Display Name = "Ilias Temple 2F"
Parallax Name = ""
Note = ""

CommonEvent 1
Name = "EV001"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>It might be difficult to remember all that's said here.\nBut pay attention to the basics at first."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>As you travel, feel free to come back when you want and listen to the explanations again."])
    Empty([])

CommonEvent 2
Name = "EV002"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Weapon Maniac>I'm a Weapon Maniac, I know all about \\C[3]weapons\\C[0]. I can explain various weapon types for you."])
    Loop([])
      ShowChoices([["Normal Weapons", "Special Weapons", "Exotic Weapons", "No Thanks"], 4])
      When([0, "Normal Weapons"])
        Loop([])
          Script(["unlimited_choices(11,"])
          ScriptMore(["[\"Dagger\", \"Sword\","])
          ScriptMore(["\"Rapier\",\"Spear\","])
          ScriptMore(["\"Fist\", \"Axe\","])
          ScriptMore(["\"Club\",\"Staff\","])
          ScriptMore(["\"Rod\",\"Bow\","])
          ScriptMore(["\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 11, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]dagger\\C[0] is a small bladed weapon like a knife. It's weaker than a sword, but it's cheaper too, and can be equipped by many jobs."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0]. Equipping one also boosts \\C[20]Agility\\C[0], so it's useful for \\C[14]thieves\\C[0] and other speedy jobs."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a dagger equipped, you'll deal massive damage to enemies suffering from \\C[30]blind, sleep, paralysis, or shock\\C[0] when using \\C[5]dagger skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Not the best weapon for a brute force approach, but if you take advantage of its quirks, it can be quite fun to use."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]sword\\C[0] deals damage based on your \\C[20]Attack\\C[0].\nOnly \\C[14]warrior-type jobs\\C[0] can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's the best weapon for reliably high damage.\nIt's got an average hit rate, and few gimmicks."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a sword equipped, you have a 25% chance of going into a defend state when using \\C[5]sword skills\\C[0]. You won't go wrong in using a sword."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]rapier\\C[0] is a pointed sword, you attack with thrusts.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Agility\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>So it'll deal lower damage with less agile fighters.\nBut it's great for your nimble attackers."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a rapier equipped, you'll also gain more SP for striking enemies with regular attacks."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>You'll recover a little SP when using \\C[5]rapier skills\\C[0], as well, making it easy to fire special attacks off in rapid succession."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a rapier equipped, you'll deal massive damage to enemies suffering from the \\C[30]burn\\C[0] status ailment when using \\C[5]rapier skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>In reality, not many jobs specialize in this weapon.\nHowever, you will find \\C[14]yoma\\C[0] are quite skilled with a rapier."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]spear\\C[0] uses \\C[20]Attack\\C[0] and \\C[20]Agility\\C[0] to deal damage.\nSo slower fighters will deal lower damage with one."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It can be equipped by most \\C[14]warrior-type jobs\\C[0], and it makes \\C[5]spear skills\\C[0] have a 50% chance of \\C[30]lowering the Agility\\C[0] of the target."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[14]Temple knights\\C[0] and \\C[14]dragoons\\C[0] can use it well.\nIt's the best choice if you get one of those special jobs on your team."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]fist\\C[0] is a gauntlet placed on your arm.\nThey strengthen the power of your punches."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Agility\\C[0].\nSo an agile \\C[14]martial artist\\C[0] is really good with one."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's also useful for \\C[14]beast\\C[0] monsters and other agile ones.\nYou can make good use of martial artists in your party."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Furthermore, equipping a fist weapon increases the damage of your critical hits. This synergizes incredibly well with their inherent high critical rate."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 5, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>An \\C[3]axe\\C[0] is an extremely powerful weapon.\nBut it has a lower hit rate than most weapons."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It also has a high \\C[20]critical rate\\C[0], so it's a gamble.\nDon't judge it just by its raw stats."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is solely determined by your \\C[20]Attack\\C[0].\nIt's basic, but it's not very consistent..."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Moreover, attacking an enemy with an \\C[5]axe skill\\C[0] may \\C[30]reduce their defense\\C[0]. This isn't guaranteed, but it's worth remembering."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With an axe equipped, you'll deal massive damage to enemies suffering from \\C[30]lowered defense\\C[0] when using \\C[5]axe skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Only a few jobs learn \\C[5]axe skills\\C[0], and most of them, like \\C[14]savage warrior\\C[0], aren't available to novices."