1050253722)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500601*, X8_4 = 1502421*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500601*, X8_4 = 1502421*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500602*, X8_4 = 1502423*, X12_4 = 0, X16_4 = 1061997773)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500603*, X8_4 = 1502423*, X12_4 = 0, X16_4 = 1061997773)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500616*, X8_4 = 1502424*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 1, X4_4 = 1500628*, X8_4 = 1502422*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500620*, X8_4 = 1502423*, X12_4 = 0, X16_4 = 1061997773)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500621*, X8_4 = 1502423*, X12_4 = 0, X16_4 = 1061997773)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500636*, X8_4 = 1502423*, X12_4 = 0, X16_4 = 1061997773)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1500638*, X8_4 = 1502424*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1705225*, X8_4 = 1702225, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1705230*, X8_4 = 1702226, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 1705235*, X8_4 = 1702226, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 2005225*, X8_4 = 2002600*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 2005230*, X8_4 = 2002601*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 2005240*, X8_4 = 2002602*, X12_4 = 0, X16_4 = 0)
  - Initialize Common Event (20004106, X0_4 = 0, X4_4 = 2005245*, X8_4 = 2002603*, X12_4 = 0, X16_4 = 0)
  DebugCommands:
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 59)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 220690)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 200600)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220695)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X12_4, Max Number Of Seconds = X16_4)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220690)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 200600)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 220695)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20004107
  Comment: Enabling/disabling AI and invincibility, but based on drawgroup state. Perhaps also phantoms
  Template:
  - Type: common
    Remove: Set Character Invincibility
  DebugInfo:
  - group 1505211 [1500608 (c1450_0008 - Nightjar Ninja), 1500609 (c1450_0009 - Nightjar Ninja), 1500610 (c1450_0010 - Nightjar Ninja)]
  - 1500490 (c1070_0000 - Shura Samurai)
  - group 1505221 [1500604 (c1450_0004 - Nightjar Ninja), 1500605 (c1450_0005 - Nightjar Ninja), 1500606 (c1450_0006 - Nightjar Ninja), 1500607 (c1450_0007 - Nightjar Ninja)]
  - group 1505210 [1500482 (c1181_0000 - Taro Troop (Mibu)), 1500483 (c1181_0003 - Taro Troop (Mibu)), 1500340 (c1500_0040 - Mibu Villager), 1500342 (c1500_0042 - Mibu Villager), 1500344 (c1500_0044 - Mibu Villager), 1500341 (c1501_0008 - Mibu Villager)]
  - group 1505212 [1500626 (c1190_0006 - Sunken Valley Clan), 1500627 (c1190_0007 - Sunken Valley Clan), 1500628 (c1190_0008 - Sunken Valley Clan)]
  - group 1505222 [1500622 (c1190_0002 - Sunken Valley Clan), 1500623 (c1190_0003 - Sunken Valley Clan), 1500624 (c1190_0004 - Sunken Valley Clan), 1500637 (c1191_0001 - Snake Eyes)]
  - group 1705240 [1700674 (c1500_0012 - Mibu Villager), 1700675 (c1500_0013 - Mibu Villager), 1700676 (c1500_0014 - Mibu Villager), 1700677 (c1500_0015 - Mibu Villager)]
  - group 1705235 [1700670 (c1500_0008 - Mibu Villager), 1700671 (c1500_0009 - Mibu Villager), 1700672 (c1500_0010 - Mibu Villager), 1700673 (c1500_0011 - Mibu Villager)]
  - group 1705245 [1700691 (c1450_0001 - Nightjar Ninja), 1700692 (c1450_0002 - Nightjar Ninja), 1700693 (c1450_0003 - Nightjar Ninja)]
  - group 1705260 [1700470 (c1190_0013 - Sunken Valley Clan), 1700217 (c1190_0017 - Sunken Valley Clan), 1700218 (c1190_0018 - Sunken Valley Clan)]
  - group 1705255 [1700680 (c1500_0018 - Mibu Villager), 1700681 (c1500_0019 - Mibu Villager), 1700682 (c1500_0020 - Mibu Villager), 1700683 (c1500_0021 - Mibu Villager), 1700684 (c1500_0022 - Mibu Villager)]
  - group 1705265 [1700688 (c1400_0005 - Fencer), 1700689 (c1400_0006 - Fencer)]
  - 1700425 (c1040_0000 - Centipede Boss)
  - group 1705270 [1700678 (c1500_0016 - Mibu Villager), 1700679 (c1500_0017 - Mibu Villager)]
  - group 2005235 [2000333 (c1190_0010 - Sunken Valley Clan), 2000334 (c1190_0011 - Sunken Valley Clan), 2000335 (c1190_0012 - Sunken Valley Clan), 2000403 (c1450_0008 - Nightjar Ninja), 2000404 (c1450_0009 - Nightjar Ninja), 2000405 (c1450_0010 - Nightjar Ninja), 2000406 (c1450_0011 - Nightjar Ninja), 2000419 (c1500_0026 - Mibu Villager), 2000420 (c1500_0027 - Mibu Villager), 2000421 (c1500_0028 - Mibu Villager), 2000422 (c1500_0029 - Mibu Villager), 2000423 (c1500_0030 - Mibu Villager), 2000424 (c1500_0031 - Mibu Villager)]
  - group 2005236 [2000650 (c1060_0000 - Spear Adept), 2000651 (c1060_0005 - Spear Adept), 2000425 (c1550_0001 - Bandit), 2000454 (c1550_0002 - Bandit)]
  - group 2005250 [2000366 (c1250_0017 - Valley Monkey), 2000367 (c1250_0018 - Valley Monkey), 2000368 (c1250_0019 - Valley Monkey), 2000369 (c1250_0020 - Valley Monkey), 2000370 (c1250_0021 - Valley Monkey), 2000371 (c1250_0022 - Valley Monkey), 2000382 (c1400_0002 - Fencer), 2000383 (c1400_0003 - Fencer), 2000384 (c1400_0004 - Fencer), 2000413 (c1500_0020 - Mibu Villager), 2000414 (c1500_0021 - Mibu Villager), 2000415 (c1500_0022 - Mibu Villager), 2000416 (c1500_0023 - Mibu Villager), 2000417 (c1500_0024 - Mibu Villager), 2000418 (c1500_0025 - Mibu Villager)]
  - 2000279 (c1040_0000 - Centipede Boss)
  - group 2005255 [2000372 (c1250_0023 - Valley Monkey), 2000373 (c1250_0024 - Valley Monkey), 2000374 (c1250_0025 - Valley Monkey), 2000385 (c1400_0005 - Fencer), 2000386 (c1400_0006 - Fencer)]
  - group 2005256 [2000670 (c1180_0000 - Taro Troop), 2000460 (c1220_0019 - Seeker), 2000345 (c1220_0021 - Seeker), 2000348 (c1220_0025 - Seeker)]
  DebugInit:
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 1505211*, X8_4 = 1500490*, X12_4 = 1065353216, X16_4 = 1056964608, X20_4 = 1065353216, X24_4 = 11500490)
  - Initialize Common Event (20004107, X0_4 = 0, X4_4 = 1505221*, X8_4 = 1505210*, X12_4 = 1056964608, X16_4 = 1056964608, X20_4 = 1069547520, X24_4 = 0)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 1505212*, X8_4 = 1500490*, X12_4 = 1065353216, X16_4 = 1056964608, X20_4 = 1065353216, X24_4 = 11500490)
  - Initialize Common Event (20004107, X0_4 = 0, X4_4 = 1505222*, X8_4 = 1505210*, X12_4 = 1056964608, X16_4 = 1056964608, X20_4 = 1069547520, X24_4 = 0)
  - Initialize Common Event (20004107, X0_4 = 0, X4_4 = 1705240*, X8_4 = 1705235*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 1705245*, X8_4 = 1705260*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 1705255*, X8_4 = 1705260*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 1705265*, X8_4 = 1700425*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 11700425)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 1705270*, X8_4 = 1700425*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 11700425)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 2005235*, X8_4 = 2005236*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 2005250*, X8_4 = 2000279*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 12000279)
  - Initialize Common Event (20004107, X0_4 = 1, X4_4 = 2005255*, X8_4 = 2005256*, X12_4 = 1065353216, X16_4 = 0, X20_4 = 0, X24_4 = 0)
  DebugCommands:
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 59)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 220690)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 200600)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220695)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 3, Left-hand Side = X24_4, Right-hand Side = 0)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = X8_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = X12_4)
  - WAIT Random Time (Seconds) (Min Number Of Seconds = X16_4, Max Number Of Seconds = X20_4)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220690)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 200600)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 220695)
  - + Set Character Invincibility (Entity ID = X4_4*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20004109
  Comment: Unclear what this does, but involves event messages, enables AIs, for one of the first phantoms in Sunken Valley
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1700260 (c1500_0000 - Mibu Villager)
  DebugInit:
  - Initialize Common Event (20004109, X0_4 = 0, X4_4 = 1700260*, X8_4 = 1702225, X12_4 = 1702250, X16_4 = 0, X20_4 = 0, X24_4 = 0)
  DebugCommands:
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X0_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 59)
  - GOTO IF Event Flag (Label = 20, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = 8408)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 20, Desired Condition Group State = 1, Target Condition Group = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 401, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Gravity (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - Delete Map SFX (Entity ID = X12_4, Only Delete Root = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = X20_4, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = X24_4)
  - Spawn Map SFX (Entity ID = X12_4)
  - IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4, Number of Target Characters = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - + Set Character Gravity (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 20010, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + IF Character Has Event Message (Result Condition Group = -1, Target Entity ID = X4_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 3)
  - + Force Animation Playback (Entity ID = X4_4*, Animation ID = 401, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Set Character AI State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Reset Character Position (Character Entity ID = X4_4*)
  - + Set Character Gravity (Entity ID = X4_4*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 1)
  - Label 20 ()
  - Delete Map SFX (Entity ID = X12_4, Only Delete Root = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20004111
  Comment: Enabling characters based on event flags
  Template:
  - Type: loc
  DebugInfo:
  - group 1005600 [1000202 (c1550_0002 - Bandit), 1000203 (c1550_0003 - Bandit), 1000204 (c1550_0004 - Bandit), 1000205 (c1550_0005 - Bandit), 1000208 (c1550_0008 - Bandit), 1000210 (c1550_0010 - Bandit), 1000212 (c1550_0012 - Bandit), 1000241 (c1550_0041 - Bandit), 1000242 (c1550_0042 - Bandit), 1000243 (c1550_0043 - Bandit), 1000244 (c1550_0044 - Bandit), 1000259 (c1550_0059 - Bandit), 1000260 (c1550_0060 - Bandit), 1000262 (c1550_0062 - Bandit), 1000264 (c1550_0064 - Bandit), 1000265 (c1550_0065 - Bandit)]
  - group 1005601 [1000333 (c1050_0003 - Shinobi Hunter), 1000334 (c1050_0004 - Shinobi Hunter), 1000410 (c1150_0010 - Hound), 1000411 (c1150_0011 - Hound), 1000412 (c1150_0012 - Hound), 1000361 (c1180_0001 - Taro Troop), 1000362 (c1180_0002 - Taro Troop), 1000363 (c1180_0003 - Taro Troop), 1000351 (c1470_0001 - Lone Shadow), 1000352 (c1470_0002 - Lone Shadow), 1000354 (c1470_0004 - Lone Shadow), 1000355 (c1470_0005 - Lone Shadow), 1000277 (c1550_0077 - Bandit), 1000278 (c1550_0078 - Bandit), 1000279 (c1550_0079 - Bandit), 1000281 (c1550_0081 - Bandit), 1000282 (c1550_0082 - Bandit), 1000283 (c1550_0083 - Bandit), 1000284 (c1550_0084 - Bandit), 1000285 (c1550_0085 - Bandit), 1000288 (c1550_0088 - Bandit), 1000289 (c1550_0089 - Bandit), 1000290 (c1550_0090 - Bandit), 1000291 (c1550_0091 - Bandit), 1000292 (c1550_0092 - Bandit), 1000293 (c1550_0093 - Bandit), 1000294 (c1550_0094 - Bandit)]
  - 1000209 (c1550_0009 - Bandit)
  - 1000238 (c1550_0038 - Bandit)
  - 1000263 (c1550_0063 - Bandit)
  - group 1705210 [1700208 (c1190_0025 - Sunken Valley Clan), 1700220 (c1190_0026 - Sunken Valley Clan), 1700221 (c1190_0027 - Sunken Valley Clan), 1700222 (c1190_0028 - Sunken Valley Clan)]
  - group 1705211 [1700250 (c1190_0001 - Sunken Valley Clan), 1700252 (c1190_0003 - Sunken Valley Clan), 1700251 (c1190_0012 - Sunken Valley Clan), 1700704 (c1190_0016 - Sunken Valley Clan - not random)]
  DebugInit:
  - Initialize Common Event (20004111, X0_4 = 1005600*, X4_4 = 0, X8_4 = 8304, X12_4 = 0, X16_4 = 0, X20_4 = 16843008)
  - Initialize Common Event (20004111, X0_4 = 1005601*, X4_4 = 8304, X8_4 = 0, X12_4 = 0, X16_4 = 0, X20_4 = 16843008)
  - Initialize Common Event (20004111, X0_4 = 1000209*, X4_4 = 0, X8_4 = 8304, X12_4 = 0, X16_4 = 0, X20_4 = 16843008)
  - Initialize Common Event (20004111, X0_4 = 1000238*, X4_4 = 0, X8_4 = 8304, X12_4 = 0, X16_4 = 0, X20_4 = 16843008)
  - Initialize Common Event (20004111, X0_4 = 1000263*, X4_4 = 0, X8_4 = 8304, X12_4 = 0, X16_4 = 0, X20_4 = 16843008)
  - Initialize Common Event (20004111, X0_4 = 1705210*, X4_4 = 8303, X8_4 = 0, X12_4 = 0, X16_4 = 0, X20_4 = 16843009)
  - Initialize Common Event (20004111, X0_4 = 1705211*, X4_4 = 8303, X8_4 = 0, X12_4 = 0, X16_4 = 0, X20_4 = 16843008)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X4_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X20_1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X21_1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X22_1, Target Event Flag Type = 0, Target Event Flag ID = X12_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X23_1, Target Event Flag Type = 0, Target Event Flag ID = X16_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Change Character Enable State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X0_4*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X4_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X12_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X16_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005110
  Comment: Seems to trigger enemy AI based on entering region or getting damaged
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1000201 (c1550_0001 - Bandit)
  - region 1002260 (★VP_野盗_特殊待機開始領域_立ちション)
  - 1000203 (c1550_0003 - Bandit)
  - 1000259 (c1550_0059 - Bandit)
  - 1000260 (c1550_0060 - Bandit)
  - 1000208 (c1550_0008 - Bandit)
  - 1000209 (c1550_0009 - Bandit)
  - 1000210 (c1550_0010 - Bandit)
  - 1000300 (c1070_0000 - Shura Samurai)
  - 1100201 (c1010_0001 - Ashina Soldier)
  - region 1102201 (event_敵起動_落ち武者_01)
  - 1100212 (c1010_0012 - Ashina Soldier)
  - region 1102211 (event_敵の巡回開始_落武者_16-17)
  - 1100216 (c1010_0016 - Ashina Soldier)
  - region 1102292 (event_Ｅ３敵起動_2)
  - group 1105390 [1100390 (c1000_0000 - Invisible - not random), 1100208 (c1010_0008 - Ashina Soldier), 1100209 (c1010_0009 - Ashina Soldier), 1100214 (c1010_0014 - Ashina Soldier), 1100215 (c1010_0015 - Ashina Soldier), 1100233 (c1010_0033 - Ashina Soldier), 1100235 (c1010_0035 - Ashina Soldier), 1100236 (c1010_0036 - Ashina Soldier), 1100238 (c1010_0038 - Ashina Soldier)]
  - region 1102390 (event_敵の巡回開始_旧見張り番広場)
  - 1100321 (c1100_0001 - Gecko)
  - region 1102321 (event_特殊待機解除_ヤモリ_01)
  - 1100360 (c1180_0000 - Taro Troop)
  - region 1102360 (event_敵起動_下男_00)
  - 1100250 (c1010_0050 - Ashina Soldier)
  - region 1102460 (event_徳川_敵起動_仮橋)
  - 1100251 (c1010_0051 - Ashina Soldier)
  - 1100252 (c1010_0052 - Ashina Soldier)
  - 1100254 (c1010_0054 - Ashina Soldier)
  - 1110236 (c1010_0046 - Ashina Soldier)
  - region 1112236 (Event_巡回起動領域_地下牢前の橋)
  - 1110248 (c1010_0051 - Ashina Soldier)
  - region 1112365 (event_徳川侍起動_HUB櫓前)
  - 1110353 (c1700_0011 - Red Guard)
  - region 1112353 (Event_思考ロジック起動領域_本丸外周_徳川侍_結合)
  - 1110365 (c1700_0015 - Red Guard)
  - 1110372 (c1700_0022 - Red Guard)
  - region 1112373 (Event_巡回起動領域_徳川侍_天守1F2)
  - 1110373 (c1700_0023 - Red Guard)
  - 1110381 (c1700_0031 - Red Guard)
  - 1110216 (c1010_0027 - Ashina Soldier)
  - region 1112218 (Event_本丸大階段_徳川侍敵対開始領域)
  - 1110217 (c1010_0025 - Ashina Soldier)
  - 1110572 (c1450_0031 - Nightjar Ninja)
  - region 1112580 (Event_EvE起動領域_寄鷹衆_複合)
  - 1110575 (c1450_0034 - Nightjar Ninja)
  - 1110464 (c1250_0013 - Valley Monkey)
  - region 1112469 (Event_起動領域_猿_森_複合)
  - 1110465 (c1250_0014 - Valley Monkey)
  - 1110466 (c1250_0015 - Valley Monkey)
  - 1110467 (c1250_0016 - Valley Monkey)
  - 1110469 (c1250_0010 - Valley Monkey)
  - 1110470 (c1250_0011 - Valley Monkey)
  - 1110338 (c1150_0018 - Hound)
  - 1110339 (c1150_0019 - Hound)
  - 1110355 (c1700_0001 - Red Guard)
  - 1110361 (c1700_0007 - Red Guard)
  - 1110371 (c1700_0021 - Red Guard)
  - 1110376 (c1700_0026 - Red Guard)
  - 1110377 (c1700_0027 - Red Guard)
  - 1110379 (c1700_0029 - Red Guard)
  - region 1112379 (Event_起動領域_徳川侍&侍大将複合)
  - 1110414 (c1020_0004 - Samurai General)
  - 1110309 (c1470_0009 - Lone Shadow)
  - region 1112309 (Event_起動領域_孤影衆EvE_天守閣4F)
  - 1110326 (c1470_0026 - Lone Shadow)
  - 1110515 (c1400_0015 - Fencer)
  - 1110516 (c1400_0016 - Fencer)
  - region 1112512 (Event_起動領域_徳川外周)
  - 1110415 (c1020_0005 - Samurai General)
  - 1110360 (c1700_0006 - Red Guard)
  - 1300280 (c1520_0000 - Test Subject)
  - region 1302280 (event_実験体ゾンビ00起動領域)
  - 1300285 (c1520_0005 - Test Subject)
  - region 1302285 (event_実験体ゾンビ05起動領域)
  - 1500550 (c1000_0001 - Invisible - not random)
  - region 1502550 (Event_Box：巡回起動領域_村人ゾンビ二人組_廃村入り口)
  - 1700400 (c1100_0000 - Gecko)
  - region 1702400 (特殊待機解除領域_鍋洞窟_ヤモリ×3)
  - 1700390 (c1100_0015 - Gecko)
  - region 1702405 (Ev_裂け目の洞窟_当たり_ヤモリ起動領域)
  - 1700391 (c1100_0016 - Gecko)
  - 1700393 (c1100_0019 - Gecko)
  - 2500413 (c1310_0013 - Okami Warrior)
  - region 2502413 (Event_起動領域_源平武者_平面エリア部屋)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  - region 2502570 (Event_起動領域_インスマウス牛_複合)
  DebugInit:
  - Initialize Common Event (20005110, X0_4 = 1000201*, X4_4 = 1002260*, X8_4 = 0, X12_4 = 200, X16_4 = 1000201*, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000203*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000259*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000260*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000208*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000209*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000210*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1000300*, X4_4 = 1002290, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100201*, X4_4 = 1102201*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100212*, X4_4 = 1102211*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100216*, X4_4 = 1102292*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1105390*, X4_4 = 1102390*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100321*, X4_4 = 1102321*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1100360*, X4_4 = 1102360*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100250*, X4_4 = 1102460*, X8_4 = 0, X12_4 = -1, X16_4 = 1100251*, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100251*, X4_4 = 1102460*, X8_4 = 0, X12_4 = -1, X16_4 = 1100252*, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100252*, X4_4 = 1102460*, X8_4 = 0, X12_4 = -1, X16_4 = 1100254*, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1100254*, X4_4 = 1102460*, X8_4 = 0, X12_4 = -1, X16_4 = 1100250*, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110236*, X4_4 = 1112236*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110248*, X4_4 = 1112365*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110353*, X4_4 = 1112353*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110365*, X4_4 = 1112365*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110372*, X4_4 = 1112373*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110373*, X4_4 = 1112373*, X8_4 = 1077936128, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110381*, X4_4 = 1112373*, X8_4 = 1077936128, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110216*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110217*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110252, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110572*, X4_4 = 1112580*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110575*, X4_4 = 1112580*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110464*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110465*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110466*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110467*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110469*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110470*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110338*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110339*, X4_4 = 1112469*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110355*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110361*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110371*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110376*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110377*, X4_4 = 1112218*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110379*, X4_4 = 1112379*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110414*, X4_4 = 1112379*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110309*, X4_4 = 1112309*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110326*, X4_4 = 1112309*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110515*, X4_4 = 1112309*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110516*, X4_4 = 1112309*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110512, X4_4 = 1112512*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110415*, X4_4 = 1112512*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110325, X4_4 = 1112512*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1110360*, X4_4 = 1112512*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005110, X0_4 = 1300280*, X4_4 = 1302280*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1300285*, X4_4 = 1302285*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1500550*, X4_4 = 1502550*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1700400*, X4_4 = 1702400*, X8_4 = 0, X12_4 = -1, X16_4 = 1700400*, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1700390*, X4_4 = 1702405*, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1700391*, X4_4 = 1702405*, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1700392, X4_4 = 1702405*, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 1700393*, X4_4 = 1702405*, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 2500413*, X4_4 = 2502413*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005110, X0_4 = 2500570*, X4_4 = 2502570*, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - IF Character Type (Result Condition Group = 9, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 9, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 9)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Comparison (Label = 0, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230518, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230519, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Label 0 ()
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X16_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character Damaged By (Result Condition Group = 4, Target Entity ID = X0_4*, Attacker Entity ID = 10000)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Elapsed Seconds (Result Condition Group = -4, Target Number Of Seconds = X8_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X12_4, Right-hand Side = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X12_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - Label 1 ()