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Still, it has high attack and a high critical rate.\nIf you feel lucky, an axe is a fine weapon."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 6, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]club\\C[0] is a simple blunt weapon.\nIt has a slightly low hit rate, but not too bad."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's also got a slightly boosted \\C[20]critical rate\\C[0].\nIt's basically between a sword and axe in stats."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>But not many jobs learn \\C[5]club skills\\C[0].\nSo you might not want to use clubs until you get the skills."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Attacking an enemy with a club skill may reduce their defense. This can be quite advantageous."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a Club equipped, you'll deal massive damage to enemies suffering from the Freeze status ailment when using Club skills."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>But generally, it's still a good, if inconsistent, weapon. It would be good to master using one."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 7, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]staff\\C[0] is a weapon for magic users.\nIt focuses on \\C[20]Willpower\\C[0], so it's good for \\C[14]priests\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It has low attack power, but has a 20% chance of healing all allies via prayer at the end of each turn. Its sole purpose is to boost your Willpower."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 8, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]rod\\C[0] is a weapon for magic users.\nIt focuses on \\C[20]Magic\\C[0], so it's good for \\C[14]magicians\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It has low attack power, but has a 20% chance of \\C[29]boosting Magic\\C[0] at the start of each turn. Its sole purpose is to boost your Magic."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 9, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]bow\\C[0] is a weapon used by Hunters.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's got an amazing hit rate, so it's really reliable.\nAnd it makes \\C[5]bow skills\\C[0] deal extra damage to \\C[30]stat-weakened\\C[0] enemies."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[14]Hunters\\C[0] can also learn \\C[5]bow skills\\C[0].\nThey're useful for any job with high Dexterity."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Attacks utilizing bows also inflict greater damage to airborne foes. Boomerangs and guns also share this property, so make effective use of it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 10, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      When([1, "Special Weapons"])
        Loop([])
          Script(["unlimited_choices(11,"])
          ScriptMore(["[\"Knight Sword\", \"Heavy Spear\","])
          ScriptMore(["\"Great Sword\",\"Katana\","])
          ScriptMore(["\"Ninja Sword\",\"Fang\","])
          ScriptMore(["\"Scythe\",\"Whip\","])
          ScriptMore(["\"Boomerang\",\"Flail\","])
          ScriptMore(["\"Fan\", \"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 11, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]knight sword\\C[0] is stronger than a normal sword.\nBut it's also more difficult to wield. Like with a regular sword, its damage is based on \\C[20]Attack\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's got great power and stability too, but normal warriors can't equip it, you need to be a master of the sword."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>When a \\C[5]sword skill\\C[0] is used with a knight sword equipped, you have a 15% chance of parrying physical attacks for that turn, nullifying and countering them. If you become a better fighter, it's a great weapon."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]heavy spear\\C[0] is bigger than a normal spear.\nOf course it's also heavier, and harder to wield."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Agility\\C[0], similar to a spear. But they make your \\C[5]spear skills\\C[0] deal increased damage to \\C[30]slowed or stopped\\C[0] enemies.\nA \\C[14]dragoon\\C[0] will show its true power."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's powerful, but you can't use it early on.\nGet a more powerful job, and it will be a great weapon."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]great sword\\C[0] is a massive sword, just like it sounds.\nYou need a lot of strength to wield one, so not many jobs can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's got incredible attack power, and a high \\C[20]critical rate\\C[0]. It's got a slightly low hit rate, but the damage more than makes up for it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>There aren't any great sword skills, but you can use normal \\C[5]sword skills\\C[0] just fine with one. It's an incredible weapon, so long as you can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>When used with a great sword, \\C[5]sword skills\\C[0] will sometimes \\C[30]lower the enemy's defense\\C[0]. With that, you'll get even more damage out of their already high power."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a great sword equipped, you'll deal massive damage to enemies suffering from \\C[30]lowered defense\\C[0] when using \\C[5]sword skills\\C[0]."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]katana\\C[0] is a sword from the far east.\nIt's just as strong as a knight sword, some more so."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0]. Clumsy fighters can't draw out its real power."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[14]samurai\\C[0] can equip one, of course.\nBut you can't become one early on."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[5]Katana skills\\C[0] are also powerful, cutting down enemies with minimal effort."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Equipping a katana will also make your critical hits more powerful. Boost your critical rate, and you'll find this to be an extremely reliable source of damage."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>You won't find one early on. But it's a powerful weapon once you can use it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]ninja sword\\C[0] is smaller than a normal sword. It's specially made for \\C[14]ninjas\\C[0] that \\C[4]dual-wield\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0], and will impart +50% evasion & +30% magic evasion when using \\C[5]ninjutsu\\C[0]. So it's a great weapon for a ninja."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>You can't become a \\C[14]ninja\\C[0] early on...\nSo you won't be able to use a ninja sword at first either."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 5, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]fang\\C[0] is a weapon that goes in your mouth.\nIt relies solely on \\C[20]Attack\\C[0], and has a high critical rate and hit rate."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Normally, weapons that can be equipped depend on your job...\nBut only certain races can equip fangs."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[1]Biting skills\\C[0] increase in power if using a fang.\nSo it's a fantastic weapon for \\C[14]beasts\\C[0] and \\C[14]vampires.\\C[0]"])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a fang equipped, attack a \\C[30]blinded\\C[0] foe with a \\C[5]beast skill\\C[0] and you'll deal massive damage to them."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>The blind conditional damage bonus from fangs is stronger than most other conditional bonuses. It's unbelievably powerful, so make good use of it when you can."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 6, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[3]Scythes\\C[0] rely on both \\C[20]Attack\\C[0] and \\C[20]Magic\\C[0]. Many classes can equip them, but magic-based jobs will draw out their true potential."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It was used for farming, but it can also be used for casting spells. So high quality scythes can also increase your Magic."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[5]Scythe skills\\C[0] aren't very strong, they're weaker than sword skills in raw power. But it's a useful weapon that also increases your Magic."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a scythe equipped, you may \\C[30]reduce an enemy's Magic and Willpower\\C[0] when using \\C[5]scythe skills\\C[0]. They also do more damage against \\C[30]silenced, confused, and sleeping\\C[0] enemies."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It can probably only be mastered by a specialist in Magic. It won't work well for a normal fighter."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 7, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]whip\\C[0]'s normal attack hits all enemies at once.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[14]Plant\\C[0] monsters are very good with whips.\nThey learn several \\C[5]whip skills\\C[0], so it's a great choice for their main weapon."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>The \\C[14]monster tamer\\C[0] job is good with a whip...\nBut you can't become one early on."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a whip equipped, you have a chance to both \\C[30]bind\\C[0] the enemy and \\C[30]lower their attack\\C[0] when using \\C[5]whip skills\\C[0]. Whips excel at disabling the enemy."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>The average fighter won't get much out of them, but they can be incredibly useful on a support character."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 8, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]boomerang\\C[0]'s normal attack hits all enemies at once.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Since Dexterity's needed, normal fighters can't use it.\nUsing a \\C[5]throwing skill\\C[0] with one will \\C[29]impart +50% evasion & +30% magic evasion\\C[0], so it's well suited for a \\C[14]thief\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[14]Slimes\\C[0] also love boomerangs for some weird reason.\nThey learn several unique \\C[5]throwing skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>So don't use one unless you have the right stats.\nIt has a low hit rate, and low attack power as well."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Attacks utilizing boomerangs also inflict greater damage to airborne foes. Bows and guns also share this property, so make effective use of it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 9, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]flail\\C[0] is a metal ball attached to a chain.\nIts normal attack hits all enemies at once, and it's got high attack power as well."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It relies solely on \\C[20]Attack\\C[0], so most fighters could use it. It's got a low hit rate, but deals high damage."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>But normal \\C[14]warriors\\C[0] can't use flails. So you need to get a better job to use one."