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
- ID: 20005120
  Comment: Similar to previous
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1000262 (c1550_0062 - Bandit)
  - 1000265 (c1550_0065 - Bandit)
  - 1000212 (c1550_0012 - Bandit)
  - 1000351 (c1470_0001 - Lone Shadow)
  - 1000289 (c1550_0089 - Bandit)
  - 1000352 (c1470_0002 - Lone Shadow)
  - 1100480 (c1070_0000 - Shura Samurai)
  - 1100322 (c1100_0002 - Gecko)
  - 1100382 (c1240_0002 - Gamefowl)
  - 1100381 (c1240_0001 - Gamefowl)
  - 1100413 (c1700_0013 - Red Guard)
  - 1100438 (c1700_0038 - Red Guard)
  - 1100457 (c1361_0007 - Assassin (Interior Ministry))
  - 1110461 (c1050_0001 - Shinobi Hunter)
  - 1300282 (c1520_0002 - Test Subject)
  - 1300291 (c1520_0011 - Test Subject)
  - 2000647 (c1200_0003 - Infested Seeker (Parasite))
  - 2000648 (c1200_0002 - Infested Seeker (Parasite))
  - 2000649 (c1200_0000 - Infested Seeker (Parasite))
  - 2000646 (c1200_0004 - Infested Seeker (Parasite))
  DebugInit:
  - Initialize Common Event (20005120, X0_4 = 1000262*, X4_4 = 1099431936, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1000265*, X4_4 = 1099431936, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1000212*, X4_4 = 1106247680, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1000351*, X4_4 = 1103626240, X8_4 = 0, X12_4 = -1, X16_4 = 1000289*, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1000352*, X4_4 = 1106247680, X8_4 = 1077936128, X12_4 = -1, X16_4 = 1000351*, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1100480*, X4_4 = 1108606976, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1100322*, X4_4 = 1084227584, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1100382*, X4_4 = 1088421888, X8_4 = 0, X12_4 = -1, X16_4 = 1100381*, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1100413*, X4_4 = 1101004800, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 1100438*, X4_4 = 1103626240, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 1100457*, X4_4 = 1097859072, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 1110461*, X4_4 = 1084227584, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 0)
  - Initialize Common Event (20005120, X0_4 = 1300282*, X4_4 = 1084227584, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 1300291*, X4_4 = 1077936128, X8_4 = 0, X12_4 = -1, X16_4 = 0, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 2000647*, X4_4 = 1084437299, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 2000648*, X4_4 = 1084437299, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 2000649*, X4_4 = 1075838976, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  - Initialize Common Event (20005120, X0_4 = 2000646*, X4_4 = 1084437299, X8_4 = 0, X12_4 = -1, X16_4 = 10000, X20_4 = 1)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - IF Character Type (Result Condition Group = 9, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 9, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 9)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X4_4, Minimum Number of Targets = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Comparison (Label = 0, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230518, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230519, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Label 0 ()
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X16_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character Damaged By (Result Condition Group = 4, Target Entity ID = X0_4*, Attacker Entity ID = 10000)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Elapsed Seconds (Result Condition Group = -4, Target Number Of Seconds = X8_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X12_4, Right-hand Side = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X12_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - Label 1 ()
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
- ID: 20005130
  Comment: Similar to previous
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1100350 (c1150_0000 - Hound)
  - region 1102350 (event_敵起動_ニホンオオカミ)
  DebugInit:
  - Initialize Common Event (20005130, X0_4 = 1100350*, X4_4 = 1107296256, X8_4 = 1102350*, X12_4 = 0, X16_4 = -1, X20_4 = 0, X24_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - IF Character Type (Result Condition Group = 9, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 9, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 9)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X4_4, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Comparison (Label = 0, Comparison Type = 2, Left-hand Side = X24_4, Right-hand Side = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230518, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230519, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Label 0 ()
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = -2, Target Entity ID = X20_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -2, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character Damaged By (Result Condition Group = 4, Target Entity ID = X0_4*, Attacker Entity ID = 10000)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Elapsed Seconds (Result Condition Group = -4, Target Number Of Seconds = X12_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X16_4, Right-hand Side = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X16_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - Label 1 ()
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
- ID: 20005132
  Comment: Similar to previous
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1100202 (c1010_0002 - Ashina Soldier)
  - region 1102201 (event_敵起動_落ち武者_01)
  - 1100203 (c1010_0003 - Ashina Soldier)
  - region 1102202 (event_敵の巡回開始_落武者_09-60)
  - 1100352 (c1150_0002 - Hound)
  - region 1102350 (event_敵起動_ニホンオオカミ)
  - 1110374 (c1700_0024 - Red Guard)
  - region 1112657 (Event_起動領域_赤鬼EvE)
  - 1110610 (c5020_0000 - Chained Ogre)
  - 1110375 (c1700_0025 - Red Guard)
  - 1300284 (c1520_0004 - Test Subject)
  - region 1302301 (コオロギ_散るポイント)
  DebugInit:
  - Initialize Common Event (20005132, X0_4 = 1100202*, X4_4 = 1101004800, X8_4 = 1102201*, X12_4 = 1077936128, X16_4 = -1, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20005132, X0_4 = 1100203*, X4_4 = 1101004800, X8_4 = 1102202*, X12_4 = 0, X16_4 = -1, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20005132, X0_4 = 1100352*, X4_4 = 1100480512, X8_4 = 1102350*, X12_4 = 0, X16_4 = -1, X20_4 = 0, X24_4 = 0)
  - Initialize Common Event (20005132, X0_4 = 1110374*, X4_4 = 1086324736, X8_4 = 1112657*, X12_4 = 0, X16_4 = -1, X20_4 = 1110610*, X24_4 = 0)
  - Initialize Common Event (20005132, X0_4 = 1110375*, X4_4 = 1086324736, X8_4 = 1112657*, X12_4 = 0, X16_4 = -1, X20_4 = 1110610*, X24_4 = 0)
  - Initialize Common Event (20005132, X0_4 = 1300284*, X4_4 = 1077936128, X8_4 = 1302301*, X12_4 = 0, X16_4 = -1, X20_4 = 2, X24_4 = 1)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - IF Character Type (Result Condition Group = 9, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 9, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 9)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X4_4, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Comparison (Label = 0, Comparison Type = 2, Left-hand Side = X24_4, Right-hand Side = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230518, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230519, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Label 0 ()
  - + IF Damage Type (Result Condition Group = -5, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 3, Desired Condition Group State = 1, Target Condition Group = -5)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -3, Target Entity ID = X20_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -3)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character Damaged By (Result Condition Group = 4, Target Entity ID = X0_4*, Attacker Entity ID = 10000)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 4)
  - IF Elapsed Seconds (Result Condition Group = -4, Target Number Of Seconds = X12_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X16_4, Right-hand Side = 0)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X16_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - Label 1 ()
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
- ID: 20005150
  Comment: Similar to previous
  Template:
  - Type: loc
  DebugInfo:
  - 1100243 (c1010_0043 - Ashina Soldier)
  - 1100427 (c1700_0027 - Red Guard)
  DebugInit:
  - Initialize Common Event (20005150, X0_4 = 1100243*, X4_4 = 0)
  - Initialize Common Event (20005150, X0_4 = 1100427*, X4_4 = 1)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Comparison (Label = 0, Comparison Type = 2, Left-hand Side = X4_4, Right-hand Side = 0)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230518, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230519, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Label 0 ()
  - + IF Damage Type (Result Condition Group = -1, Target Entity ID = X0_4*, Attacker Entity ID = 10000, Damage Type = 0)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Character AI State (Entity ID = X0_4*, Disabled/Enabled = 1)
- ID: 20005200
  Comment: Seems to be condition for enemy noticing player
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1100301 (c1020_0001 - Samurai General)
  - region 1102301 (event_特殊待機解除_侍大将_01)
  - 1100321 (c1100_0001 - Gecko)
  - region 1102321 (event_特殊待機解除_ヤモリ_01)
  - 1110504 (c1400_0004 - Fencer)
  - region 1112283 (Event_剣客_屋根裏部屋で特殊待機を解除する_複合)
  - 1110532 (c1450_0002 - Nightjar Ninja)
  - region 1112264 (Event_特殊待機解除_夜鷹衆_天守屋根上)
  - 1110563 (c1450_0022 - Nightjar Ninja)
  - region 1112535 (Event_起動領域_夜鷹衆_剣聖部屋)
  - group 1115560 [1110563 (c1450_0022 - Nightjar Ninja), 1110564 (c1450_0023 - Nightjar Ninja), 1110565 (c1450_0024 - Nightjar Ninja)]
  - 1110564 (c1450_0023 - Nightjar Ninja)
  - 1110565 (c1450_0024 - Nightjar Ninja)
  - 1110500 (c1400_0000 - Fencer)
  - region 1112285 (Event_剣客＆夜鷹衆用難聴判定_書庫)
  - 1110642 (c1361_0001 - Assassin (Interior Ministry))
  - region 1112646 (Event_特殊待機解除領域_徳川らっぱ_屋根上)
  - 1110643 (c1361_0002 - Assassin (Interior Ministry))
  - 1110644 (c1361_0003 - Assassin (Interior Ministry))
  - 1110353 (c1700_0011 - Red Guard)
  - region 1112353 (Event_思考ロジック起動領域_本丸外周_徳川侍_結合)
  - 1110511 (c1400_0011 - Fencer)
  - region 1112513 (Event_起動領域_剣客_居合_徳川)
  - 1120201 (c1011_0001 - Tutorial Ashina Soldier)
  - region 1122307 (event_敵イベント_起動領域_詰所内の落武者の特殊待機を解除)
  - 1300280 (c1520_0000 - Test Subject)
  - region 1302280 (event_実験体ゾンビ00起動領域)
  - 1300285 (c1520_0005 - Test Subject)
  - region 1302285 (event_実験体ゾンビ05起動領域)
  - 1500328 (c1501_0010 - Mibu Villager)
  - region 1502295 (Event_Box：嫌われ者の家_梯子起動_PC)
  - 1500329 (c1500_0029 - Mibu Villager)
  - 1500332 (c1500_0032 - Mibu Villager)
  - 1500333 (c1500_0033 - Mibu Villager)
  - 1500334 (c1500_0034 - Mibu Villager)
  - 1500336 (c1500_0036 - Mibu Villager)
  - 1500480 (c1181_0001 - Taro Troop (Mibu))
  - 1500481 (c1181_0002 - Taro Troop (Mibu))
  - 1500301 (c1500_0001 - Mibu Villager)
  - region 1502300 (Event_Cylinder：廃村入口_特殊効果解除)
  - 1500302 (c1500_0002 - Mibu Villager)
  - 1500640 (c1250_0000 - Valley Monkey)
  - region 1502420 (Event_Box：復讐霊領域_00_霧の森の入口1)
  - 1500641 (c1250_0001 - Valley Monkey)
  - 1500642 (c1250_0002 - Valley Monkey)
  - 1500643 (c1250_0003 - Valley Monkey)
  - 1500644 (c1250_0004 - Valley Monkey)
  - 1700400 (c1100_0000 - Gecko)
  - region 1702400 (特殊待機解除領域_鍋洞窟_ヤモリ×3)
  - 1700301 (c1250_0027 - Valley Monkey)
  - 1700310 (c1250_0005 - Valley Monkey)
  - region 1702310 (Ev_特待解除領域_猿団子)
  - 1700311 (c1250_0008 - Valley Monkey)
  - 1700312 (c1250_0009 - Valley Monkey)
  - 1700313 (c1250_0010 - Valley Monkey)
  - 1700314 (c1250_0020 - Valley Monkey)
  - 1700315 (c1250_0024 - Valley Monkey)
  - 1700316 (c1250_0012 - Valley Monkey)
  - 1700317 (c1250_0014 - Valley Monkey)
  - 1700318 (c1250_0015 - Valley Monkey)
  - 1700319 (c1250_0016 - Valley Monkey)
  - 1700320 (c1250_0017 - Valley Monkey)
  - 1700321 (c1250_0019 - Valley Monkey)
  - 1700322 (c1250_0022 - Valley Monkey)
  - 1700323 (c1250_0023 - Valley Monkey)
  - 1700324 (c1250_0025 - Valley Monkey)
  - 1700325 (c1250_0032 - Valley Monkey)
  - 1700326 (c1250_0033 - Valley Monkey)
  - 1700327 (c1250_0034 - Valley Monkey)
  - 1700328 (c1250_0035 - Valley Monkey)
  - 1700329 (c1250_0036 - Valley Monkey)
  - 2000261 (c1030_0000 - Centipede)
  - 2000263 (c1030_0002 - Centipede)
  - 2000264 (c1030_0004 - Centipede)
  - 2000265 (c1030_0005 - Centipede)
  - 2000280 (c1211_0000 - Cricket)
  - 2000601 (c1210_0001 - Infested Seeker)
  - region 2002302 (僧堂_即身仏_エストゲロ吐き起動領域)
  - 2000510 (c1250_0004 - Valley Monkey)
  - 2500401 (c1310_0001 - Okami Warrior)
  - region 2502405 (源平武者_大舞台_雷衆起動)
  - 2500410 (c1310_0010 - Okami Warrior)
  - 2500411 (c1310_0011 - Okami Warrior)
  - 2500425 (c1310_0025 - Okami Warrior)
  - region 2502425 (Event_起動領域_朱雀門屋上_源平武者)
  - 2500424 (c1310_0024 - Okami Warrior)
  - 2500426 (c1310_0026 - Okami Warrior)
  DebugInit:
  - Initialize Common Event (20005200, X0_4 = 1100301*, X4_4 = 411, X8_4 = 412, X12_4 = 1102301*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1100321*, X4_4 = 21000, X8_4 = 20001, X12_4 = 1102321*, X16_4 = 0, X20_4 = 1, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110504*, X4_4 = 411, X8_4 = 412, X12_4 = 1112283*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1110532*, X4_4 = 421, X8_4 = 422, X12_4 = 1112264*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110563*, X4_4 = 421, X8_4 = 422, X12_4 = 1112535*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1115560*, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1110564*, X4_4 = 421, X8_4 = 422, X12_4 = 1112535*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1115560*, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1110565*, X4_4 = 421, X8_4 = 422, X12_4 = 1112535*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1115560*, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1110500*, X4_4 = 441, X8_4 = 442, X12_4 = 1112285*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110642*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1112646*, X16_4 = 1056964608, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110643*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1112646*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110644*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1112646*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110353*, X4_4 = 411, X8_4 = 412, X12_4 = 1112353*, X16_4 = 1090519040, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1110511*, X4_4 = 411, X8_4 = 412, X12_4 = 1112513*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1120201*, X4_4 = 431, X8_4 = 432, X12_4 = 1122307*, X16_4 = 1176255488, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1300280*, X4_4 = 421, X8_4 = 422, X12_4 = 1302280*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1300285*, X4_4 = 431, X8_4 = 432, X12_4 = 1302285*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500328*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500329*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500332*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1060320051, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500333*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1053609165, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500334*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500336*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1061997773, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500480*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500481*, X4_4 = 401, X8_4 = 402, X12_4 = 1502295*, X16_4 = 1065353216, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005200, X0_4 = 1500301*, X4_4 = 411, X8_4 = 412, X12_4 = 1502300*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500302*, X4_4 = 411, X8_4 = 412, X12_4 = 1502300*, X16_4 = 1058642330, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500303, X4_4 = 411, X8_4 = 412, X12_4 = 1502300*, X16_4 = 1063675494, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500640*, X4_4 = 21000, X8_4 = 20000, X12_4 = 1502420*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500641*, X4_4 = 21000, X8_4 = 20000, X12_4 = 1502420*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500642*, X4_4 = 21000, X8_4 = 20000, X12_4 = 1502420*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500643*, X4_4 = 21000, X8_4 = 20000, X12_4 = 1502420*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1500644*, X4_4 = 21000, X8_4 = 20000, X12_4 = 1502420*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700400*, X4_4 = 21002, X8_4 = 20013, X12_4 = 1702400*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700301*, X4_4 = 21000, X8_4 = 20000, X12_4 = 1702300, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700310*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700311*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1036831949, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700312*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700313*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700314*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1053609165, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700315*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1056964608, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700316*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1058642330, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700317*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700318*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1061997773, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700319*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1063675494, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700320*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1065353216, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700321*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700322*, X4_4 = 441, X8_4 = 442, X12_4 = 1702310*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700323*, X4_4 = 441, X8_4 = 442, X12_4 = 1702310*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700324*, X4_4 = 441, X8_4 = 442, X12_4 = 1702310*, X16_4 = 1061997773, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700325*, X4_4 = 441, X8_4 = 442, X12_4 = 1702310*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700326*, X4_4 = 441, X8_4 = 442, X12_4 = 1702310*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700327*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1058642330, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700328*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1058642330, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700329*, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700330, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1036831949, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700331, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1045220557, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700332, X4_4 = 431, X8_4 = 432, X12_4 = 1702310*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700335, X4_4 = 441, X8_4 = 442, X12_4 = 1702310*, X16_4 = 1058642330, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 1700336, X4_4 = 451, X8_4 = 452, X12_4 = 1702310*, X16_4 = 1050253722, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000261*, X4_4 = 21001, X8_4 = 20010, X12_4 = 2002261, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000263*, X4_4 = 21000, X8_4 = 20001, X12_4 = 2002263, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000264*, X4_4 = 21001, X8_4 = 20010, X12_4 = 2002264, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000265*, X4_4 = 21001, X8_4 = 20010, X12_4 = 2002265, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000280*, X4_4 = 21007, X8_4 = 20007, X12_4 = 2002280, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000601*, X4_4 = 21002, X8_4 = 3000, X12_4 = 2002302*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2000510*, X4_4 = 21000, X8_4 = 20000, X12_4 = 2002510, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2500401*, X4_4 = 401, X8_4 = 402, X12_4 = 2502405*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2500410*, X4_4 = 411, X8_4 = 412, X12_4 = 2502405*, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2500411*, X4_4 = 411, X8_4 = 412, X12_4 = 2502405*, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2500425*, X4_4 = 421, X8_4 = 422, X12_4 = 2502425*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 2500424*, X40_4 = 0)
  - Initialize Common Event (20005200, X0_4 = 2500426*, X4_4 = 421, X8_4 = 422, X12_4 = 2502425*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 2500424*, X40_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - IF Character Type (Result Condition Group = 10, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 10, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 9)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = 9, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X12_4*, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 8, Desired Condition Group State = 1, Target Condition Group = 8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = -8)
  - Label 8 ()
  - IF Condition Group (Result Condition Group = 9, Desired Condition Group State = 1, Target Condition Group = -10)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = 9)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 220018, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230110, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X0_4*, SpEffect ID = 230111, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X36_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -3, Target Entity ID = X36_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character AI State (Result Condition Group = -4, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -4, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -4, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = -5, Target Number Of Seconds = X16_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - GOTO IF Comparison (Label = 1, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + GOTO IF Character Has SpEffect (Label = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Label 1 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 2 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X40_4, Right-hand Side = 0)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
- ID: 20005210
  Comment: Likewise, enabling enemy
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1000246 (c1550_0046 - Bandit)
  - 1000247 (c1550_0047 - Bandit)
  - 1000249 (c1550_0049 - Bandit)
  - 1000221 (c1550_0021 - Bandit)
  - 1000230 (c1550_0030 - Bandit)
  - 1000239 (c1550_0039 - Bandit)
  - 1000218 (c1550_0018 - Bandit)
  - 1000219 (c1550_0019 - Bandit)
  - 1000222 (c1550_0022 - Bandit)
  - 1000332 (c1050_0002 - Shinobi Hunter)
  - 1000350 (c1470_0000 - Lone Shadow)
  - 1100217 (c1010_0017 - Ashina Soldier)
  - 1100225 (c1010_0025 - Ashina Soldier)
  - 1100247 (c1010_0047 - Ashina Soldier)
  - 1100383 (c1240_0003 - Gamefowl)
  - 1100457 (c1361_0007 - Assassin (Interior Ministry))
  - 1110432 (c1180_0002 - Taro Troop)
  - 1110451 (c1250_0001 - Valley Monkey)
  - 1300282 (c1520_0002 - Test Subject)
  - 1300291 (c1520_0011 - Test Subject)
  - 1500300 (c1501_0017 - Mibu Villager)
  - 1500368 (c1500_0068 - Mibu Villager)
  - 1500304 (c1501_0016 - Mibu Villager)
  - 1500361 (c1500_0061 - Mibu Villager)
  - 1500356 (c1501_0006 - Mibu Villager)
  - 1500360 (c1500_0060 - Mibu Villager)
  - 1500372 (c1500_0072 - Mibu Villager)
  - 1500339 (c1501_0009 - Mibu Villager)
  - 1500378 (c1501_0020 - Mibu Villager)
  - 1500484 (c1181_0004 - Taro Troop (Mibu))
  - 1500450 (c1240_0010 - Gamefowl)
  - 1500453 (c1240_0013 - Gamefowl)
  - 1500404 (c1550_0004 - Bandit)
  - 1500405 (c1550_0005 - Bandit)
  - 1500406 (c1550_0006 - Bandit)
  - 1500414 (c1550_0014 - Bandit)
  - 1500415 (c1550_0015 - Bandit)
  - 1500416 (c1550_0016 - Bandit)
  - 1500431 (c1550_0031 - Bandit)
  - 1500433 (c1550_0033 - Bandit)
  - 1500434 (c1550_0034 - Bandit)
  - 1500436 (c1550_0036 - Bandit)
  - 1500437 (c1550_0037 - Bandit)
  - 1500438 (c1550_0038 - Bandit)
  - 1500439 (c1550_0039 - Bandit)
  - 1500410 (c1550_0010 - Bandit)
  - 1500411 (c1550_0011 - Bandit)
  - 1700390 (c1100_0015 - Gecko)
  - 1700391 (c1100_0016 - Gecko)
  - 1700393 (c1100_0019 - Gecko)
  - 1700423 (c1100_0027 - Gecko)
  - 1700200 (c1191_0000 - Snake Eyes)
  - 1700202 (c1190_0010 - Sunken Valley Clan)
  - 1700208 (c1190_0025 - Sunken Valley Clan)
  - 1700209 (c1190_0019 - Sunken Valley Clan)
  - 1700210 (c1190_0020 - Sunken Valley Clan)
  - 1700218 (c1190_0018 - Sunken Valley Clan)
  - 1700340 (c1250_0051 - Valley Monkey)
  - 1700350 (c1250_0007 - Valley Monkey)
  - 1700356 (c1450_0009 - Nightjar Ninja)
  - 1700357 (c1450_0010 - Nightjar Ninja)
  - 1700358 (c1450_0006 - Nightjar Ninja)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2000671 (c1180_0001 - Taro Troop)
  - 2000673 (c1180_0003 - Taro Troop)
  - group 2005304 [2000304 (c1220_0032 - Seeker), 2000305 (c1220_0033 - Seeker), 2000306 (c1220_0034 - Seeker)]
  - 2000202 (c1100_0006 - Gecko)
  - 2000203 (c1100_0007 - Gecko)
  - 2000210 (c1211_0027 - Cricket)
  - 2000211 (c1211_0029 - Cricket)
  - 2000212 (c1211_0023 - Cricket)
  - 2000647 (c1200_0003 - Infested Seeker (Parasite))
  - 2000648 (c1200_0002 - Infested Seeker (Parasite))
  - 2000649 (c1200_0000 - Infested Seeker (Parasite))
  - 2000646 (c1200_0004 - Infested Seeker (Parasite))
  - 2000512 (c1250_0006 - Valley Monkey)
  - 2000301 (c1220_0014 - Seeker)
  - 2000302 (c1220_0018 - Seeker)
  - 2000303 (c1220_0009 - Seeker)
  - 2000304 (c1220_0032 - Seeker)
  - 2000601 (c1210_0001 - Infested Seeker)
  - 2000305 (c1220_0033 - Seeker)
  - 2000306 (c1220_0034 - Seeker)
  - 2000307 (c1220_0040 - Seeker)
  - 2000308 (c1220_0043 - Seeker)
  - 2000309 (c1220_0044 - Seeker)
  - 2000311 (c1220_0039 - Seeker)
  - 2000312 (c1220_0045 - Seeker)
  - 2000390 (c1550_0000 - Bandit)
  - 2000391 (c1550_0003 - Bandit)
  - 2500405 (c1310_0005 - Okami Warrior)
  - 2500407 (c1310_0007 - Okami Warrior)
  - 2500412 (c1310_0012 - Okami Warrior)
  - 2500413 (c1310_0013 - Okami Warrior)
  - 2500415 (c1310_0015 - Okami Warrior)
  - 2500421 (c1310_0021 - Okami Warrior)
  - 2500424 (c1310_0024 - Okami Warrior)
  - 2500425 (c1310_0025 - Okami Warrior)
  - 2500450 (c1310_0050 - Okami Warrior)
  - 2500363 (c1151_0013 - Palace Hound)
  - 2500364 (c1151_0014 - Palace Hound)
  - 2500365 (c1151_0015 - Palace Hound)
  - 2500366 (c1151_0016 - Palace Hound)
  - 2500509 (c1100_0009 - Gecko)
  - 2500500 (c1100_0000 - Gecko)
  DebugInit:
  - Initialize Common Event (20005210, X0_4 = 1000246*, X4_4 = 431, X8_4 = 432, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000247*, X4_4 = 421, X8_4 = 422, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000249*, X4_4 = 441, X8_4 = 442, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000221*, X4_4 = 401, X8_4 = 402, X12_4 = 1084227584, X16_4 = 1065353216, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000230*, X4_4 = 421, X8_4 = 422, X12_4 = 1092616192, X16_4 = 1065353216, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000239*, X4_4 = 441, X8_4 = 442, X12_4 = 1092616192, X16_4 = 1065353216, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000218*, X4_4 = 421, X8_4 = 422, X12_4 = 1092616192, X16_4 = 1065353216, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1000219*, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000222*, X4_4 = 411, X8_4 = 412, X12_4 = 1092616192, X16_4 = 1065353216, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000332*, X4_4 = 401, X8_4 = 402, X12_4 = 1092616192, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1000350*, X4_4 = 401, X8_4 = 402, X12_4 = 1100480512, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 1)
  - Initialize Common Event (20005210, X0_4 = 1100217*, X4_4 = 431, X8_4 = 432, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1100225*, X4_4 = 431, X8_4 = 432, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1100247*, X4_4 = 411, X8_4 = 412, X12_4 = 1073741824, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 10000, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1100383*, X4_4 = 401, X8_4 = 402, X12_4 = 1094713344, X16_4 = 1065353216, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1100457*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1097859072, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1110432*, X4_4 = 411, X8_4 = 412, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1110451*, X4_4 = 21002, X8_4 = 20003, X12_4 = 1101004800, X16_4 = 0, X20_4 = 1, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1300282*, X4_4 = 421, X8_4 = 422, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1300291*, X4_4 = 431, X8_4 = 432, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500300*, X4_4 = 411, X8_4 = 412, X12_4 = 1082130432, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500368*, X4_4 = 411, X8_4 = 412, X12_4 = 1073741824, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500304*, X4_4 = 411, X8_4 = 412, X12_4 = 1073741824, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500361*, X4_4 = 411, X8_4 = 412, X12_4 = 1092616192, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500356*, X4_4 = 441, X8_4 = 442, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500360*, X4_4 = 441, X8_4 = 442, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500372*, X4_4 = 441, X8_4 = 442, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500339*, X4_4 = 421, X8_4 = 422, X12_4 = 1086324736, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500368*, X4_4 = 411, X8_4 = 412, X12_4 = 1073741824, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500378*, X4_4 = 451, X8_4 = 452, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500484*, X4_4 = 411, X8_4 = 412, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500450*, X4_4 = 411, X8_4 = 412, X12_4 = 1082130432, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500453*, X4_4 = 401, X8_4 = 402, X12_4 = 1073741824, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500404*, X4_4 = 431, X8_4 = 432, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500405*, X4_4 = 441, X8_4 = 442, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500406*, X4_4 = 421, X8_4 = 422, X12_4 = 1090519040, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500414*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500415*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 1500416*, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500431*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500433*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500434*, X4_4 = 441, X8_4 = 442, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500436*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500437*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500438*, X4_4 = 441, X8_4 = 442, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500439*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500410*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1500411*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700390*, X4_4 = 21001, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700391*, X4_4 = 21001, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700393*, X4_4 = 21002, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700423*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1093664768, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700200*, X4_4 = 401, X8_4 = 402, X12_4 = 1100480512, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700202*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700208*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700209*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700210*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700218*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700340*, X4_4 = 431, X8_4 = 432, X12_4 = 1097859072, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700350*, X4_4 = 401, X8_4 = 402, X12_4 = 1097859072, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700356*, X4_4 = 421, X8_4 = 422, X12_4 = 1099956224, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700357*, X4_4 = 421, X8_4 = 422, X12_4 = 1099956224, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700358*, X4_4 = 421, X8_4 = 422, X12_4 = 1099956224, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 1700520*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000671*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000673*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 2005304*, X40_4 = 1)
  - Initialize Common Event (20005210, X0_4 = 2000202*, X4_4 = 21001, X8_4 = 20011, X12_4 = 1097859072, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000203*, X4_4 = 21002, X8_4 = 20013, X12_4 = 1092616192, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000210*, X4_4 = 21006, X8_4 = 20006, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000211*, X4_4 = 21007, X8_4 = 20007, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000212*, X4_4 = 21007, X8_4 = 20007, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000647*, X4_4 = 21002, X8_4 = 20002, X12_4 = 1084437299, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000648*, X4_4 = 21002, X8_4 = 20002, X12_4 = 1084437299, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000649*, X4_4 = 21002, X8_4 = 20002, X12_4 = 1075838976, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000646*, X4_4 = 21002, X8_4 = 20002, X12_4 = 1084437299, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000512*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000301*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000302*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000303*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000304*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 2000601*, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000305*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 2000601*, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000306*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 2000601*, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000307*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000308*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000309*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000311*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000312*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000390*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2000391*, X4_4 = 431, X8_4 = 432, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500405*, X4_4 = 401, X8_4 = 402, X12_4 = 1084227584, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500407*, X4_4 = 401, X8_4 = 402, X12_4 = 1084227584, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500412*, X4_4 = 421, X8_4 = 422, X12_4 = 1084227584, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500413*, X4_4 = 411, X8_4 = 412, X12_4 = 1084227584, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500415*, X4_4 = 421, X8_4 = 422, X12_4 = 1084227584, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500421*, X4_4 = 411, X8_4 = 412, X12_4 = 1084227584, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500424*, X4_4 = 431, X8_4 = 432, X12_4 = 1084227584, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 2500425*, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500450*, X4_4 = 431, X8_4 = 432, X12_4 = 1092616192, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500363*, X4_4 = 401, X8_4 = 402, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500364*, X4_4 = 401, X8_4 = 402, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500365*, X4_4 = 401, X8_4 = 402, X12_4 = 1077936128, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500366*, X4_4 = 401, X8_4 = 402, X12_4 = 1077936128, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500509*, X4_4 = 21001, X8_4 = 21005, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005210, X0_4 = 2500500*, X4_4 = 21001, X8_4 = 21005, X12_4 = 1077936128, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - IF Character Type (Result Condition Group = 10, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 10, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 10)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 9, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X12_4, Minimum Number of Targets = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 8, Desired Condition Group State = 1, Target Condition Group = 8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = -8)
  - Label 8 ()
  - IF Condition Group (Result Condition Group = 9, Desired Condition Group State = 1, Target Condition Group = -10)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = 9)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X36_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -3, Target Entity ID = X36_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = -5, Target Number Of Seconds = X16_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - GOTO IF Comparison (Label = 1, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + GOTO IF Character Has SpEffect (Label = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Label 1 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 2 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X40_4, Right-hand Side = 0)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
- ID: 20005213
  Comment: Same
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1300284 (c1520_0004 - Test Subject)
  - region 1302301 (コオロギ_散るポイント)
  - 1500417 (c1550_0017 - Bandit)
  - region 1502402 (Event_Box：幻影領域02_荒れ寺の森_寺前)
  - 1500422 (c1550_0022 - Bandit)
  - region 1502404 (Event_Box：幻影領域02_荒れ寺の森_窪地1)
  - 1500423 (c1550_0023 - Bandit)
  DebugInit:
  - Initialize Common Event (20005213, X0_4 = 1300284*, X4_4 = 431, X8_4 = 432, X12_4 = 1077936128, X16_4 = 1302301*, X20_4 = 1073741824, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0, X44_4 = 1)
  - Initialize Common Event (20005213, X0_4 = 1500417*, X4_4 = 451, X8_4 = 452, X12_4 = 1086324736, X16_4 = 1502402*, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0, X44_4 = 0)
  - Initialize Common Event (20005213, X0_4 = 1500422*, X4_4 = 451, X8_4 = 452, X12_4 = 0, X16_4 = 1502404*, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0, X44_4 = 0)
  - Initialize Common Event (20005213, X0_4 = 1500423*, X4_4 = 451, X8_4 = 452, X12_4 = 0, X16_4 = 1502404*, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0, X44_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - IF Character Type (Result Condition Group = 10, Target Entity ID = 10000, Target Type = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 10, Target Entity ID = 10000, SpEffect ID = 3710, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 9)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 8, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -10, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -9, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X12_4, Minimum Number of Targets = 1)
  - + IF In/Outside Area (Result Condition Group = -9, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 9, Desired Condition Group State = 1, Target Condition Group = -9)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X36_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 8, Desired Condition Group State = 1, Target Condition Group = 8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X36_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = -8)
  - Label 8 ()
  - IF Condition Group (Result Condition Group = 9, Desired Condition Group State = 1, Target Condition Group = -10)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = 9)
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -3, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X40_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = -3, Target Entity ID = X40_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = -5, Target Number Of Seconds = X20_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - GOTO IF Comparison (Label = 1, Comparison Type = 2, Left-hand Side = X24_4, Right-hand Side = 0)
  - + GOTO IF Character Has SpEffect (Label = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Label 1 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 2 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X44_4, Right-hand Side = 0)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
- ID: 20005290
  Comment: Same
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1000232 (c1550_0032 - Bandit)
  - 1000245 (c1550_0045 - Bandit)
  - 1000276 (c1550_0076 - Bandit)
  - 1000274 (c1550_0074 - Bandit)
  - 1000300 (c1070_0000 - Shura Samurai)
  - 1000281 (c1550_0081 - Bandit)
  - 1000283 (c1550_0083 - Bandit)
  - 1000288 (c1550_0088 - Bandit)
  - 1000289 (c1550_0089 - Bandit)
  - 1000290 (c1550_0090 - Bandit)
  - 1100330 (c1350_0000 - Headless)
  - 1100342 (c1120_0002 - Sentry)
  - 1100480 (c1070_0000 - Shura Samurai)
  - 1100218 (c1010_0018 - Ashina Soldier)
  - 1100217 (c1010_0017 - Ashina Soldier)
  - 1100243 (c1010_0043 - Ashina Soldier)
  - 1100435 (c1700_0035 - Red Guard)
  - 1100409 (c1700_0009 - Red Guard)
  - 1100423 (c1700_0023 - Red Guard)
  - 1100424 (c1700_0024 - Red Guard)
  - 1100427 (c1700_0027 - Red Guard)
  - 1110510 (c1400_0010 - Fencer)
  - 1110280 (c1010_0083 - Ashina Soldier)
  - 1110234 (c1010_0044 - Ashina Soldier)
  - 1110212 (c1010_0032 - Ashina Soldier)
  - 1110640 (c1360_0000 - Assassin (Senpou))
  - 1110646 (c1360_0002 - Assassin (Senpou))
  - 1110502 (c1400_0002 - Fencer)
  - 1110295 (c1010_0095 - Ashina Soldier)
  - 1110503 (c1400_0003 - Fencer)
  - 1110508 (c1400_0008 - Fencer)
  - 1110513 (c1400_0013 - Fencer)
  - 1110514 (c1400_0014 - Fencer)
  - 1110400 (c1150_0000 - Hound)
  - 1110401 (c1150_0001 - Hound)
  - 1110433 (c1180_0003 - Taro Troop)
  - 1110641 (c1361_0000 - Assassin (Interior Ministry) - not random)
  - 1110211 (c1010_0031 - Ashina Soldier)
  - 1110285 (c1010_0086 - Ashina Soldier)
  - 1110297 (c1010_0097 - Ashina Soldier)
  - 1110298 (c1010_0098 - Ashina Soldier)
  - 1110407 (c1150_0012 - Hound)
  - 1110408 (c1150_0013 - Hound)
  - 1110409 (c1150_0014 - Hound)
  - 1110562 (c1450_0021 - Nightjar Ninja)
  - 1110571 (c1450_0030 - Nightjar Ninja)
  - 1110461 (c1050_0001 - Shinobi Hunter)
  - 1110299 (c1010_0099 - Ashina Soldier)
  - 1110286 (c1010_0087 - Ashina Soldier)
  - 1110288 (c1010_0088 - Ashina Soldier)
  - 1110289 (c1010_0089 - Ashina Soldier)
  - 1110290 (c1010_0090 - Ashina Soldier)
  - 1110291 (c1010_0091 - Ashina Soldier)
  - 1110292 (c1010_0092 - Ashina Soldier)
  - 1110293 (c1010_0093 - Ashina Soldier)
  - 1110294 (c1010_0094 - Ashina Soldier)
  - 1110466 (c1250_0015 - Valley Monkey)
  - 1110378 (c1700_0028 - Red Guard)
  - 1110360 (c1700_0006 - Red Guard)
  - 1120250 (c1020_0001 - Samurai General)
  - 1120210 (c1011_0011 - Tutorial Ashina Soldier)
  - 1120422 (c1360_0002 - Assassin (Senpou))
  - 1120425 (c1360_0005 - Assassin (Senpou))
  - 1120426 (c1360_0006 - Assassin (Senpou))
  - 1120358 (c1010_0016 - Ashina Soldier)
  - 1300301 (c1010_0001 - Ashina Soldier)
  - 1300300 (c1010_0000 - Ashina Soldier)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1500331 (c1500_0031 - Mibu Villager)
  - 1500490 (c1070_0000 - Shura Samurai)
  - 1700650 (c1250_0011 - Valley Monkey - not random)
  - 2500402 (c1310_0002 - Okami Warrior)
  - 2500408 (c1310_0008 - Okami Warrior)
  - 2500374 (c1151_0024 - Palace Hound)
  - 2500380 (c1151_0030 - Palace Hound)
  - 2500505 (c1100_0005 - Gecko)
  - 2500506 (c1100_0006 - Gecko)
  - 2500502 (c1100_0002 - Gecko)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  DebugInit:
  - Initialize Common Event (20005290, X0_4 = 1000232*, X4_4 = 441, X8_4 = 442, X12_4 = 1000245*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000245*, X4_4 = 421, X8_4 = 422, X12_4 = 1000232*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000276*, X4_4 = 441, X8_4 = 442, X12_4 = 1000274*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000300*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000281*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000283*, X4_4 = 431, X8_4 = 432, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000288*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000289*, X4_4 = 431, X8_4 = 432, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1000290*, X4_4 = 441, X8_4 = 442, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1100330*, X4_4 = 401, X8_4 = 402, X12_4 = 1100342*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1)
  - Initialize Common Event (20005290, X0_4 = 1100480*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1)
  - Initialize Common Event (20005290, X0_4 = 1100218*, X4_4 = 441, X8_4 = 442, X12_4 = 1100217*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1100243*, X4_4 = 451, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1100435*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1100409*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1100423*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1)
  - Initialize Common Event (20005290, X0_4 = 1100424*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1)