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[14]Lamias\\C[0] also learn several \\C[5]flail skills\\C[0]. Flails also do increased damage against \\C[30]stunned enemies\\C[0], which lamias can inflict easily."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's got high power and is easy to use, so it's useful.\nSo you can do well with flails."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 10, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]fan\\C[0] is a folding fan with blades on the edges. It's like a sword, and can unleash powerful slashes."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Its damage is determined by the average of your \\C[20]Attack, Agility, and Dexterity\\C[0]. Even if a normal fighter used it, they wouldn't do well."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>With a fan equipped, you'll deal massive damage to enemies suffering from \\C[27]Trance, Seduction or incontinence\\C[0] when using \\C[5]Fan skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Those good at dancing can make good use of it...\nBut you shouldn't let others use one."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 11, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      When([2, "Exotic Weapons"])
        Loop([])
          Script(["unlimited_choices(11,"])
          ScriptMore(["[\"Magic Sword\", \"Harp\","])
          ScriptMore(["\"Kitchen Knife\",\"Abacus\","])
          ScriptMore(["\"Scalpel\", \"Cards\","])
          ScriptMore(["\"Plate\",\"Grimoire\","])
          ScriptMore(["\"Gun\",\"Sex Toy\","])
          ScriptMore(["\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 11, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]magic sword\\C[0] is a sword for magic users.\nIt's a mythical weapon that few are familiar with."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's made with advanced magic, a really rare sword.\nIt enhances Magic of course, but Attack as well."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Even a mage can use decent physical attacks with one.\n\\C[5]Sword skills\\C[0] will use \\C[20]Magic\\C[0] instead of Attack when used with one equipped."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>But even I've never seen a real one.\nYou probably won't find one for a long while."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]harp\\C[0] is a musical instrument.\nOnly a few jobs can use one as a weapon."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It relies solely on \\C[20]Dexterity\\C[0], Attack isn't needed. It also deals \\C[2]sonic\\C[0] damage, instead of physical."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's not that strong though, it's not a main damage weapon. It can enhance your \\C[5]singing\\C[0] skills though."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Equipping a harp will cause \\C[5]singing\\C[0] and \\C[5]ocean\\C[0] skills to deal extra damage to enemies suffering from \\C[30]confusion\\C[0] or \\C[27]seduction\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's a weapon exclusive to \\C[14]minstrels\\C[0].\nIt's useless for jobs that can't use singing skills."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]kitchen knife\\C[0] is a \\C[14]chef\\C[0]'s exclusive weapon.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0], similar to a dagger."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It enhances cooking skills, so it's indispensable to any chef. But other jobs have no reason to equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Use a \\C[5]cooking skill\\C[0] with a kitchen knife equipped, and you have a chance to not consume any \\C[3]ingredients\\C[0]. Nothing major, but it's quite convenient."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>An \\C[3]abacus\\C[0] is a counting tool that can also bludgeon.\nIt's a required weapon for a \\C[14]merchant\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It relies solely on \\C[20]Attack\\C[0], but it's not very strong.\nBut it lowers the gold cost of \\C[5]mercantile skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Give it to a merchant, but definitely nobody else...\nIt's just for a merchant to use."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]scalpel\\C[0] is a special knife for medical treatments.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0], similar to a dagger."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[29]Buffs\\C[0] from \\C[5]medicine skills\\C[0] will last longer on those with a scalpel equipped. Offensive medicine skills will also become more powerful."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Use an offensive \\C[5]medicine skill\\C[0] with a scalpel equipped, and you'll deal extra damage to any enemies suffering from \\C[30]poison or zombie\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>But other than that, there's no reason to use one.\nIt's pointless for someone that can't use medicine skills."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 5, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>\\C[3]Cards\\C[0] are... Well, they're cards.\nYou can throw them at enemies, but they're not very strong."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Their damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0], but they're not powerful. But they power up \\C[5]oracle skills\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[14]fortune teller\\C[0] or \\C[14]gambler\\C[0] that uses oracle skills can make great use of it. Otherwise you shouldn't bother."