  - Initialize Common Event (20005290, X0_4 = 1100427*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110510*, X4_4 = 451, X8_4 = 452, X12_4 = 1110280*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110234*, X4_4 = 441, X8_4 = 442, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110212*, X4_4 = 441, X8_4 = 442, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110640*, X4_4 = 401, X8_4 = 402, X12_4 = 1110646*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110646*, X4_4 = 401, X8_4 = 402, X12_4 = 1110640*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110502*, X4_4 = 491, X8_4 = 492, X12_4 = 1110295*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110503*, X4_4 = 481, X8_4 = 482, X12_4 = 1110508*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110508*, X4_4 = 461, X8_4 = 462, X12_4 = 1110503*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110513*, X4_4 = 421, X8_4 = 422, X12_4 = 1110514*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110514*, X4_4 = 451, X8_4 = 452, X12_4 = 1110513*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110400*, X4_4 = 401, X8_4 = 402, X12_4 = 1110401*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110433*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110641*, X4_4 = 21001, X8_4 = 20010, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110211*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110285*, X4_4 = 451, X8_4 = 452, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110297*, X4_4 = 451, X8_4 = 452, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110298*, X4_4 = 451, X8_4 = 452, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110407*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110408*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110409*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110562*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110571*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110461*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110299*, X4_4 = 451, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110286*, X4_4 = 451, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110288*, X4_4 = 411, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110289*, X4_4 = 20004, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110290*, X4_4 = 401, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110291*, X4_4 = 411, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110292*, X4_4 = 411, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110293*, X4_4 = 411, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110294*, X4_4 = 451, X8_4 = -1, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110466*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110378*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1110360*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1120250*, X4_4 = 411, X8_4 = 412, X12_4 = 1120210*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1120422*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1120425*, X4_4 = 401, X8_4 = 402, X12_4 = 1120426*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1120426*, X4_4 = 401, X8_4 = 402, X12_4 = 1120425*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1120358*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1300301*, X4_4 = 401, X8_4 = 402, X12_4 = 1300300*, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1300200*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1500331*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 1)
  - Initialize Common Event (20005290, X0_4 = 1500490*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 1700650*, X4_4 = 421, X8_4 = 422, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500402*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500408*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500374*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500380*, X4_4 = 401, X8_4 = 402, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500505*, X4_4 = 21002, X8_4 = 20013, X12_4 = 0, X16_4 = 0, X20_4 = 1, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500506*, X4_4 = 21001, X8_4 = 20011, X12_4 = 0, X16_4 = 0, X20_4 = 1, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500502*, X4_4 = 21000, X8_4 = 20001, X12_4 = 0, X16_4 = 0, X20_4 = 1, X24_4 = 1, X28_4 = 1, X32_4 = 1, X36_4 = 0)
  - Initialize Common Event (20005290, X0_4 = 2500580*, X4_4 = 411, X8_4 = 412, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 1, X28_4 = 1, X32_4 = 0, X36_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 1, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character Backread Status (Result Condition Group = 1, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 8, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 8, Desired Condition Group State = 1, Target Condition Group = 8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -3, Desired Condition Group State = 1, Target Condition Group = -8)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - Label 8 ()
  - + IF Damage Type (Result Condition Group = -2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + IF Character Posture Ratio (Result Condition Group = -2, Target Entity ID = X0_4*, Comparison Type = 3, Target Posture Ratio = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3500, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3501, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3502, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3503, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 3520, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 8300, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = -3, Target Entity ID = X12_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -3)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - GOTO IF Condition Group State (Compiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Compiled) (Label = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -5, Target Entity ID = X0_4*, AI State = 2, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = -5, Target Number Of Seconds = X16_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - GOTO IF Comparison (Label = 1, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + GOTO IF Character Has SpEffect (Label = 2, Target Entity ID = X0_4*, SpEffect ID = 5450, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - Label 1 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X8_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - Label 2 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 5, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set Character Gravity (Entity ID = X0_4*, Disabled/Enabled = 1)
  - + Set Character MapHit (Entity ID = X0_4*, Disabled = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 5, Left-hand Side = X36_4, Right-hand Side = 0)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
- ID: 20005300
  Comment: More AI event
  Template:
  - Type: loc
  DebugInfo:
  - 1000226 (c1550_0026 - Bandit)
  - 1000490 (c1000_0000 - Invisible - not random)
  - 1000202 (c1550_0002 - Bandit)
  - 1000491 (c1000_0001 - Invisible - not random)
  - 1000492 (c1000_0002 - Invisible - not random)
  - 1000494 (c1000_0004 - Invisible - not random)
  - 1000240 (c1550_0040 - Bandit)
  - region 1002240 (event_巡回開始_屋敷通り_野盗弓)
  - 1100216 (c1010_0016 - Ashina Soldier)
  - region 1102292 (event_Ｅ３敵起動_2)
  - 1100246 (c1010_0046 - Ashina Soldier)
  - region 1102246 (event_巡回開始_落ち武者_46)
  - 1100450 (c1360_0000 - Assassin (Senpou))
  - region 1102385 (event_敵起動_らっぱ_00)
  - 1110530 (c1450_0000 - Nightjar Ninja)
  - region 1112261 (Event_夜鷹衆手裏剣登場_C)
  - 1110567 (c1450_0026 - Nightjar Ninja)
  - region 1112567 (Event_巡回起動領域_夜鷹衆_大屋根)
  - 1110500 (c1400_0000 - Fencer)
  - region 1112285 (Event_剣客＆夜鷹衆用難聴判定_書庫)
  - 1110200 (c1010_0007 - Ashina Soldier)
  - region 1112510 (Event_巡回起動領域_つづら折り一層落武者_複合)
  - 1110201 (c1010_0008 - Ashina Soldier)
  - 1110266 (c1010_0069 - Ashina Soldier)
  - region 1112511 (Event_巡回起動領域_つづら折り一層落武者_複合2)
  - 1110431 (c1180_0001 - Taro Troop)
  - region 1112200 (Event_下男の巡回開始領域)
  - 1110316 (c1470_0016 - Lone Shadow)
  - region 1112316 (Event_起動領域_孤影衆_白蛇神社)
  - 1110296 (c1010_0096 - Ashina Soldier)
  - region 1112296 (Event_起動領域_大階段_逃走落武者（忍軍）_複合)
  - 1110648 (c1361_0004 - Assassin (Interior Ministry))
  - region 1112648 (Event_巡回起動領域_徳川らっぱ_屋根上)
  - 1110649 (c1361_0005 - Assassin (Interior Ministry))
  - 1110653 (c1361_0006 - Assassin (Interior Ministry))
  - 1110534 (c1450_0004 - Nightjar Ninja)
  - region 1112534 (Event_巡回起動領域_夜鷹衆_剣聖部屋)
  - 1110351 (c1700_0009 - Red Guard)
  - region 1112351 (Event_巡回軌道領域_徳川侍_地下牢前)
  - 1110353 (c1700_0011 - Red Guard)
  - region 1112353 (Event_思考ロジック起動領域_本丸外周_徳川侍_結合)
  - 1110372 (c1700_0022 - Red Guard)
  - region 1112373 (Event_巡回起動領域_徳川侍_天守1F2)
  - 1110373 (c1700_0023 - Red Guard)
  - 1110381 (c1700_0031 - Red Guard)
  - 1110322 (c1470_0022 - Lone Shadow)
  - region 1112322 (Event_巡回軌道領域_孤影衆_大屋根)
  - 1110323 (c1470_0023 - Lone Shadow)
  - 1120530 (c1021_0002 - Seven Ashina Spears)
  - region 1122530 (Event_巡回起動領域_四天王)
  - 1300281 (c1520_0001 - Test Subject)
  - region 1302228 (コオロギ_下層_自由巡回起動領域)
  - 1300212 (c1211_0002 - Cricket)
  - region 1302212 (event_コオロギ巡回起動領域_結合)
  - region 1302227 (event_コオロギ起動領域_下層)
  - 1700470 (c1190_0013 - Sunken Valley Clan)
  - 1700460 (c1111_0000 - Old Maid (Sunken Valley))
  - region 1701204 (event_屋内領域02)
  - 2000450 (c1220_0000 - Seeker)
  - 2000451 (c1220_0002 - Seeker)
  - 2000452 (c1000_0001 - Invisible - not random)
  - 2000453 (c1220_0010 - Seeker)
  - 2000455 (c1360_0000 - Assassin (Senpou))
  - 2000456 (c1360_0003 - Assassin (Senpou))
  - 2000462 (c1000_0005 - Invisible - not random)
  - 2000262 (c1030_0007 - Centipede)
  - 2000400 (c1130_0000 - Armored Warrior)
  - region 2002400 (Ev_南蛮甲冑_巡回と霧壁起動領域)
  - 2500201 (c1300_0001 - Palace Noble)
  - region 2502201 (Event_Box_和風インスマス_巡回起動B)
  - 2500200 (c1300_0000 - Palace Noble)
  - region 2502200 (Event_Box_初和風インスマウス_巡回起動)
  - 2500653 (c1000_0008 - Invisible - not random)
  - region 2502215 (和風インスマウス_巡回起動_FG結合)
  - 2500208 (c1300_0008 - Palace Noble)
  - region 2502219 (Event_巡回起動領域_和風インスマウス_平面エリア_井戸魚人)
  - 2500219 (c1300_0019 - Palace Noble)
  - 2500425 (c1310_0025 - Okami Warrior)
  - region 2502425 (Event_起動領域_朱雀門屋上_源平武者)
  - 2500426 (c1310_0026 - Okami Warrior)
  - 2500445 (c1310_0045 - Okami Warrior)
  - region 2502651 (Event_巡回起動領域_巡回リーダー_大舞台手前)
  - 2500400 (c1310_0000 - Okami Warrior)
  - region 2502400 (源平武者_巡回起動_A屋根上)
  - 2500413 (c1310_0013 - Okami Warrior)
  - region 2502414 (源平武者_巡回起動_インスマウス屋敷)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  - region 2502570 (Event_起動領域_インスマウス牛_複合)
  DebugInit:
  - Initialize Common Event (20005300, X0_4 = 1000226*, X4_4 = 1001005, X8_4 = 1002007)
  - Initialize Common Event (20005300, X0_4 = 1000490*, X4_4 = 1002270, X8_4 = 1003200)
  - Initialize Common Event (20005300, X0_4 = 1000202*, X4_4 = 1002271, X8_4 = 1003201)
  - Initialize Common Event (20005300, X0_4 = 1000491*, X4_4 = 1002272, X8_4 = 1003202)
  - Initialize Common Event (20005300, X0_4 = 1000492*, X4_4 = 1002274, X8_4 = 1003204)
  - Initialize Common Event (20005300, X0_4 = 1000494*, X4_4 = 1002274, X8_4 = 1003205)
  - Initialize Common Event (20005300, X0_4 = 1000240*, X4_4 = 1002240*, X8_4 = 1003240)
  - Initialize Common Event (20005300, X0_4 = 1100216*, X4_4 = 1102292*, X8_4 = 1103216)
  - Initialize Common Event (20005300, X0_4 = 1100246*, X4_4 = 1102246*, X8_4 = 1103246)
  - Initialize Common Event (20005300, X0_4 = 1100450*, X4_4 = 1102385*, X8_4 = 1103385)
  - Initialize Common Event (20005300, X0_4 = 1110530*, X4_4 = 1112261*, X8_4 = 1113530)
  - Initialize Common Event (20005300, X0_4 = 1110567*, X4_4 = 1112567*, X8_4 = 1113567)
  - Initialize Common Event (20005300, X0_4 = 1110500*, X4_4 = 1112285*, X8_4 = 1113500)
  - Initialize Common Event (20005300, X0_4 = 1110200*, X4_4 = 1112510*, X8_4 = 1113200)
  - Initialize Common Event (20005300, X0_4 = 1110201*, X4_4 = 1112510*, X8_4 = 1113201)
  - Initialize Common Event (20005300, X0_4 = 1110266*, X4_4 = 1112511*, X8_4 = 1113266)
  - Initialize Common Event (20005300, X0_4 = 1110431*, X4_4 = 1112200*, X8_4 = 1113550)
  - Initialize Common Event (20005300, X0_4 = 1110316*, X4_4 = 1112316*, X8_4 = 1113316)
  - Initialize Common Event (20005300, X0_4 = 1110296*, X4_4 = 1112296*, X8_4 = 1113296)
  - Initialize Common Event (20005300, X0_4 = 1110648*, X4_4 = 1112648*, X8_4 = 1113648)
  - Initialize Common Event (20005300, X0_4 = 1110649*, X4_4 = 1112648*, X8_4 = 1113649)
  - Initialize Common Event (20005300, X0_4 = 1110653*, X4_4 = 1112648*, X8_4 = 1113653)
  - Initialize Common Event (20005300, X0_4 = 1110534*, X4_4 = 1112534*, X8_4 = 1113534)
  - Initialize Common Event (20005300, X0_4 = 1110351*, X4_4 = 1112351*, X8_4 = 1113351)
  - Initialize Common Event (20005300, X0_4 = 1110353*, X4_4 = 1112353*, X8_4 = 1113353)
  - Initialize Common Event (20005300, X0_4 = 1110372*, X4_4 = 1112373*, X8_4 = 1113372)
  - Initialize Common Event (20005300, X0_4 = 1110373*, X4_4 = 1112373*, X8_4 = 1113373)
  - Initialize Common Event (20005300, X0_4 = 1110381*, X4_4 = 1112373*, X8_4 = 1113381)
  - Initialize Common Event (20005300, X0_4 = 1110322*, X4_4 = 1112322*, X8_4 = 1113322)
  - Initialize Common Event (20005300, X0_4 = 1110323*, X4_4 = 1112322*, X8_4 = 1113322)
  - Initialize Common Event (20005300, X0_4 = 1120530*, X4_4 = 1122530*, X8_4 = 1123530)
  - Initialize Common Event (20005300, X0_4 = 1300281*, X4_4 = 1302228*, X8_4 = 1303281)
  - Initialize Common Event (20005300, X0_4 = 1300212*, X4_4 = 1302212*, X8_4 = 1303212)
  - Initialize Common Event (20005300, X0_4 = 1300227, X4_4 = 1302227*, X8_4 = 1303227)
  - Initialize Common Event (20005300, X0_4 = 1700470*, X4_4 = 1702470, X8_4 = 1703470)
  - Initialize Common Event (20005300, X0_4 = 1700460*, X4_4 = 1701204*, X8_4 = 1703460)
  - Initialize Common Event (20005300, X0_4 = 2000450*, X4_4 = 2002450, X8_4 = 2003450)
  - Initialize Common Event (20005300, X0_4 = 2000451*, X4_4 = 2002451, X8_4 = 2003451)
  - Initialize Common Event (20005300, X0_4 = 2000452*, X4_4 = 2002452, X8_4 = 2003452)
  - Initialize Common Event (20005300, X0_4 = 2000453*, X4_4 = 2002453, X8_4 = 2003453)
  - Initialize Common Event (20005300, X0_4 = 2000455*, X4_4 = 2002455, X8_4 = 2003455)
  - Initialize Common Event (20005300, X0_4 = 2000456*, X4_4 = 2002455, X8_4 = 2003456)
  - Initialize Common Event (20005300, X0_4 = 2000462*, X4_4 = 2002452, X8_4 = 2003462)
  - Initialize Common Event (20005300, X0_4 = 2000262*, X4_4 = 2002262, X8_4 = 2003262)
  - Initialize Common Event (20005300, X0_4 = 2000400*, X4_4 = 2002400*, X8_4 = 2003400)
  - Initialize Common Event (20005300, X0_4 = 2500201*, X4_4 = 2502201*, X8_4 = 2503201)
  - Initialize Common Event (20005300, X0_4 = 2500200*, X4_4 = 2502200*, X8_4 = 2503200)
  - Initialize Common Event (20005300, X0_4 = 2500653*, X4_4 = 2502215*, X8_4 = 2503215)
  - Initialize Common Event (20005300, X0_4 = 2500208*, X4_4 = 2502219*, X8_4 = 2503208)
  - Initialize Common Event (20005300, X0_4 = 2500219*, X4_4 = 2502219*, X8_4 = 2503219)
  - Initialize Common Event (20005300, X0_4 = 2500425*, X4_4 = 2502425*, X8_4 = 2503425)
  - Initialize Common Event (20005300, X0_4 = 2500426*, X4_4 = 2502425*, X8_4 = 2503426)
  - Initialize Common Event (20005300, X0_4 = 2500445*, X4_4 = 2502651*, X8_4 = 2503651)
  - Initialize Common Event (20005300, X0_4 = 2500400*, X4_4 = 2502400*, X8_4 = 2503400)
  - Initialize Common Event (20005300, X0_4 = 2500413*, X4_4 = 2502414*, X8_4 = 2503414)
  - Initialize Common Event (20005300, X0_4 = 2500570*, X4_4 = 2502570*, X8_4 = 2503570)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X8_4)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005301
  Comment: More AI event in area
  Template:
  - Type: loc
  DebugInfo:
  - 2000454 (c1550_0002 - Bandit)
  - 2000672 (c1180_0002 - Taro Troop)
  - 2000464 (c1000_0007 - Invisible - not random)
  - 2500444 (c1310_0044 - Okami Warrior)
  - region 2502651 (Event_巡回起動領域_巡回リーダー_大舞台手前)
  - 2500443 (c1310_0043 - Okami Warrior)
  - region 2502615 (event_box_神域_蹴鞠登場用)
  - 2500504 (c1100_0004 - Gecko)
  - region 2502504 (Event_起動領域_ヤモリ洞窟A)
  - 2500503 (c1100_0003 - Gecko)
  DebugInit:
  - Initialize Common Event (20005301, X0_4 = 2000454*, X4_4 = 2002454, X8_4 = 2003454, X12_4 = 1084227584)
  - Initialize Common Event (20005301, X0_4 = 2000672*, X4_4 = 2002459, X8_4 = 2003461, X12_4 = 1077936128)
  - Initialize Common Event (20005301, X0_4 = 2000464*, X4_4 = 2002452, X8_4 = 2003464, X12_4 = 0)
  - Initialize Common Event (20005301, X0_4 = 2500444*, X4_4 = 2502651*, X8_4 = 2503651, X12_4 = 1077936128)
  - Initialize Common Event (20005301, X0_4 = 2500443*, X4_4 = 2502615*, X8_4 = 2503454, X12_4 = 1084227584)
  - Initialize Common Event (20005301, X0_4 = 2500504*, X4_4 = 2502504*, X8_4 = 2503504, X12_4 = 0)
  - Initialize Common Event (20005301, X0_4 = 2500503*, X4_4 = 2502504*, X8_4 = 2503503, X12_4 = 1065353216)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - 'Set Autogenerated Event-Specific Event Flag #2 -- UNKNOWN 2003[75] (Unknown = 2, Unknown = 1)'
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X12_4)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X8_4)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005302
  Comment: More AI activation
  Template:
  - Type: loc
  DebugInfo:
  - 1000285 (c1550_0085 - Bandit)
  DebugInit:
  - Initialize Common Event (20005302, X0_4 = 1000285*, X4_4 = 11000353, X8_4 = 1, X12_4 = 1003285)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = -2, Desired Flag State = X8_1, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X12_4)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005304
  Comment: Yet more AI activation
  Template:
  - Type: loc
  DebugInfo:
  - 2000459 (c1000_0006 - Invisible - not random)
  - 2000460 (c1220_0019 - Seeker)
  DebugInit:
  - Initialize Common Event (20005304, X0_4 = 2000459*, X4_4 = 2002459, X8_4 = 2002460, X12_4 = 2003459)
  - Initialize Common Event (20005304, X0_4 = 2000460*, X4_4 = 2002459, X8_4 = 2002460, X12_4 = 2003460)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4, Number of Target Characters = 1)
  - IF In/Outside Area (Result Condition Group = -2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X12_4)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005305
  Comment: AI activation
  Template:
  - Type: loc
  DebugInfo:
  - 1100351 (c1150_0001 - Hound)
  - 1110451 (c1250_0001 - Valley Monkey)
  - 1500335 (c1500_0035 - Mibu Villager)
  - 1700480 (c1190_0000 - Sunken Valley Clan)
  - 2000458 (c1220_0024 - Seeker)
  - 2000465 (c1360_0007 - Assassin (Senpou))
  - 2000467 (c1060_0003 - Spear Adept)
  - 2500207 (c1300_0007 - Palace Noble)
  - 2500450 (c1310_0050 - Okami Warrior)
  DebugInit:
  - Initialize Common Event (20005305, X0_4 = 1100351*, X4_4 = 1108344832, X8_4 = 1103351, X12_4 = 1084227584)
  - Initialize Common Event (20005305, X0_4 = 1110451*, X4_4 = 1101004800, X8_4 = 1113451, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 1500335*, X4_4 = 1103626240, X8_4 = 1503335, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 1700480*, X4_4 = 1108475904, X8_4 = 1703480, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 2000458*, X4_4 = 1099431936, X8_4 = 2003458, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 2000465*, X4_4 = 1109393408, X8_4 = 2003465, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 2000467*, X4_4 = 1114636288, X8_4 = 2003467, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 2500207*, X4_4 = 1101004800, X8_4 = 2503207, X12_4 = 0)
  - Initialize Common Event (20005305, X0_4 = 2500450*, X4_4 = 1092616192, X8_4 = 2503450, X12_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Type (Result Condition Group = -1, Target Entity ID = 10000, Target Type = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = -2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X4_4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Elapsed Seconds (Result Condition Group = 0, Target Number Of Seconds = X12_4)
  - + Change Character Patrol Behavior (Character Entity ID = X0_4*, Patrol Information Entity ID = X8_4)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005307
  Comment: Complex AI activation
  Template:
  - Type: common
    Remove: Force Animation Playback
  DebugInfo:
  - 1100235 (c1010_0035 - Ashina Soldier)
  - 1100209 (c1010_0009 - Ashina Soldier)
  DebugInit:
  - Initialize Common Event (20005307, X0_4 = 1100235*, X4_4 = 220, X8_4 = 1102235, X12_4 = 1084227584, X16_4 = 1073741824, X20_4 = 1100209*, X24_4 = 1084227584)
  - Initialize Common Event (20005307, X0_4 = 1100209*, X4_4 = 220, X8_4 = 0, X12_4 = 1086324736, X16_4 = 1065353216, X20_4 = 1100235*, X24_4 = 1084227584)
  DebugCommands:
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = 1, Target Number Of Seconds = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X8_4, Number of Target Characters = 1)
  - + IF Damage Type (Result Condition Group = 2, Target Entity ID = X0_4*, Attacker Entity ID = -1, Damage Type = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 5, Comparison Type = 0, Left-hand Side = X20_4*, Right-hand Side = 0)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X20_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = X20_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Elapsed Seconds (Result Condition Group = 3, Target Number Of Seconds = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 3, Desired State = 1, Target Entity A ID = X0_4*, Target Entity B ID = X20_4*, Target Distance = X24_4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 1, Target Condition Group = 3)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 0, Target Condition Group = 2)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - SKIP IF Event Flag (Number Of Skipped Lines = 1, Desired Flag State = 0, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X12_4)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 0, Target Condition Group = 5)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X4_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 1, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X16_4)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005310
  Comment: Requests an AI command upon combat state
  Template:
  - Type: chr
  DebugInfo:
  - 1100216 (c1010_0016 - Ashina Soldier)
  - 1500510 (c1150_0000 - Hound)
  - 1500511 (c1150_0001 - Hound)
  - 1500512 (c1150_0002 - Hound)
  DebugInit:
  - Initialize Common Event (20005310, X0_4 = 1100216*, X4_4 = 204)
  - Initialize Common Event (20005310, X0_4 = 1500510*, X4_4 = 3000)
  - Initialize Common Event (20005310, X0_4 = 1500511*, X4_4 = 3000)
  - Initialize Common Event (20005310, X0_4 = 1500512*, X4_4 = 3000)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + IF Character AI State (Result Condition Group = 0, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = X4_4, Slot Number = 0)
- ID: 20005321
  Comment: Set/clear speffects on combat
  Template:
  - Type: loc
  DebugInfo:
  - 1110530 (c1450_0000 - Nightjar Ninja)
  - 1110451 (c1250_0001 - Valley Monkey)
  - 1110642 (c1361_0001 - Assassin (Interior Ministry))
  - 1110643 (c1361_0002 - Assassin (Interior Ministry))
  - 1110644 (c1361_0003 - Assassin (Interior Ministry))
  - 1110648 (c1361_0004 - Assassin (Interior Ministry))
  - 1110649 (c1361_0005 - Assassin (Interior Ministry))
  - 1110534 (c1450_0004 - Nightjar Ninja)
  - 1110353 (c1700_0011 - Red Guard)
  - 1110415 (c1020_0005 - Samurai General)
  - 2500452 (c1310_0052 - Okami Warrior)
  - 2500453 (c1310_0053 - Okami Warrior)
  - 2500425 (c1310_0025 - Okami Warrior)
  - 2500426 (c1310_0026 - Okami Warrior)
  - 2500400 (c1310_0000 - Okami Warrior)
  - 2500504 (c1100_0004 - Gecko)
  - 2500503 (c1100_0003 - Gecko)
  DebugInit:
  - Initialize Common Event (20005321, X0_4 = 1110530*)
  - Initialize Common Event (20005321, X0_4 = 1110451*)
  - Initialize Common Event (20005321, X0_4 = 1110642*)
  - Initialize Common Event (20005321, X0_4 = 1110643*)
  - Initialize Common Event (20005321, X0_4 = 1110644*)
  - Initialize Common Event (20005321, X0_4 = 1110648*)
  - Initialize Common Event (20005321, X0_4 = 1110649*)
  - Initialize Common Event (20005321, X0_4 = 1110534*)
  - Initialize Common Event (20005321, X0_4 = 1110353*)
  - Initialize Common Event (20005321, X0_4 = 1110415*)
  - Initialize Common Event (20005321, X0_4 = 2500452*)
  - Initialize Common Event (20005321, X0_4 = 2500453*)
  - Initialize Common Event (20005321, X0_4 = 2500425*)
  - Initialize Common Event (20005321, X0_4 = 2500426*)
  - Initialize Common Event (20005321, X0_4 = 2500400*)
  - Initialize Common Event (20005321, X0_4 = 2500504*)
  - Initialize Common Event (20005321, X0_4 = 2500503*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 2, Target Event Flag ID = 0)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5000)
  - + IF Character AI State (Result Condition Group = 0, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5000)
- ID: 20005330
  Comment: Manages music and health bar display for minibosses
  Template:
  - Type: commonarg
    Name: X0 X4
  DebugInfo:
  - 1000300 (c1070_0000 - Shura Samurai)
  - 1000301 (c1070_0001 - Shura Samurai)
  - 1000330 (c1050_0000 - Shinobi Hunter)
  - 1000353 (c1470_0003 - Lone Shadow)
  - 1100300 (c1020_0000 - Samurai General)
  - 1100301 (c1020_0001 - Samurai General)
  - 1100310 (c5020_0000 - Chained Ogre)
  - 1100330 (c1350_0000 - Headless)
  - 1100480 (c1070_0000 - Shura Samurai)
  - 1110660 (c1340_0000 - Underwater Headless)
  - 1110440 (c1370_0000 - Blazing Bull)
  - 1110504 (c1400_0004 - Fencer)
  - 1110410 (c1020_0000 - Samurai General)
  - 1110316 (c1470_0016 - Lone Shadow)
  - 1110610 (c5020_0000 - Chained Ogre)
  - 1110305 (c1470_0005 - Lone Shadow)
  - 1110511 (c1400_0011 - Fencer)
  - 1120250 (c1020_0001 - Samurai General)
  - 1120300 (c1470_0000 - Lone Shadow)
  - 1120530 (c1021_0002 - Seven Ashina Spears)
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1500690 (c7000_0000 - O'Rin)
  - 1500200 (c1300_0001 - Palace Noble)
  - 1500680 (c1350_0000 - Headless)
  - 1500490 (c1070_0000 - Shura Samurai)
  - 1700500 (c1350_0000 - Headless)
  - 1700425 (c1040_0000 - Centipede Boss)
  - 1700200 (c1191_0000 - Snake Eyes)
  - 1700201 (c1191_0001 - Snake Eyes)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2000279 (c1040_0000 - Centipede Boss)
  - 2000400 (c1130_0000 - Armored Warrior)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  - 2500550 (c1340_0000 - Underwater Headless)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  DebugInit:
  - Initialize Common Event (20005330, X0_4 = 1000300*, X4_4 = 911071, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1000301*, X4_4 = 911071, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1000330*, X4_4 = 911060, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1000353*, X4_4 = 911472, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1100300*, X4_4 = 911021, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1100301*, X4_4 = 911022, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1100310*, X4_4 = 915020, X8_4 = 0, X12_4 = 3)
  - Initialize Common Event (20005330, X0_4 = 1100330*, X4_4 = 911350, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 1100480*, X4_4 = 911072, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1110660*, X4_4 = 911350, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 1110440*, X4_4 = 911370, X8_4 = 0, X12_4 = 3)
  - Initialize Common Event (20005330, X0_4 = 1110504*, X4_4 = 911400, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1110410*, X4_4 = 911023, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1110316*, X4_4 = 911472, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1110610*, X4_4 = 915020, X8_4 = 0, X12_4 = 3)
  - Initialize Common Event (20005330, X0_4 = 1110305*, X4_4 = 911471, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1110511*, X4_4 = 911401, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1120250*, X4_4 = 911020, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1120300*, X4_4 = 911470, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1120530*, X4_4 = 911024, X8_4 = 0, X12_4 = 2)
  - Initialize Common Event (20005330, X0_4 = 1120521*, X4_4 = 911025, X8_4 = 0, X12_4 = 2)
  - Initialize Common Event (20005330, X0_4 = 1300200*, X4_4 = 911080, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 1500690*, X4_4 = 917000, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 1500200*, X4_4 = 911300, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1500680*, X4_4 = 911350, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 1500490*, X4_4 = 911070, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1700500*, X4_4 = 911350, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 1700425*, X4_4 = 911041, X8_4 = 0, X12_4 = 3)
  - Initialize Common Event (20005330, X0_4 = 1700200*, X4_4 = 911191, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1700201*, X4_4 = 911192, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 1700520*, X4_4 = 911081, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 2000279*, X4_4 = 911040, X8_4 = 0, X12_4 = 3)
  - Initialize Common Event (20005330, X0_4 = 2000400*, X4_4 = 911130, X8_4 = 0, X12_4 = 1)
  - Initialize Common Event (20005330, X0_4 = 2500580*, X4_4 = 911080, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 2500550*, X4_4 = 911350, X8_4 = 0, X12_4 = 4)
  - Initialize Common Event (20005330, X0_4 = 2500570*, X4_4 = 911371, X8_4 = 0, X12_4 = 3)
  DebugCommands:
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + IF Character Dead/Alive (Result Condition Group = 10, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 10, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -10, Desired Condition Group State = 1, Target Condition Group = 10)
  - + IF Character Backread Status (Result Condition Group = -10, Target Entity ID = X0_4*, Is Backread = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 11, Desired Condition Group State = 1, Target Condition Group = -10)
  - IF Character Has SpEffect (Result Condition Group = 11, Target Entity ID = 10000, SpEffect ID = 110136, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 12, Desired Condition Group State = 1, Target Condition Group = 11)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -2, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 2, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 2, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity Loaded (Result Condition Group = 2, Target Entity ID = X0_4*, Is Loaded = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Display Miniboss Health Bar (Disabled/Enabled = 1, Entity ID = X0_4*, Slot Number = X8_2, Name ID = X4_4)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 1, Update Frequency = 0)
  - GOTO IF Comparison (Label = 6, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 1)
  - GOTO IF Comparison (Label = 7, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 2)
  - GOTO IF Comparison (Label = 8, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 3)
  - GOTO IF Comparison (Label = 9, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 4)
  - Label 6 ()
  - Set Event Flag (Event Flag ID = 9201, Flag State = 1)
  - GOTO Unconditionally (Label = 10)
  - label 7 ()
  - Set Event Flag (Event Flag ID = 9202, Flag State = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 8 ()
  - Set Event Flag (Event Flag ID = 9203, Flag State = 1)
  - GOTO Unconditionally (Label = 10)
  - Label 9 ()
  - Set Event Flag (Event Flag ID = 9204, Flag State = 1)
  - Label 10 ()
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = X0_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character Backread Status (Result Condition Group = -14, Target Entity ID = X0_4*, Is Backread = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity Loaded (Result Condition Group = -14, Target Entity ID = X0_4*, Is Loaded = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 4, Desired Condition Group State = 1, Target Condition Group = -14)
  - + IF Character Dead/Alive (Result Condition Group = 4, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -4, Desired Condition Group State = 1, Target Condition Group = 4)
  - + IF Character Dead/Alive (Result Condition Group = -4, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -4, Target Entity ID = X0_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Event Flag (Result Condition Group = -4, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9200)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -4)
  - Label 12 ()
  - + Display Miniboss Health Bar (Disabled/Enabled = 0, Entity ID = X0_4*, Slot Number = X8_2, Name ID = X4_4)
  - + Set Network Update Rate (Entity ID = X0_4*, Use Fixed Frequency = 0, Update Frequency = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 1, Left-hand Side = X12_4, Right-hand Side = 4)
  - Set Event Flag (Event Flag ID = 9204, Flag State = 0)
  - GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9200)
  - IF Map Alert Music State (Result Condition Group = 5, Music State = 3, Playing = 0)
  - GOTO IF Condition Group State (Uncompiled) (Label = 11, Desired Condition Group State = 1, Target Condition Group = 5)
  - IF Map Alert Music State (Result Condition Group = -7, Music State = 3, Playing = 0)
  - + IF Character AI State (Result Condition Group = -6, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -6, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 7, Desired Condition Group State = 1, Target Condition Group = -6)
  - + IF Character Dead/Alive (Result Condition Group = 7, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 7, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity Loaded (Result Condition Group = 7, Target Entity ID = X0_4*, Is Loaded = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 7, Target Entity ID = X0_4*, SpEffect ID = 220020, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -7, Desired Condition Group State = 1, Target Condition Group = 7)
  - IF Event Flag (Result Condition Group = -7, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9200)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -7)
  - GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = 9200)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -8, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 8, Desired Condition Group State = 1, Target Condition Group = -8)
  - + IF Character Dead/Alive (Result Condition Group = 8, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 8, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity Loaded (Result Condition Group = 8, Target Entity ID = X0_4*, Is Loaded = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 8, Target Entity ID = X0_4*, SpEffect ID = 220020, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 1, Desired Condition Group State = 1, Target Condition Group = 8)
  - Label 11 ()
  - GOTO IF Comparison (Label = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 1)
  - GOTO IF Comparison (Label = 2, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 2)
  - GOTO IF Comparison (Label = 3, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 3)
  - GOTO IF Comparison (Label = 4, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 4)
  - Label 1 ()
  - Set Event Flag (Event Flag ID = 9201, Flag State = 0)
  - GOTO Unconditionally (Label = 5)
  - Label 2 ()
  - Set Event Flag (Event Flag ID = 9202, Flag State = 0)
  - GOTO Unconditionally (Label = 5)
  - Label 3 ()
  - Set Event Flag (Event Flag ID = 9203, Flag State = 0)
  - GOTO Unconditionally (Label = 5)
  - Label 4 ()
  - Set Event Flag (Event Flag ID = 9204, Flag State = 0)
  - Label 5 ()
  - + IF Character Backread Status (Result Condition Group = 0, Target Entity ID = X0_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005331
  Comment: Minibosses start. Last param is maybe chr
  Template:
  - Type: loc
  DebugInfo:
  - 1000300 (c1070_0000 - Shura Samurai)
  - 1000301 (c1070_0001 - Shura Samurai)
  - 1000330 (c1050_0000 - Shinobi Hunter)
  - 1000353 (c1470_0003 - Lone Shadow)
  - 1100300 (c1020_0000 - Samurai General)
  - 1100301 (c1020_0001 - Samurai General)
  - 1100310 (c5020_0000 - Chained Ogre)
  - 1100330 (c1350_0000 - Headless)
  - 1100480 (c1070_0000 - Shura Samurai)
  - 1110660 (c1340_0000 - Underwater Headless)
  - 1110440 (c1370_0000 - Blazing Bull)
  - 1110504 (c1400_0004 - Fencer)
  - 1110410 (c1020_0000 - Samurai General)
  - 1110316 (c1470_0016 - Lone Shadow)
  - 1110610 (c5020_0000 - Chained Ogre)
  - 1110305 (c1470_0005 - Lone Shadow)
  - 1110511 (c1400_0011 - Fencer)
  - 1120250 (c1020_0001 - Samurai General)
  - 1120300 (c1470_0000 - Lone Shadow)
  - 1120530 (c1021_0002 - Seven Ashina Spears)
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1500690 (c7000_0000 - O'Rin)
  - 1500200 (c1300_0001 - Palace Noble)
  - 1500680 (c1350_0000 - Headless)
  - 1500490 (c1070_0000 - Shura Samurai)
  - 1700500 (c1350_0000 - Headless)
  - 1700425 (c1040_0000 - Centipede Boss)
  - 1700200 (c1191_0000 - Snake Eyes)
  - 1700201 (c1191_0001 - Snake Eyes)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2000279 (c1040_0000 - Centipede Boss)
  - 2000400 (c1130_0000 - Armored Warrior)
  - 2500406 (c1310_0006 - Okami Warrior)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  - 2500550 (c1340_0000 - Underwater Headless)
  - 2500551 (c1340_0001 - Underwater Headless)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  DebugInit:
  - Initialize Common Event (20005331, X0_4 = 11000300, X4_4 = 1000300*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11000301, X4_4 = 1000301*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11000330, X4_4 = 1000330*, X8_4 = 1109393408, X12_4 = 40, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11000353, X4_4 = 1000353*, X8_4 = 1108082688, X12_4 = 35, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11100300, X4_4 = 1100300*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11100301, X4_4 = 1100301*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11100310, X4_4 = 1100310*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11100330, X4_4 = 1100330*, X8_4 = 1106247680, X12_4 = 30, X16_4 = 1092616192, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 11100480, X4_4 = 1100480*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110660, X4_4 = 1110660*, X8_4 = 1106247680, X12_4 = 30, X16_4 = 1073741824, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110440, X4_4 = 1110440*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110504, X4_4 = 1110504*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110410, X4_4 = 1110410*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110316, X4_4 = 1110316*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110620, X4_4 = 1110610*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110305, X4_4 = 1110305*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11110511, X4_4 = 1110511*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11120390, X4_4 = 1120250*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11120450, X4_4 = 1120300*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11120530, X4_4 = 1120530*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11120521, X4_4 = 1120521*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11300200, X4_4 = 1300200*, X8_4 = 1113325568, X12_4 = 55, X16_4 = 1097859072, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 11500690, X4_4 = 1500690*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11500200, X4_4 = 1500200*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1077936128, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11500680, X4_4 = 1500680*, X8_4 = 1106247680, X12_4 = 30, X16_4 = 1084227584, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 11500490, X4_4 = 1500490*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11700500, X4_4 = 1700500*, X8_4 = 1106247680, X12_4 = 30, X16_4 = 1092616192, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 11700425, X4_4 = 1700425*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11700200, X4_4 = 1700200*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11700201, X4_4 = 1700201*, X8_4 = 1117782016, X12_4 = 80, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 11700520, X4_4 = 1700520*, X8_4 = 1113325568, X12_4 = 55, X16_4 = 1092616192, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 12000279, X4_4 = 2000279*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 12000400, X4_4 = 2000400*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 12500406, X4_4 = 2500406*, X8_4 = 1133903872, X12_4 = 300, X16_4 = 1084227584, X20_4 = 0)
  - Initialize Common Event (20005331, X0_4 = 12500580, X4_4 = 2500580*, X8_4 = 1113325568, X12_4 = 55, X16_4 = 1092616192, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 12500550, X4_4 = 2500550*, X8_4 = 1112014848, X12_4 = 50, X16_4 = 1103626240, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 12500550, X4_4 = 2500551*, X8_4 = 1112014848, X12_4 = 50, X16_4 = 1103626240, X20_4 = 1)
  - Initialize Common Event (20005331, X0_4 = 12500570, X4_4 = 2500570*, X8_4 = 1101004800, X12_4 = 20, X16_4 = 1084227584, X20_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - + Request Character AI Command (Entity ID = X4_4*, Command ID = X12_4, Slot Number = 2)
  - SKIP IF Comparison (Number Of Skipped Lines = 2, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X4_4*, SpEffect ID = 220900, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 30200)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 2, Left-hand Side = X20_4, Right-hand Side = 0)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X4_4*, SpEffect ID = 220900, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X4_4*, SpEffect ID = 220900, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = 10000, SpEffect ID = 110015, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 2, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X4_4*, Target Distance = X8_4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 3, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X4_4*, Target Distance = X16_4, Minimum Number of Targets = 1)
  - IF Character Has SpEffect (Result Condition Group = 3, Target Entity ID = 10000, SpEffect ID = 110010, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = 10000, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - + IF Character AI State (Result Condition Group = 5, Target Entity ID = X4_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 5, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 5, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = X4_4*, Target Distance = X8_4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 5)
  - + IF Entity Loaded (Result Condition Group = 6, Target Entity ID = X4_4*, Is Loaded = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 6, Target Entity ID = X4_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 6, Target Entity ID = X4_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 6)
  - + IF Character Has SpEffect (Result Condition Group = 7, Target Entity ID = X4_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -7, Desired Condition Group State = 1, Target Condition Group = 7)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Condition Group (Result Condition Group = -7, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -7)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - + IF Character Dead/Alive (Result Condition Group = 8, Target Entity ID = X4_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - END IF Condition Group State (Uncompiled) (Execution End Type = 0, Desired Condition Group State = 1, Target Condition Group = 8)
  - + IF Character AI State (Result Condition Group = 10, Target Entity ID = X4_4*, AI State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 10, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = X4_4*, Target Distance = X8_4, Minimum Number of Targets = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - + IF Entity Loaded (Result Condition Group = 11, Target Entity ID = X4_4*, Is Loaded = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Backread Status (Result Condition Group = 11, Target Entity ID = X4_4*, Is Backread = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 11)
  - + IF Character Has SpEffect (Result Condition Group = 12, Target Entity ID = X4_4*, SpEffect ID = 9045, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 12, Target Entity ID = X4_4*, SpEffect ID = 220900, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 12)
  - + Force Character Target (Targeter Entity ID = X4_4*, Targeted Entity ID = 10000)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 30200)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 8010)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 220900)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 30200)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 1 ()
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 220900)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005332
  Comment: Force character target if a certain distance away and have speffects
  Template:
  - Type: loc
  DebugInfo:
  - 1000331 (c1050_0001 - Shinobi Hunter)
  - 1000332 (c1050_0002 - Shinobi Hunter)
  - 1000350 (c1470_0000 - Lone Shadow)
  - 1000351 (c1470_0001 - Lone Shadow)
  - 1000352 (c1470_0002 - Lone Shadow)
  - 1000354 (c1470_0004 - Lone Shadow)
  - 1100370 (c1190_0000 - Sunken Valley Clan)
  - 1100424 (c1700_0024 - Red Guard)
  - 1100312 (c5020_0002 - Chained Ogre)
  - 1110411 (c1020_0001 - Samurai General)
  - 1110462 (c1050_0002 - Shinobi Hunter)
  - 1110300 (c1470_0000 - Lone Shadow)
  - 1110302 (c1470_0002 - Lone Shadow)
  - 1110303 (c1470_0003 - Lone Shadow)
  - 1110312 (c1470_0012 - Lone Shadow)
  - 1110317 (c1470_0017 - Lone Shadow)
  - 1110318 (c1470_0018 - Lone Shadow)
  - 1110319 (c1470_0019 - Lone Shadow)
  - 1110321 (c1470_0021 - Lone Shadow)
  - 1110322 (c1470_0022 - Lone Shadow)
  - 1110323 (c1470_0023 - Lone Shadow)
  - 1110412 (c1020_0002 - Samurai General)
  - 1110413 (c1020_0003 - Samurai General)
  - 1110460 (c1050_0000 - Shinobi Hunter)
  - 1110304 (c1470_0004 - Lone Shadow)
  - 1110461 (c1050_0001 - Shinobi Hunter)
  - 1110466 (c1250_0015 - Valley Monkey)
  - 1110467 (c1250_0016 - Valley Monkey)
  - 1110379 (c1700_0029 - Red Guard)
  - 1110308 (c1470_0008 - Lone Shadow)
  - 1110309 (c1470_0009 - Lone Shadow)
  - 1110310 (c1470_0010 - Lone Shadow)
  - 1110324 (c1470_0024 - Lone Shadow)
  - 1110326 (c1470_0026 - Lone Shadow)
  - 1110414 (c1020_0004 - Samurai General)
  - 1110415 (c1020_0005 - Samurai General)
  - 1120510 (c1020_0000 - Samurai General)
  - 1300723 (c7410_0001 - Jinzaemon Kumano - not random)
  - 1300724 (c7490_0001 - Doujun - not random)
  - 1300727 (c7470_0001 - Kotaro - not random)
  - 1500636 (c1191_0000 - Snake Eyes)
  - 1500637 (c1191_0001 - Snake Eyes)
  - 1500638 (c1191_0002 - Snake Eyes)
  - 1500616 (c1400_0001 - Fencer)
  - 1500495 (c1470_0000 - Lone Shadow)
  - 1700350 (c1250_0007 - Valley Monkey)
  - 1700351 (c1250_0052 - Valley Monkey)
  - 2000466 (c1060_0002 - Spear Adept)
  - 2000467 (c1060_0003 - Spear Adept)
  - 2000468 (c1060_0004 - Spear Adept)
  - 2000650 (c1060_0000 - Spear Adept)
  - 2000651 (c1060_0005 - Spear Adept)
  - 2500401 (c1310_0001 - Okami Warrior)
  - 2500414 (c1310_0014 - Okami Warrior)
  - 2500428 (c1310_0028 - Okami Warrior)
  - 2500440 (c1310_0040 - Okami Warrior)
  - 2500441 (c1310_0041 - Okami Warrior)
  - 2500443 (c1310_0043 - Okami Warrior)
  - 2500450 (c1310_0050 - Okami Warrior)
  - 2500451 (c1310_0051 - Okami Warrior)
  DebugInit:
  - Initialize Common Event (20005332, X0_4 = 1000331*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1000332*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1000350*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1000351*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1000352*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1000354*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1100370*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1100424*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1100312*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110411*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110462*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110300*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110302*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110303*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110312*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110317*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110318*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110319*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110321*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110322*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110323*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110412*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110413*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110460*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110304*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110461*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110466*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110467*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110379*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110308*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110309*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110310*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110324*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110326*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110414*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1110415*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1120510*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1300723*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1300724*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1300727*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1500636*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1500637*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1500638*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1500616*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1500495*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1700350*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 1700351*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2000466*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2000467*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2000468*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2000650*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2000651*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500401*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500414*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500428*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500440*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500441*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500443*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500450*, X4_4 = 1101004800)
  - Initialize Common Event (20005332, X0_4 = 2500451*, X4_4 = 1101004800)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 220900, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 1, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = 10000, SpEffect ID = 110015, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 1, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X0_4*, Target Distance = X4_4, Minimum Number of Targets = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Force Character Target (Targeter Entity ID = X0_4*, Targeted Entity ID = 10000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005340
  Comment: Common enemy, award item on death
  Template:
  - Type: loc
  DebugInfo:
  - 1000450 (c1320_0000 - Treasure Carp - not random)
  - 1000451 (c1320_0001 - Treasure Carp - not random)
  - 1000452 (c1320_0002 - Treasure Carp - not random)
  - 1000453 (c1320_0003 - Treasure Carp - not random)
  - 1000459 (c1320_0009 - Treasure Carp - not random)
  - 1000460 (c1320_0010 - Treasure Carp - not random)
  - 1000300 (c1070_0000 - Shura Samurai)
  - 1000301 (c1070_0001 - Shura Samurai)
  - 1000330 (c1050_0000 - Shinobi Hunter)
  - group 1005331 [1000331 (c1050_0001 - Shinobi Hunter), 1000332 (c1050_0002 - Shinobi Hunter)]
  - 1000350 (c1470_0000 - Lone Shadow)
  - 1000353 (c1470_0003 - Lone Shadow)
  - 1100300 (c1020_0000 - Samurai General)
  - 1100301 (c1020_0001 - Samurai General)
  - 1100310 (c5020_0000 - Chained Ogre)
  - 1100450 (c1360_0000 - Assassin (Senpou))
  - 1100370 (c1190_0000 - Sunken Valley Clan)
  - 1100330 (c1350_0000 - Headless)
  - 1100480 (c1070_0000 - Shura Samurai)
  - 1110440 (c1370_0000 - Blazing Bull)
  - 1110504 (c1400_0004 - Fencer)
  - 1110410 (c1020_0000 - Samurai General)
  - 1110610 (c5020_0000 - Chained Ogre)
  - 1110316 (c1470_0016 - Lone Shadow)
  - 1110305 (c1470_0005 - Lone Shadow)
  - 1110660 (c1340_0000 - Underwater Headless)
  - 1110511 (c1400_0011 - Fencer)
  - 1110432 (c1180_0002 - Taro Troop)
  - 1110433 (c1180_0003 - Taro Troop)
  - 1110225 (c1010_0035 - Ashina Soldier)
  - 1110460 (c1050_0000 - Shinobi Hunter)
  - 1110461 (c1050_0001 - Shinobi Hunter)
  - 1110462 (c1050_0002 - Shinobi Hunter)
  - 1110640 (c1360_0000 - Assassin (Senpou))
  - group 1115250 [1110466 (c1250_0015 - Valley Monkey), 1110467 (c1250_0016 - Valley Monkey)]
  - 1110650 (c1320_0000 - Treasure Carp - not random)
  - 1120250 (c1020_0001 - Samurai General)
  - 1120530 (c1021_0002 - Seven Ashina Spears)
  - 1120521 (c1021_0001 - Seven Ashina Spears)
  - 1120300 (c1470_0000 - Lone Shadow)
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1500495 (c1470_0000 - Lone Shadow)
  - 1500200 (c1300_0001 - Palace Noble)
  - 1500680 (c1350_0000 - Headless)
  - 1500490 (c1070_0000 - Shura Samurai)
  - 1500460 (c1320_0000 - Treasure Carp - not random)
  - 1500562 (c1320_0021 - Treasure Carp - not random)
  - 1700200 (c1191_0000 - Snake Eyes)
  - 1700201 (c1191_0001 - Snake Eyes)
  - 1700500 (c1350_0000 - Headless)
  - 1700425 (c1040_0000 - Centipede Boss)
  - 1700350 (c1250_0007 - Valley Monkey)
  - 1700351 (c1250_0052 - Valley Monkey)
  - group 1705299 [1700310 (c1250_0005 - Valley Monkey), 1700311 (c1250_0008 - Valley Monkey), 1700312 (c1250_0009 - Valley Monkey), 1700313 (c1250_0010 - Valley Monkey), 1700316 (c1250_0012 - Valley Monkey), 1700317 (c1250_0014 - Valley Monkey), 1700318 (c1250_0015 - Valley Monkey), 1700319 (c1250_0016 - Valley Monkey), 1700320 (c1250_0017 - Valley Monkey), 1700321 (c1250_0019 - Valley Monkey), 1700314 (c1250_0020 - Valley Monkey), 1700322 (c1250_0022 - Valley Monkey), 1700323 (c1250_0023 - Valley Monkey), 1700315 (c1250_0024 - Valley Monkey), 1700324 (c1250_0025 - Valley Monkey), 1700325 (c1250_0032 - Valley Monkey), 1700326 (c1250_0033 - Valley Monkey), 1700327 (c1250_0034 - Valley Monkey), 1700328 (c1250_0035 - Valley Monkey), 1700329 (c1250_0036 - Valley Monkey), 1700333 (c1250_0037 - Valley Monkey), 1700334 (c1250_0045 - Valley Monkey)]
  - 1700670 (c1500_0008 - Mibu Villager)
  - 1700450 (c1320_0000 - Treasure Carp - not random)
  - 1700451 (c1320_0001 - Treasure Carp - not random)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2000650 (c1060_0000 - Spear Adept)
  - 2000670 (c1180_0000 - Taro Troop)
  - 2000279 (c1040_0000 - Centipede Boss)
  - 2000690 (c1320_0000 - Treasure Carp - not random)
  - 2000691 (c1320_0001 - Treasure Carp - not random)
  - 2500401 (c1310_0001 - Okami Warrior)
  - 2500406 (c1310_0006 - Okami Warrior)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  - 2500550 (c1340_0000 - Underwater Headless)
  - 2500570 (c1380_0000 - Sakura Bull of the Palace)
  - 2500600 (c1320_0000 - Treasure Carp - not random)
  - 2500601 (c1320_0001 - Treasure Carp - not random)
  - 2500602 (c1320_0002 - Treasure Carp - not random)
  - 2500611 (c1320_0011 - Treasure Carp - not random)
  - 2500612 (c1320_0012 - Treasure Carp - not random)
  - 2500613 (c1320_0013 - Treasure Carp - not random)
  - 2500617 (c1320_0017 - Treasure Carp - not random)
  DebugInit:
  - Initialize Common Event (20005340, X0_4 = 11000450, X4_4 = 1000450*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000451, X4_4 = 1000451*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000452, X4_4 = 1000452*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000453, X4_4 = 1000453*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000459, X4_4 = 1000459*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000460, X4_4 = 1000460*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000300, X4_4 = 1000300*, X8_4 = 6764, X12_4 = 10700000, X16_4 = 10700005, X20_4 = 0, X24_4 = 8304, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11007300)
  - Initialize Common Event (20005340, X0_4 = 11000301, X4_4 = 1000301*, X8_4 = 6782, X12_4 = 10700100, X16_4 = 10700105, X20_4 = 8304, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11007301)
  - Initialize Common Event (20005340, X0_4 = 11000330, X4_4 = 1000330*, X8_4 = 6763, X12_4 = 10500000, X16_4 = 10500005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11007330)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1005331*, X8_4 = 51000930, X12_4 = 10500100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1000350*, X8_4 = 51000940, X12_4 = 14703000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11000353, X4_4 = 1000353*, X8_4 = 6781, X12_4 = 14703100, X16_4 = 14703105, X20_4 = 8304, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11007353)
  - Initialize Common Event (20005340, X0_4 = 11100300, X4_4 = 1100300*, X8_4 = 6760, X12_4 = 10200000, X16_4 = 10200005, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107300)
  - Initialize Common Event (20005340, X0_4 = 11100301, X4_4 = 1100301*, X8_4 = 6762, X12_4 = 10200100, X16_4 = 10200105, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107301)
  - Initialize Common Event (20005340, X0_4 = 11100310, X4_4 = 1100310*, X8_4 = 6761, X12_4 = 50201000, X16_4 = 50201005, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107310)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1100450*, X8_4 = 51100930, X12_4 = 13604000, X16_4 = 0, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1100370*, X8_4 = 51100940, X12_4 = 11902000, X16_4 = 0, X20_4 = 0, X24_4 = 8302, X28_4 = 8310, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11100330, X4_4 = 1100330*, X8_4 = 51100950, X12_4 = 13501000, X16_4 = 13501005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11107330)
  - Initialize Common Event (20005340, X0_4 = 11100480, X4_4 = 1100480*, X8_4 = 6787, X12_4 = 10701000, X16_4 = 10701005, X20_4 = 8302, X24_4 = 8310, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11107480)
  - Initialize Common Event (20005340, X0_4 = 11110440, X4_4 = 1110440*, X8_4 = 6765, X12_4 = 13700000, X16_4 = 13700005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11110504, X4_4 = 1110504*, X8_4 = 6767, X12_4 = 14000000, X16_4 = 14000005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11117504)
  - Initialize Common Event (20005340, X0_4 = 11110410, X4_4 = 1110410*, X8_4 = 6766, X12_4 = 10202000, X16_4 = 10202005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11117410)
  - Initialize Common Event (20005340, X0_4 = 11110620, X4_4 = 1110610*, X8_4 = 6778, X12_4 = 50200000, X16_4 = 50200005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117620)
  - Initialize Common Event (20005340, X0_4 = 11110316, X4_4 = 1110316*, X8_4 = 6780, X12_4 = 14701000, X16_4 = 14701005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117316)
  - Initialize Common Event (20005340, X0_4 = 11110305, X4_4 = 1110305*, X8_4 = 6779, X12_4 = 14700000, X16_4 = 14700005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117305)
  - Initialize Common Event (20005340, X0_4 = 11110660, X4_4 = 1110660*, X8_4 = 51110973, X12_4 = 13400000, X16_4 = 13400005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11110511, X4_4 = 1110511*, X8_4 = 6785, X12_4 = 14001000, X16_4 = 14001005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11117511)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110432*, X8_4 = 51110972, X12_4 = 11801000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110433*, X8_4 = 51110972, X12_4 = 11801000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110225*, X8_4 = 51110978, X12_4 = 10101400, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110460*, X8_4 = 51110971, X12_4 = 10501100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110461*, X8_4 = 51110971, X12_4 = 10501100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110462*, X8_4 = 51110971, X12_4 = 10501100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1110640*, X8_4 = 51110975, X12_4 = 13605100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1115250*, X8_4 = 51110986, X12_4 = 12504000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11110652, X4_4 = 1110650*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11120390, X4_4 = 1120250*, X8_4 = 51112920, X12_4 = 10203000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11127390)
  - Initialize Common Event (20005340, X0_4 = 11120530, X4_4 = 1120530*, X8_4 = 6769, X12_4 = 10212000, X16_4 = 10212005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11127530)
  - Initialize Common Event (20005340, X0_4 = 11120521, X4_4 = 1120521*, X8_4 = 6786, X12_4 = 10212100, X16_4 = 10212105, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843008, X40_4 = 11127521)
  - Initialize Common Event (20005340, X0_4 = 11120450, X4_4 = 1120300*, X8_4 = 6770, X12_4 = 14702000, X16_4 = 14702005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11127450)
  - Initialize Common Event (20005340, X0_4 = 11300200, X4_4 = 1300200*, X8_4 = 51300910, X12_4 = 10800000, X16_4 = 10800005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11307200)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1500495*, X8_4 = 51500940, X12_4 = 14704000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11500200, X4_4 = 1500200*, X8_4 = 51500900, X12_4 = 13001000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507200)
  - Initialize Common Event (20005340, X0_4 = 11500680, X4_4 = 1500680*, X8_4 = 51500910, X12_4 = 13500000, X16_4 = 13500005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507680)
  - Initialize Common Event (20005340, X0_4 = 11500490, X4_4 = 1500490*, X8_4 = 6776, X12_4 = 10702000, X16_4 = 10702005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507490)
  - Initialize Common Event (20005340, X0_4 = 11500460, X4_4 = 1500460*, X8_4 = 0, X12_4 = 13200100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507460)
  - Initialize Common Event (20005340, X0_4 = 11500562, X4_4 = 1500562*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11507562)
  - Initialize Common Event (20005340, X0_4 = 11700200, X4_4 = 1700200*, X8_4 = 6773, X12_4 = 11900000, X16_4 = 11900005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707200)
  - Initialize Common Event (20005340, X0_4 = 11700201, X4_4 = 1700201*, X8_4 = 6775, X12_4 = 11901100, X16_4 = 11901105, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707201)
  - Initialize Common Event (20005340, X0_4 = 11700500, X4_4 = 1700500*, X8_4 = 51700990, X12_4 = 13502000, X16_4 = 13502005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707500)
  - Initialize Common Event (20005340, X0_4 = 11700425, X4_4 = 1700425*, X8_4 = 6774, X12_4 = 10401100, X16_4 = 10401105, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707425)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1700350*, X8_4 = 51700931, X12_4 = 12500000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1700351*, X8_4 = 51700935, X12_4 = 12500005, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 1705299*, X8_4 = 51700670, X12_4 = 1700670*, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 11700450, X4_4 = 1700450*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707450)
  - Initialize Common Event (20005340, X0_4 = 11700451, X4_4 = 1700451*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707451)
  - Initialize Common Event (20005340, X0_4 = 11700520, X4_4 = 1700520*, X8_4 = 6743, X12_4 = 10802000, X16_4 = 10802005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 11707520)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 2000650*, X8_4 = 52000900, X12_4 = 10600000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 2000670*, X8_4 = 52000930, X12_4 = 11802000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 12000279, X4_4 = 2000279*, X8_4 = 6772, X12_4 = 10400000, X16_4 = 10400005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007279)
  - Initialize Common Event (20005340, X0_4 = 12000690, X4_4 = 2000690*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007690)
  - Initialize Common Event (20005340, X0_4 = 12000691, X4_4 = 2000691*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007691)
  - Initialize Common Event (20005340, X0_4 = 0, X4_4 = 2500401*, X8_4 = 52500950, X12_4 = 13100100, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 0)
  - Initialize Common Event (20005340, X0_4 = 12500406, X4_4 = 2500406*, X8_4 = 6784, X12_4 = 13100000, X16_4 = 13100005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507406)
  - Initialize Common Event (20005340, X0_4 = 12500580, X4_4 = 2500580*, X8_4 = 52500930, X12_4 = 10801000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507580)
  - Initialize Common Event (20005340, X0_4 = 12500550, X4_4 = 2500550*, X8_4 = 52500940, X12_4 = 13401000, X16_4 = 13401005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507550)
  - Initialize Common Event (20005340, X0_4 = 12500570, X4_4 = 2500570*, X8_4 = 6783, X12_4 = 13800000, X16_4 = 13800005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507570)
  - Initialize Common Event (20005340, X0_4 = 12500610, X4_4 = 2500600*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507610)
  - Initialize Common Event (20005340, X0_4 = 12500611, X4_4 = 2500601*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507611)
  - Initialize Common Event (20005340, X0_4 = 12500612, X4_4 = 2500602*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507612)
  - Initialize Common Event (20005340, X0_4 = 12500621, X4_4 = 2500611*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507621)
  - Initialize Common Event (20005340, X0_4 = 12500622, X4_4 = 2500612*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507622)
  - Initialize Common Event (20005340, X0_4 = 12500623, X4_4 = 2500613*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507623)
  - Initialize Common Event (20005340, X0_4 = 12500627, X4_4 = 2500617*, X8_4 = 0, X12_4 = 13200000, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12507627)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X40_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X36_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X37_1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X38_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X39_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - + IF Character HP Ratio New (Result Condition Group = 15, Character Entity ID = X4_4*, Comparison Type = 0, Target Amount = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Other) (Result Condition Group = 15, Target Entity ID = X4_4*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character DrawGroup State (Result Condition Group = -5, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 1)
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 1, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 3)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + Award Items (Including Clients) (Item Lot ID = X12_4*)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 2 ()
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 2, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - Label 5 ()
  - + Force Character Death (Entity ID = X4_4*, Should Receive Souls = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 12, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4*, Right-hand Side = 0)
  - + Award Items (Including Clients) (Item Lot ID = X12_4*)
  - GOTO Unconditionally (Label = 12)
  - Label 11 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 12 ()
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
- ID: 20005341
  Comment: Special to Armored Warrior, award item on death
  Template:
  - Type: loc
  DebugInfo:
  - 2000400 (c1130_0000 - Armored Warrior)
  DebugInit:
  - Initialize Common Event (20005341, X0_4 = 12000400, X4_4 = 2000400*, X8_4 = 6771, X12_4 = 11300000, X16_4 = 11300005, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 16843009, X40_4 = 12007400, X44_4 = 1090519040)
  DebugCommands:
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 0)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 5, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X40_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Parameter Comparison (Result Condition Group = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X36_1, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X37_1, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X38_1, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -1, Desired Flag State = X39_1, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Condition Group State (Uncompiled) (Number Of Skipped Lines = 3, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Change Character Enable State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Animation State (Entity ID = X4_4*, Disabled/Enabled = 1)
  - + Set Character Backread State (Entity ID = X4_4*, Removed = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Set SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X20_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X24_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X24_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X28_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X28_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Event Flag (Result Condition Group = -15, Desired Flag State = 2, Target Event Flag Type = 0, Target Event Flag ID = X32_4)
  - + IF Character HP Ratio New (Result Condition Group = 15, Character Entity ID = X4_4*, Comparison Type = 0, Target Amount = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Other) (Result Condition Group = 15, Target Entity ID = X4_4*, Comparison Type = 0, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -15, Desired Condition Group State = 1, Target Condition Group = 15)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -15)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - + Clear SpEffect (Entity ID = X4_4*, SpEffect ID = 4800)
  - + IF Character Has SpEffect (Result Condition Group = -5, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character DrawGroup State (Result Condition Group = -5, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -5)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X40_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = X44_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 1, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X12_4)
  - GOTO Unconditionally (Label = 2)
  - Label 1 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 2 ()
  - + SKIP IF Character Has SpEffect (Number Of Skipped Lines = 2, Target Entity ID = X4_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - END Unconditionally (Execution End Type = 0)
  - + IF Character DrawGroup State (Result Condition Group = 0, Target Character Entity ID = X4_4*, Inside DrawGroup = 1, Comparison Type = 0, Number of Target Characters = 1)
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
  - Label 5 ()
  - + Force Character Death (Entity ID = X4_4*, Should Receive Souls = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 12, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2.8)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X0_4, Right-hand Side = 0)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X8_4, Right-hand Side = 0)
  - GOTO IF Event Flag (Label = 11, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X8_4)
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X12_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X12_4)
  - GOTO Unconditionally (Label = 12)
  - Label 11 ()
  - SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = X16_4, Right-hand Side = 0)
  - Award Items (Including Clients) (Item Lot ID = X16_4)
  - Label 12 ()
  - Set Event Flag (Event Flag ID = X40_4, Flag State = 0)
- ID: 20005380
  Comment: Setting backread for enemies based on entering/exiting region/maps
  Template:
  - Type: loc
  DebugInfo:
  - 1100390 (c1000_0000 - Invisible - not random)
  - region 1102390 (event_敵の巡回開始_旧見張り番広場)
  - 1100208 (c1010_0008 - Ashina Soldier)
  - 1100209 (c1010_0009 - Ashina Soldier)
  - 1100215 (c1010_0015 - Ashina Soldier)
  - 1100233 (c1010_0033 - Ashina Soldier)
  - 1100235 (c1010_0035 - Ashina Soldier)
  - 1100236 (c1010_0036 - Ashina Soldier)
  - 1100238 (c1010_0038 - Ashina Soldier)
  DebugInit:
  - Initialize Common Event (20005380, X0_4 = 1100390*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100208*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100209*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100215*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100231, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100233*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100235*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100236*, X4_4 = 1102390*, X8_4 = 11)
  - Initialize Common Event (20005380, X0_4 = 1100238*, X4_4 = 1102390*, X8_4 = 11)
  DebugCommands:
  - Set Network Sync State (Disabled/Enabled = 0)
  - + IF Character Dead/Alive (Result Condition Group = 15, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - + IF In/Outside Area (Result Condition Group = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - IF Player In/Out Map (Result Condition Group = 1, Should Player Be Inside = 1, Area ID = X8_1, Block ID = X9_1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set Character Default Backread State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - IF Player In/Out Map (Result Condition Group = -1, Should Player Be Inside = 0, Area ID = X8_1, Block ID = X9_1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set Character Default Backread State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Set Character Default Backread State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005400
  Comment: Creating NPC parts which are breakable by prosthetic tools
  Template:
  - Type: chrpart
  DebugInfo:
  - 1000208 (c1550_0008 - Bandit)
  - 1000209 (c1550_0009 - Bandit)
  - 1000215 (c1550_0015 - Bandit)
  - 1000216 (c1550_0016 - Bandit)
  - 1000252 (c1550_0052 - Bandit)
  - 1000253 (c1550_0053 - Bandit)
  - 1110647 (c1360_0003 - Assassin (Senpou))
  - 1110640 (c1360_0000 - Assassin (Senpou))
  - 1110646 (c1360_0002 - Assassin (Senpou))
  - 1120426 (c1360_0006 - Assassin (Senpou))
  - 2000390 (c1550_0000 - Bandit)
  - 2000241 (c1360_0012 - Assassin (Senpou))
  DebugInit:
  - Initialize Common Event (20005400, X0_4 = 1000208*, X4_4 = 1000, X8_4 = 1000, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1000209*, X4_4 = 1001, X8_4 = 1001, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1000215*, X4_4 = 1002, X8_4 = 1002, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1000216*, X4_4 = 1003, X8_4 = 1003, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1000252*, X4_4 = 1004, X8_4 = 1004, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1000253*, X4_4 = 1005, X8_4 = 1005, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1110647*, X4_4 = 1112, X8_4 = 1112, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1110640*, X4_4 = 1110, X8_4 = 1110, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1110646*, X4_4 = 1111, X8_4 = 1111, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 1120426*, X4_4 = 1120, X8_4 = 1120, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 2000390*, X4_4 = 2000, X8_4 = 2000, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005400, X0_4 = 2000241*, X4_4 = 2001, X8_4 = 2001, X12_4 = 1, X16_4 = 20038, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  DebugCommands:
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = X12_4, Damage Correction = 1, Body Damage Compensation = 0, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part Damaging Prosthetic (Character Entity ID = X0_4*, NPC Part ID = X4_2, Part-Damaging Prosthetic = 6)
  - GOTO IF Comparison (Label = 0, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = X0_4*, NPC Part ID = X8_4, HP Threshold = X24_4, Comparison Type = 5)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = X28_1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = X29_1, Switch Type = 1)
  - Label 0 ()
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = X0_4*, NPC Part ID = X8_4, HP Threshold = 0, Comparison Type = 5)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X16_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220063)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230300)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230301)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = 999999999, Damage Correction = 1, Body Damage Compensation = 0, Is Invincible = 1, Start In Stopped State = 0)
- ID: 20005401
  Comment: NPC part for greatshield taro troop
  Template:
  - Type: chrpart
  DebugInfo:
  - 1000361 (c1180_0001 - Taro Troop)
  - 2000670 (c1180_0000 - Taro Troop)
  DebugInit:
  - Initialize Common Event (20005401, X0_4 = 1000361*, X4_4 = 1006, X8_4 = 1006, X12_4 = 1, X16_4 = 20038, X20_4 = 1283)
  - Initialize Common Event (20005401, X0_4 = 2000670*, X4_4 = 2002, X8_4 = 2002, X12_4 = 1, X16_4 = 20038, X20_4 = 1283)
  DebugCommands:
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = X12_4, Damage Correction = 1, Body Damage Compensation = 0, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part Damaging Prosthetic (Character Entity ID = X0_4*, NPC Part ID = X4_2, Part-Damaging Prosthetic = 6)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = X0_4*, NPC Part ID = X8_4, HP Threshold = 0, Comparison Type = 5)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 3118101, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = X20_1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = X21_1, Switch Type = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3118101)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X16_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220063)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230300)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230301)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = 999999999, Damage Correction = 1, Body Damage Compensation = 0, Is Invincible = 1, Start In Stopped State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005410
  Comment: NPC part for Taro troops with poor-fitting armor
  Template:
  - Type: chrpart
  DebugInfo:
  - 1000363 (c1180_0003 - Taro Troop)
  - 1110432 (c1180_0002 - Taro Troop)
  - 1110433 (c1180_0003 - Taro Troop)
  - 1110435 (c1180_0005 - Taro Troop)
  DebugInit:
  - Initialize Common Event (20005410, X0_4 = 1000363*, X4_4 = 1007, X8_4 = 1007, X12_4 = 1, X16_4 = 20039, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005410, X0_4 = 1110432*, X4_4 = 1113, X8_4 = 1113, X12_4 = 1, X16_4 = 20039, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005410, X0_4 = 1110433*, X4_4 = 1115, X8_4 = 1115, X12_4 = 1, X16_4 = 20039, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  - Initialize Common Event (20005410, X0_4 = 1110435*, X4_4 = 1114, X8_4 = 1114, X12_4 = 1, X16_4 = 20039, X20_4 = 0, X24_4 = 0, X28_4 = 0)
  DebugCommands:
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 2, NPC Part HP = X12_4, Damage Correction = 1, Body Damage Compensation = 0.7, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part Damaging Prosthetic (Character Entity ID = X0_4*, NPC Part ID = X4_2, Part-Damaging Prosthetic = 11)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220061)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220062)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 400250)
  - GOTO IF Comparison (Label = 0, Comparison Type = 0, Left-hand Side = X20_4, Right-hand Side = 0)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = X0_4*, NPC Part ID = X8_4, HP Threshold = X24_4, Comparison Type = 5)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = X28_1, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = X29_1, Switch Type = 1)
  - Label 0 ()
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = X0_4*, NPC Part ID = X8_4, HP Threshold = 0, Comparison Type = 5)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = X16_4, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220061)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220062)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 400250)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230400)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230401)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 2, NPC Part HP = 999999999, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005411
  Comment: NPC part for Shigekichi
  Template:
  - Type: chrpart
  DebugInfo:
  - 1100480 (c1070_0000 - Shura Samurai)
  DebugInit:
  - Initialize Common Event (20005411, X0_4 = 1100480*, X4_4 = 1100, X8_4 = 1100, X12_4 = 1)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = 2, Target Entity ID = X0_4*, SpEffect ID = 230410, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 1, Desired Condition Group State = 1, Target Condition Group = 2)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220061)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 220062)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 400250)
  - Label 1 ()
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 2, NPC Part HP = X12_4, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Set NPC Part Damaging Prosthetic (Character Entity ID = X0_4*, NPC Part ID = X4_2, Part-Damaging Prosthetic = 11)
  - + IF NPC Part HP (Result Condition Group = 0, Target Entity ID = X0_4*, NPC Part ID = X8_4, HP Threshold = 0, Comparison Type = 5)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20039, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - WAIT Fixed Time (Frames) (Number Of Frames = 14)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 230410, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 21, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 24, Switch Type = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230410)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 101, Behavior ID = 210700920, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 101, Behavior ID = 210700921, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 6, Behavior ID = 210700930, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 20, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 21, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 22, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 23, Switch Type = 0)
  - + Change Character DispMask (Entity ID = X0_4*, Bit Number = 24, Switch Type = 0)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220061)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 220062)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 400250)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230400)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 230401)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 2, NPC Part HP = 999999999, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - END Unconditionally (Execution End Type = 0)
- ID: 20005420
  Comment: Tutorial text for deathblows on either Butterfly or Gyoubu
  Template:
  - Type: loc
  DebugInfo:
  - 1000810 (c5090_0001 - Lady Butterfly)
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  DebugInit:
  - Initialize Common Event (20005420, X0_4 = 6290, X4_4 = 1006290, X8_4 = 1000810*)
  - Initialize Common Event (20005420, X0_4 = 6290, X4_4 = 1106290, X8_4 = 1100800*)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X8_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X8_4*, SpEffect ID = 385000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Show Small Hint Box (Hint Box ID = X4_4, Message ID = 10021520)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = X8_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X8_4*, SpEffect ID = 385000, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - Remove Hint Box (Hint Box ID = X4_4)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
- ID: 20005421
  Comment: Some event for a tutorial
  Template:
  - Type: loc
  DebugInfo:
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 2000466 (c1060_0002 - Spear Adept)
  - 2000467 (c1060_0003 - Spear Adept)
  - 2000650 (c1060_0000 - Spear Adept)
  DebugInit:
  - Initialize Common Event (20005421, X0_4 = 6291, X4_4 = 1306291, X8_4 = 1300200*, X12_4 = 0, X16_4 = 0, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  - Initialize Common Event (20005421, X0_4 = 6291, X4_4 = 2006291, X8_4 = 2000466*, X12_4 = 2000467*, X16_4 = 2000650*, X20_4 = 0, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  DebugCommands:
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - + IF Character AI State (Result Condition Group = 1, Target Entity ID = X8_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X8_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X24_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 2, Target Entity ID = X12_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 2, Target Entity ID = X12_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 2)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X28_4, Right-hand Side = 0)
  - + IF Character AI State (Result Condition Group = 3, Target Entity ID = X16_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Dead/Alive (Result Condition Group = 3, Target Entity ID = X16_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 3)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X32_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 4, Target Entity ID = X20_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 4, Target Entity ID = X20_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 4)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X36_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 5, Target Entity ID = X24_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 5, Target Entity ID = X24_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 5)
  - SKIP IF Comparison (Number Of Skipped Lines = 3, Comparison Type = 5, Left-hand Side = X40_4, Right-hand Side = 0)
  - IF Character AI State (Result Condition Group = 6, Target Entity ID = X28_4, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Dead/Alive (Result Condition Group = 6, Target Entity ID = X28_4, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 6)
  - IF Condition Group (Result Condition Group = 15, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Player Has/Doesn't Have Item (Result Condition Group = 15, Item Type = 3, Item ID = 2450, Desired Possession State = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 15)
  - END IF Event Flag (Execution End Type = 0, Desired Flag State = 1, Target Event Flag Type = 0, Target Event Flag ID = X0_4)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - Show Hint Box (Hint Box ID = X4_4, Title Message ID = 10020120, Body Message ID = 10020121)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 5)
  - Remove Hint Box (Hint Box ID = X4_4)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
- ID: 20005430
  Comment: Headless event
  Template:
  - Type: chrpart
  DebugInfo:
  - 1100330 (c1350_0000 - Headless)
  - 1500680 (c1350_0000 - Headless)
  - 1700500 (c1350_0000 - Headless)
  DebugInit:
  - Initialize Common Event (20005430, X0_4 = 1100330*, X4_4 = 327750536, X8_4 = 327881610)
  - Initialize Common Event (20005430, X0_4 = 1500680*, X4_4 = 329061276, X8_4 = 329192350)
  - Initialize Common Event (20005430, X0_4 = 1700500*, X4_4 = 330372016, X8_4 = 330503090)
  DebugCommands:
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X6_2, NPC Part Group IDx = 2, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X8_2, NPC Part Group IDx = 3, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X10_2, NPC Part Group IDx = 4, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
- ID: 20005431
  Comment: Headless event, controls slow walk
  Template:
  - Type: chr
  DebugInfo:
  - 1100330 (c1350_0000 - Headless)
  - 1500680 (c1350_0000 - Headless)
  - 1700500 (c1350_0000 - Headless)
  DebugInit:
  - Initialize Common Event (20005431, X0_4 = 1100330*)
  - Initialize Common Event (20005431, X0_4 = 1500680*)
  - Initialize Common Event (20005431, X0_4 = 1700500*)
  DebugCommands:
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character AI State (Result Condition Group = -1, Target Entity ID = X0_4*, AI State = 3, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - + IF Character Dead/Alive (Result Condition Group = 1, Target Entity ID = X0_4*, Desired Life State = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 1)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3135000, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 0, Slot Number = 1)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = X0_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X0_4*, Dummypoly ID = 40, Behavior ID = 213500310, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3135000)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 10)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005432
  Comment: Headless event
  Template:
  - Type: chr
  DebugInfo:
  - 1100330 (c1350_0000 - Headless)
  - 1500680 (c1350_0000 - Headless)
  - 1700500 (c1350_0000 - Headless)
  DebugInit:
  - Initialize Common Event (20005432, X0_4 = 1100330*, X4_4 = 5000, X8_4 = 5001, X12_4 = 5002, X16_4 = 5003)
  - Initialize Common Event (20005432, X0_4 = 1500680*, X4_4 = 5020, X8_4 = 5021, X12_4 = 5022, X16_4 = 5023)
  - Initialize Common Event (20005432, X0_4 = 1700500*, X4_4 = 5040, X8_4 = 5041, X12_4 = 5042, X16_4 = 5043)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230645, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230646, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5301)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5305)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X8_4, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X12_4, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X16_4, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230645, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230646, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 5305)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 5301)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X8_4, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X12_4, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X16_4, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005433
  Comment: Headless warping event, but based on player area. Right now dist replace is not possible on common events, but do this eventually.
  Template:
  - Type: chr
  DebugInfo:
  - 1100330 (c1350_0000 - Headless)
  - region 1102331 (event_首なし_第一首塚_戦闘領域)
  - 1500680 (c1350_0000 - Headless)
  - region 1502410 (Event_Composite：首なし用領域)
  - 1700500 (c1350_0000 - Headless)
  - region 1702206 (Event_首なし戦闘領域_ワープ可能複合領域)
  DebugInit:
  - Initialize Common Event (20005433, X0_4 = 1100330*, X4_4 = 1102331*)
  - Initialize Common Event (20005433, X0_4 = 1500680*, X4_4 = 1502410*)
  - Initialize Common Event (20005433, X0_4 = 1700500*, X4_4 = 1702206*)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3135010, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3135500)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = X0_4*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = 10000, SpEffect ID = 9481, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF In/Outside Area (Result Condition Group = -1, Desired State = 0, Target Entity ID = 10000, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - IF Player Swim State (Result Condition Group = -1, Swim State = 0)
  - IF Player Swim State (Result Condition Group = -1, Swim State = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 2, Warp Destination Entity ID = 10000, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20004, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 5031, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3135010)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3135500)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1)
  - + Force Animation Playback (Entity ID = X0_4*, Animation ID = 20001, Should Loop = 0, Should Wait For Completion = 0, Ignore Wait For Transition = 0, Unknown = 0, Unknown = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3135010)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3135500)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005440
  Comment: Shichimen event
  Template:
  - Type: chrpart
  DebugInfo:
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  DebugInit:
  - Initialize Common Event (20005440, X0_4 = 1300200*, X4_4 = 5010)
  - Initialize Common Event (20005440, X0_4 = 1700520*, X4_4 = 5050)
  - Initialize Common Event (20005440, X0_4 = 2500580*, X4_4 = 5060)
  DebugCommands:
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
- ID: 20005442
  Comment: Shichimen event
  Template:
  - Type: chr
  DebugInfo:
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  DebugInit:
  - Initialize Common Event (20005442, X0_4 = 1300200*, X4_4 = 5010)
  - Initialize Common Event (20005442, X0_4 = 1700520*, X4_4 = 5050)
  - Initialize Common Event (20005442, X0_4 = 2500580*, X4_4 = 5060)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230645, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230646, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -11, Desired Condition Group State = 0, Target Condition Group = -1)
  - + IF Character Has SpEffect (Result Condition Group = -11, Target Entity ID = X0_4*, SpEffect ID = 3108040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -11)
  - + IF Character Has SpEffect (Result Condition Group = 10, Target Entity ID = X0_4*, SpEffect ID = 3108040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 10)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230645, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230646, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = -12, Desired Condition Group State = 1, Target Condition Group = -2)
  - + IF Character Has SpEffect (Result Condition Group = -12, Target Entity ID = X0_4*, SpEffect ID = 3108040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -12)
  - + IF Character Has SpEffect (Result Condition Group = 9, Target Entity ID = X0_4*, SpEffect ID = 3108040, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - GOTO IF Condition Group State (Uncompiled) (Label = 0, Desired Condition Group State = 1, Target Condition Group = 9)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - END Unconditionally (Execution End Type = 1)
  - Label 0 ()
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 100, Defense Material SFX ID = 100)
  - + IF Character Has SpEffect (Result Condition Group = 0, Target Entity ID = X0_4*, SpEffect ID = 3108040, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005444
  Comment: Shichimen event
  Template:
  - Type: chr
  DebugInfo:
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  DebugInit:
  - Initialize Common Event (20005444, X0_4 = 1300200*)
  - Initialize Common Event (20005444, X0_4 = 1700520*)
  - Initialize Common Event (20005444, X0_4 = 2500580*)
  DebugCommands:
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 106030, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = 10000, SpEffect ID = 3451, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3108010)
  - IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 10000, SpEffect ID = 106030, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = 10000, SpEffect ID = 3451, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = -2)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3108010)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005446
  Comment: Shichimen event, but spawns bullets in places in arena, needs to be moved
  Template:
  - Type: chr xx
  DebugInfo:
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - region 1302360 (event_七面武者_怨霊弾召喚ポイント0)
  - region 1302361 (event_七面武者_怨霊弾召喚ポイント1)
  - region 1302362 (event_七面武者_怨霊弾召喚ポイント2)
  - region 1302363 (event_七面武者_怨霊弾召喚ポイント3)
  - region 1302364 (event_七面武者_怨霊弾召喚ポイント4)
  - region 1302365 (event_七面武者_怨霊弾召喚ポイント5)
  - region 1302366 (event_七面武者_怨霊弾召喚ポイント6)
  - region 1302367 (event_七面武者_怨霊弾召喚ポイント7)
  - region 1302368 (event_七面武者_怨霊弾召喚ポイント8)
  - region 1302369 (event_七面武者_怨霊弾召喚ポイント9)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - region 1702540 (Ev_七面武者_地面から湧く弾丸ポイント_①)
  - region 1702541 (Ev_七面武者_地面から湧く弾丸ポイント_②)
  - region 1702542 (Ev_七面武者_地面から湧く弾丸ポイント_③)
  - region 1702543 (Ev_七面武者_地面から湧く弾丸ポイント_④)
  - region 1702544 (Ev_七面武者_地面から湧く弾丸ポイント_⑤)
  - region 1702545 (Ev_七面武者_地面から湧く弾丸ポイント_⑥)
  - region 1702546 (Ev_七面武者_地面から湧く弾丸ポイント_⑦)
  - region 1702547 (Ev_七面武者_地面から湧く弾丸ポイント_⑧)
  - region 1702548 (Ev_七面武者_地面から湧く弾丸ポイント_⑨)
  - region 1702549 (Ev_七面武者_地面から湧く弾丸ポイント_⑩)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  - region 2502590 (Event_七面武者_弾丸発射ポイント0)
  - region 2502591 (Event_七面武者_弾丸発射ポイント1)
  - region 2502592 (Event_七面武者_弾丸発射ポイント2)
  - region 2502593 (Event_七面武者_弾丸発射ポイント3)
  - region 2502594 (Event_七面武者_弾丸発射ポイント4)
  - region 2502595 (Event_七面武者_弾丸発射ポイント5)
  - region 2502596 (Event_七面武者_弾丸発射ポイント6)
  DebugInit:
  - Initialize Common Event (20005446, X0_4 = 1300200*, X4_4 = 1302360*, X8_4 = 1302361*, X12_4 = 1302362*, X16_4 = 1302363*, X20_4 = 1302364*, X24_4 = 1302365*, X28_4 = 1302366*, X32_4 = 1302367*, X36_4 = 1302368*, X40_4 = 1302369*)
  - Initialize Common Event (20005446, X0_4 = 1700520*, X4_4 = 1702540*, X8_4 = 1702541*, X12_4 = 1702542*, X16_4 = 1702543*, X20_4 = 1702544*, X24_4 = 1702545*, X28_4 = 1702546*, X32_4 = 1702547*, X36_4 = 1702548*, X40_4 = 1702549*)
  - Initialize Common Event (20005446, X0_4 = 2500580*, X4_4 = 2502590*, X8_4 = 2502591*, X12_4 = 2502592*, X16_4 = 2502593*, X20_4 = 2502594*, X24_4 = 2502595*, X28_4 = 2502596*, X32_4 = 0, X36_4 = 0, X40_4 = 0)
  DebugCommands:
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = X0_4*, Target Event Message ID = 10, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X4_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X4_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X8_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X8_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X12_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X12_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X16_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X16_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X20_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X20_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X24_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X24_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X28_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X28_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X32_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X32_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X36_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X36_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X40_4*)
  - + Shoot Bullet (Bullet Team Entity ID = X0_4*, Bullet Producer Entity ID = X40_4*, Dummypoly ID = 260, Behavior ID = 210800640, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - + IF Character Has Event Message (Result Condition Group = 0, Target Entity ID = X0_4*, Target Event Message ID = 10, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005448
  Comment: Warps Shichimen warrior away
  Template:
  - Type: chr
    Regions:
    - arg arenapoint 1302359 1302357 1302356 1302358 1302355 1702532 1702535 1702534 1702532 2502586 2502585
    - arg arenapartition 1302351 1302352 1302353 1302354 1702520 1702526 1702523 1702527 2502580 2502581
  DebugInfo:
  - 1300200 (c1080_0000 - Shichimen Warrior)
  - region 1302359 (event_七面武者_ワープポイント_中心)
  - region 1302351 (event_七面武者_中ボスエリア_分割1-1)
  - region 1302357 (event_七面武者_ワープポイント2-2)
  - region 1302352 (event_七面武者_中ボスエリア_分割1-2)
  - region 1302356 (event_七面武者_ワープポイント2-1)
  - region 1302353 (event_七面武者_中ボスエリア_分割2-1)
  - region 1302358 (event_七面武者_ワープポイント1-2)
  - region 1302354 (event_七面武者_中ボスエリア_分割2-2)
  - region 1302355 (event_七面武者_ワープポイント1-1)
  - 1700520 (c1080_0000 - Shichimen Warrior)
  - region 1702535 (Ev_七面武者_ワープポイント_⑥)
  - region 1702520 (Ev_七面武者_PC位置判定領域_ ①)
  - region 1702532 (Ev_七面武者_ワープポイント_③)
  - region 1702526 (Ev_七面武者_PC位置判定領域_複合 ②③)
  - region 1702523 (Ev_七面武者_PC位置判定領域_ ④)
  - region 1702534 (Ev_七面武者_ワープポイント_⑤)
  - region 1702527 (Ev_七面武者_PC位置判定領域_複合 ⑤⑥)
  - 2500580 (c1080_0000 - Shichimen Warrior)
  - region 2502585 (Event_七面武者_ワープ先ポイント0)
  - region 2502580 (Event_七面武者_戦闘領域分割0)
  - region 2502586 (Event_七面武者_ワープ先ポイント1)
  - region 2502581 (Event_七面武者_戦闘領域分割1)
  DebugInit:
  - Initialize Common Event (20005448, X0_4 = 1300200*, X4_4 = 1302359*, X8_4 = 1302351*, X12_4 = 1302357*, X16_4 = 1302352*, X20_4 = 1302356*, X24_4 = 1302353*, X28_4 = 1302358*, X32_4 = 1302354*, X36_4 = 1302355*)
  - Initialize Common Event (20005448, X0_4 = 1700520*, X4_4 = 1702535*, X8_4 = 1702520*, X12_4 = 1702532*, X16_4 = 1702526*, X20_4 = 1702535*, X24_4 = 1702523*, X28_4 = 1702534*, X32_4 = 1702527*, X36_4 = 1702532*)
  - Initialize Common Event (20005448, X0_4 = 2500580*, X4_4 = 2502585*, X8_4 = 2502580*, X12_4 = 2502586*, X16_4 = 2502581*, X20_4 = 2502585*, X24_4 = 0, X28_4 = 0, X32_4 = 0, X36_4 = 0)
  DebugCommands:
  - + IF Character Has Event Message (Result Condition Group = 1, Target Entity ID = X0_4*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Number of Character Health Bars (Result Condition Group = 1, Target Entity ID = X0_4*, Comparison Type = 1, Target Number of Health Bars = 0, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = 1, Target Entity ID = X0_4*, SpEffect ID = 220020, Should Have = 0, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3108020)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 6071)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 0)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3108030)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 1.5)
  - + Set Lock On Point (Entity ID = X0_4*, Lock On Dummypoly ID = 220, Desired State = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X8_4*)
  - + GOTO IF Player In/Outside Area (Label = 1, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X8_4*, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X16_4*)
  - + GOTO IF Player In/Outside Area (Label = 2, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X16_4*, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X24_4*)
  - + GOTO IF Player In/Outside Area (Label = 3, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X24_4*, Number of Target Characters = 1)
  - + SKIP IF Comparison (Number Of Skipped Lines = 1, Comparison Type = 0, Left-hand Side = 0, Right-hand Side = X32_4*)
  - + GOTO IF Player In/Outside Area (Label = 4, Desired State = 1, Target Entity ID = 10000, Area Entity ID = X32_4*, Number of Target Characters = 1)
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X4_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - GOTO Unconditionally (Label = 0)
  - Label 1 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X12_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - GOTO Unconditionally (Label = 0)
  - Label 2 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X20_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - GOTO Unconditionally (Label = 0)
  - Label 3 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X28_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - GOTO Unconditionally (Label = 0)
  - Label 4 ()
  - + Warp Character and Copy Floor (Entity ID = X0_4*, Warp Type = 1, Warp Destination Entity ID = X36_4*, Dummypoly ID = -1, Entity ID to Copy Floor From = 10000)
  - GOTO Unconditionally (Label = 0)
  - Label 0 ()
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 10, Slot Number = 0)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.1)
  - + Request Character AI Re-plan (Entity ID = X0_4*)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 3108020)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 6071)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 3108030)
  - + Set Lock On Point (Entity ID = X0_4*, Lock On Dummypoly ID = 220, Desired State = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 0.5)
  - + Set Character Animation State (Entity ID = X0_4*, Disabled/Enabled = 1)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 2)
  - + IF Character Has Event Message (Result Condition Group = 2, Target Entity ID = X0_4*, Target Event Message ID = 20, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = 2)
  - + Request Character AI Command (Entity ID = X0_4*, Command ID = 0, Slot Number = 0)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005460
  Comment: NPC part for O'Rin
  Template:
  - Type: chrpart
  DebugInfo:
  - 1500690 (c7000_0000 - O'Rin)
  DebugInit:
  - Initialize Common Event (20005460, X0_4 = 1500690*, X4_4 = 329716646)
  DebugCommands:
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X4_2, NPC Part Group IDx = 1, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
  - + Create NPC Part (Entity ID = X0_4*, NPC Part ID = X6_2, NPC Part Group IDx = 2, NPC Part HP = 100000, Damage Correction = 1, Body Damage Compensation = 1, Is Invincible = 0, Start In Stopped State = 0)
- ID: 20005462
  Comment: Also NPC part for O'Rin
  Template:
  - Type: chr
  DebugInfo:
  - 1500690 (c7000_0000 - O'Rin)
  DebugInit:
  - Initialize Common Event (20005462, X0_4 = 1500690*, X4_4 = 5030, X8_4 = 5031)
  DebugCommands:
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230645, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 230646, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 0, Target Condition Group = -1)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 109, Defense Material SFX ID = 109)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X8_4, Defense Material SE ID = 100, Defense Material SFX ID = 100)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230645, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -2, Target Entity ID = X0_4*, SpEffect ID = 230646, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -2)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X4_4, Defense Material SE ID = 130, Defense Material SFX ID = 130)
  - + Set NPC Part SE and SFX (Entity ID = X0_4*, NPC Part ID = X8_4, Defense Material SE ID = 100, Defense Material SFX ID = 100)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 300340)
  - END Unconditionally (Execution End Type = 1)
- ID: 20005545
  Comment: Some behavior in response to object destruction
  Template:
  - Type: loc
  DebugInfo:
  - 1000200 (c1550_0000 - Bandit)
  - 1100493 (c1000_0003 - Invisible - not random)
  DebugInit:
  - Initialize Common Event (20005545, X0_4 = 1101450, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101451, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101452, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101453, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101454, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101455, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101456, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101457, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101458, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101459, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101460, X4_4 = 1100493*)
  - Initialize Common Event (20005545, X0_4 = 1101461, X4_4 = 1100493*)
  DebugCommands:
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - END IF Object Destroyed (Execution End Type = 0, Damage State = 1, Target Object Entity ID = X0_4, Comparison Type = 0, Number of Target Objects = 1)
  - IF Damage Type (Result Condition Group = 1, Target Entity ID = X0_4, Attacker Entity ID = -1, Damage Type = 1)
  - IF Condition Group (Result Condition Group = -1, Desired Condition Group State = 1, Target Condition Group = 1)
  - IF Object HP (Result Condition Group = -1, Target Entity ID = X0_4, Comparison Type = 3, HP Threshold = 999, Comparison Type = 0, Number of Target Objects = 1)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = -1)
  - GOTO IF Condition Group State (Compiled) (Label = 0, Desired Condition Group State = 0, Target Condition Group = 1)
  - + Create Bullet Owner (Entity ID = X4_4*)
  - Spawn Oneshot SFX (Type = 0, Entity ID = X0_4, Dummypoly ID = 200, SFX ID = 811351)
  - WAIT Fixed Time (Seconds) (Number Of Seconds = 4)
  - Spawn Oneshot SFX (Type = 0, Entity ID = X0_4, Dummypoly ID = 200, SFX ID = 811352)
  - + Shoot Bullet (Bullet Team Entity ID = X4_4*, Bullet Producer Entity ID = X0_4, Dummypoly ID = -1, Behavior ID = 1000200*, Firing Angle X = 0, Firing Angle Y = 0, Firing Angle Z = 0)
  - WAIT Fixed Time (Frames) (Number Of Frames = 1)
  - Request Object Destruction (Entity ID = X0_4, Slot Number = 1)
  - END Unconditionally (Execution End Type = 0)
  - Label 0 ()
  - Spawn Oneshot SFX (Type = 0, Entity ID = X0_4, Dummypoly ID = 200, SFX ID = 811350)
  - Request Object Destruction (Entity ID = X0_4, Slot Number = 1)
  - END Unconditionally (Execution End Type = 0)
- ID: 20006002
  Comment: Sets an event flag (used by ESD) when chr dies
  Template:
  - Type: loc
  DebugInfo:
  - 1000740 (c7420_0000 - Anayama the Peddler - not random)
  - 1100720 (c7010_0000 - Sculptor - not random)
  - 1100731 (c7460_0001 - Inosuke - not random)
  - 1100704 (c7420_0000 - Anayama the Peddler - not random)
  - 1100705 (c7420_0001 - Anayama the Peddler - not random)
  - 1100369 (c7470_0001 - Kotaro - not random)
  - 1100800 (c5080_0000 - Gyoubu Oniwa)
  - 1110281 (c1010_0084 - Ashina Soldier)
  - 1110685 (c1010_0103 - Ashina Soldier - not random)
  - 1110568 (c1450_0027 - Nightjar Ninja - not random)
  - 1110284 (c1010_0085 - Ashina Soldier)
  - 1110542 (c1450_0011 - Nightjar Ninja - not random)
  - 1110704 (c7510_0000 - Blackhat Badger - not random)
  - 1110709 (c7510_0001 - Blackhat Badger - not random)
  - 1120511 (c7410_0000 - Jinzaemon Kumano - not random)
  - 1300723 (c7410_0001 - Jinzaemon Kumano - not random)
  - 1300725 (c7410_0002 - Jinzaemon Kumano - not random)
  - 1300727 (c7470_0001 - Kotaro - not random)
  - 1300710 (c7490_0000 - Doujun - not random)
  - 1300729 (c7490_0002 - Doujun - not random)
  - 1300724 (c7490_0001 - Doujun - not random)
  - 1500702 (c7410_0001 - Jinzaemon Kumano - not random)
  - 1500703 (c7410_0000 - Jinzaemon Kumano - not random)
  - 1500708 (c7500_0001 - Exiled Memorial Mob - not random)
  - 1500704 (c1300_0000 - Palace Noble)
  - 1500690 (c7000_0000 - O'Rin)
  - 1700700 (c1360_0000 - Assassin (Senpou) - not random)
  - 1700704 (c1190_0016 - Sunken Valley Clan - not random)
  - 2000705 (c7440_0001 - Old Praying Woman - not random)
  - 2000707 (c7510_0000 - Blackhat Badger - not random)
  - 2000708 (c7510_0001 - Blackhat Badger - not random)
  - 2500560 (c5021_0000 - Feeding Grounds Attendant - not random)
  - 2500711 (c7520_0001 - Feeding Ground Attendant's Daughter - not random)
  - 2500713 (c7520_0003 - Feeding Ground Attendant's Daughter - not random)
  DebugInit:
  - Initialize Common Event (20006002, X0_4 = 1000740*, X4_4 = 1239)
  - Initialize Common Event (20006002, X0_4 = 1100720*, X4_4 = 1019)
  - Initialize Common Event (20006002, X0_4 = 1100731*, X4_4 = 1179)
  - Initialize Common Event (20006002, X0_4 = 1100704*, X4_4 = 1219)
  - Initialize Common Event (20006002, X0_4 = 1100705*, X4_4 = 1219)
  - Initialize Common Event (20006002, X0_4 = 1100369*, X4_4 = 1459)
  - Initialize Common Event (20006002, X0_4 = 1100800*, X4_4 = 1559)
  - Initialize Common Event (20006002, X0_4 = 1110281*, X4_4 = 70009159)
  - Initialize Common Event (20006002, X0_4 = 1110685*, X4_4 = 70009099)
  - Initialize Common Event (20006002, X0_4 = 1110568*, X4_4 = 70009109)
  - Initialize Common Event (20006002, X0_4 = 1110284*, X4_4 = 70009149)
  - Initialize Common Event (20006002, X0_4 = 1110542*, X4_4 = 70009139)
  - Initialize Common Event (20006002, X0_4 = 1110704*, X4_4 = 1399)
  - Initialize Common Event (20006002, X0_4 = 1110709*, X4_4 = 1399)
  - Initialize Common Event (20006002, X0_4 = 1120511*, X4_4 = 1439)
  - Initialize Common Event (20006002, X0_4 = 1300723*, X4_4 = 1439)
  - Initialize Common Event (20006002, X0_4 = 1300725*, X4_4 = 1439)
  - Initialize Common Event (20006002, X0_4 = 1300727*, X4_4 = 1459)
  - Initialize Common Event (20006002, X0_4 = 1300710*, X4_4 = 1479)
  - Initialize Common Event (20006002, X0_4 = 1300729*, X4_4 = 1479)
  - Initialize Common Event (20006002, X0_4 = 1300724*, X4_4 = 1479)
  - Initialize Common Event (20006002, X0_4 = 1500702*, X4_4 = 1439)
  - Initialize Common Event (20006002, X0_4 = 1500703*, X4_4 = 1439)
  - Initialize Common Event (20006002, X0_4 = 1500708*, X4_4 = 1599)
  - Initialize Common Event (20006002, X0_4 = 1500704*, X4_4 = 1419)
  - Initialize Common Event (20006002, X0_4 = 1500690*, X4_4 = 1579)
  - Initialize Common Event (20006002, X0_4 = 1700700*, X4_4 = 70009069)
  - Initialize Common Event (20006002, X0_4 = 1700704*, X4_4 = 70009079)
  - Initialize Common Event (20006002, X0_4 = 2000705*, X4_4 = 1379)
  - Initialize Common Event (20006002, X0_4 = 2000707*, X4_4 = 1399)
  - Initialize Common Event (20006002, X0_4 = 2000708*, X4_4 = 1399)
  - Initialize Common Event (20006002, X0_4 = 2500560*, X4_4 = 1619)
  - Initialize Common Event (20006002, X0_4 = 2500711*, X4_4 = 1779)
  - Initialize Common Event (20006002, X0_4 = 2500713*, X4_4 = 1759)
  DebugCommands:
  - END IF Player Is Not In Own World (Excludes Arena) (Execution End Type = 0, Is Not In = 1)
  - + IF Character Dead/Alive (Result Condition Group = -1, Target Entity ID = X0_4*, Desired Life State = 1, Comparison Type = 0, Number of Target Characters = 1)
  - + IF Character Has SpEffect (Result Condition Group = -1, Target Entity ID = X0_4*, SpEffect ID = 220020, Should Have = 1, Comparison Type = 0, Number of Target Characters = 1)
  - IF Condition Group (Result Condition Group = 1, Desired Condition Group State = 1, Target Condition Group = -1)
  - IF Event Flag (Result Condition Group = 1, Desired Flag State = 0, Target Event Flag Type = 0, Target Event Flag ID = X4_4)
  - IF Condition Group (Result Condition Group = 0, Desired Condition Group State = 1, Target Condition Group = 1)
  - Set Network-Connected Event Flag (Event Flag ID = X4_4, Flag State = 1)
  - Save Request (Dummy = 0)
- ID: 20006051
  Comment: Seems to make eavesdropping possible when it normally otherwise wouldn't be
  Template:
  - Type: loc
  DebugInfo:
  - 1100235 (c1010_0035 - Ashina Soldier)
  - region 1102740 (event_盗み聞き_盗み聞き可能状態設定用領域)
  - 1110210 (c1010_0020 - Ashina Soldier)
  - region 1112750 (event_自動会話_火牛撃破後扉開けるとき特殊効果かける用)
  - 1120202 (c1011_0002 - Tutorial Ashina Soldier)
  - region 1122700 (event_会話イベント_歩いてきたときに盗み聞き可能特殊効果付与)
  DebugInit:
  - Initialize Common Event (20006051, X0_4 = 1100235*, X4_4 = 1102740*)
  - Initialize Common Event (20006051, X0_4 = 1110210*, X4_4 = 1112750*)
  - Initialize Common Event (20006051, X0_4 = 1120202*, X4_4 = 1122700*)
  DebugCommands:
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 1, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + Set SpEffect (Entity ID = X0_4*, SpEffect ID = 4500)
  - + IF In/Outside Area (Result Condition Group = 0, Desired State = 0, Target Entity ID = X0_4*, Area Entity ID = X4_4*, Number of Target Characters = 1)
  - + Clear SpEffect (Entity ID = X0_4*, SpEffect ID = 4500)
  - END Unconditionally (Execution End Type = 1)
- ID: 20006204
  Comment: Sets an event flag based on being within some distance of an entity, likely used by ESD
  Template:
  - Type: loc
  DebugInfo:
  - 1000730 (c1300_0000 - Palace Noble - not random)
  - 1110701 (c7200_0000 - Kuro - not random)
  - 1500690 (c7000_0000 - O'Rin)
  - 2000702 (c1001_0006 - Invisible - not random)
  - 2500701 (c1300_0023 - Palace Noble - not random)
  - 2500710 (c7520_0000 - Feeding Ground Attendant's Daughter - not random)
  - 2500712 (c7520_0002 - Feeding Ground Attendant's Daughter - not random)
  DebugInit:
  - Initialize Common Event (20006204, X0_4 = 71000421, X4_4 = 1000730*, X8_4 = 1091567616, X12_4 = 1093664768)
  - Initialize Common Event (20006204, X0_4 = 71000422, X4_4 = 1000730*, X8_4 = 1082130432, X12_4 = 1086324736)
  - Initialize Common Event (20006204, X0_4 = 71120437, X4_4 = 1110701*, X8_4 = 1086324736, X12_4 = 1090519040)
  - Initialize Common Event (20006204, X0_4 = 71500222, X4_4 = 1500690*, X8_4 = 1082130432, X12_4 = 1086324736)
  - Initialize Common Event (20006204, X0_4 = 72000396, X4_4 = 2000702*, X8_4 = 1077936128, X12_4 = 1084227584)
  - Initialize Common Event (20006204, X0_4 = 72500068, X4_4 = 2500701*, X8_4 = 1091567616, X12_4 = 1093664768)
  - Initialize Common Event (20006204, X0_4 = 72500069, X4_4 = 2500701*, X8_4 = 1082130432, X12_4 = 1086324736)
  - Initialize Common Event (20006204, X0_4 = 72500161, X4_4 = 2500710*, X8_4 = 1091567616, X12_4 = 1093664768)
  - Initialize Common Event (20006204, X0_4 = 72500162, X4_4 = 2500710*, X8_4 = 1082130432, X12_4 = 1086324736)
  - Initialize Common Event (20006204, X0_4 = 72500112, X4_4 = 2500712*, X8_4 = 1082130432, X12_4 = 1086324736)
  DebugCommands:
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 0)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 1, Target Entity A ID = 10000, Target Entity B ID = X4_4*, Target Distance = X8_4, Minimum Number of Targets = 1)
  - Set Event Flag (Event Flag ID = X0_4, Flag State = 1)
  - + IF Entity In/Outside Radius Of Entity (Result Condition Group = 0, Desired State = 0, Target Entity A ID = 10000, Target Entity B ID = X4_4*, Target Distance = X12_4, Minimum Number of Targets = 1)
  - END Unconditionally (Execution End Type = 1)