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Oh yeah, and with cards equipped you'll have a random chance to act twice in one turn. It's a bit of a gamble, though..."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 6, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]plate\\C[0] is... Well, it's a plate.\nIt's been reinforced so it can be used for fighting."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[14]maid\\C[0] can throw it in combat.\nIts damage is determined by the average of your \\C[20]Attack\\C[0] and your \\C[20]Dexterity\\C[0], but it's not powerful."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>But it powers up \\C[5]service skills\\C[0].\nIt's a special weapon just for maids."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Use an offensive \\C[5]service skill\\C[0] with a plate equipped, and you'll deal massive damage to any enemies suffering from \\C[27]trance or incontinence\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Plates also extend the duration of \\C[1]Maid Change\\C[0] skills, such as \\C[1]Battle Maid\\C[0] and \\C[1]Magical Maid\\C[0]. Truly a weapon befitting a servant."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 7, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]grimoire\\C[0] is a book imbued with magic, and is a tool geared towards scholars and scientists."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Having one equipped will make \\C[5]magic science\\C[0] skills cost 1/3rd less SP."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Also when using \\C[5]grimoire or alchemy skills\\C[0], you'll have a chance not to consume \\C[3]grimoire pages\\C[0] or \\C[3]alchemy materials\\C[0]. So get to studying!"])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 8, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]gun\\C[0] is a mechanical weapon made with unknown technology.\nIt's based on machines excavated from \\C[17]Tartarus\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's unusual in that its damage solely relies on \\C[20]Dexterity\\C[0]; no Attack factored in. And \\C[5]gun skills\\C[0] inflict high damage to \\C[29]stat-boosted\\C[0] enemies."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Attacks utilizing guns also inflict greater damage to airborne foes. Bows and boomerangs also share this property, so make effective use of it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>There are gun specialist jobs, but you won't get anything like that early on. Few can equip it, but be sure to try one out."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 9, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>A \\C[3]sex toy\\C[0] is a weapon to inflict pleasure. Its damage relies solely on \\C[20]Dexterity\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It also deals \\C[2]pleasure\\C[0] damage with its attacks.\nAnd it causes \\C[5]sexcraft skills\\C[0] to deal even more damage to \\C[27]horny\\C[0] enemies."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>Only those skilled with pleasure can equip it.\nSo a \\C[14]prostitute\\C[0] or \\C[14]succubus\\C[0] can use it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Weapon Maniac>It's pretty special, but it can be useful when mastered.\nTreasure one if you find it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 10, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      When([3, "No Thanks"])
        BreakLoop([])
        Empty([])
      ChoicesEnd([])
      Empty([])

    RepeatAbove([])
    Empty([])

CommonEvent 3
Name = "EV003"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Armor Maniac>I'm an Armor Maniac. I know everything about \\C[3]armor\\C[0]. I can explain various armor types for you."])
    Loop([])
      Script(["unlimited_choices(11,"])
      ScriptMore(["[\"Body\", \"Head\", \"Shield\",\"Accessories\",\"No Thanks\"]"])
      ScriptMore([")"])
      ConditionalBranch([1, 11, 0, 0, 0])
        Loop([])
          Script(["unlimited_choices(12,"])
          ScriptMore(["[\"Clothes\", \"Gi\", \"Breastplate\",\"Armor\",\"Heavy Armor\","])
          ScriptMore([" \"Shell\", \"Robe\",\"Dress\",\"Skimpy\",\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 12, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[3]Clothes\\C[0] are the simplest and cheapest armor type.\nMany can equip them, but they provide little defense."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Beasts, plants, and insects, basically things really different from humans can't wear clothes. Slimes damage the fabric so they can't wear clothes either."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Aside from those exceptions, most monsters can equip them. They give low defense, but they're useful for monsters that can't wear heavier armor."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]gi\\C[0] is armor worn by agile \\C[14]martial artists\\C[0].\nThey usually increase your agility when worn."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[14]Demi-humans, elves\\C[0], and other humanoids can equip them, but those with unusual bodies can't. The number of people who can use them is surprisingly limited."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>They don't provide much defense compared to armor, but if you want to be agile, a gi is a very good choice."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[3]Breastplates\\C[0] are simple armor that guard your chest.\nThey're not as good as full armor, but they can be equipped by many races."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Breastplates are really nice because even \\C[14]beasts\\C[0] and \\C[14]insects\\C[0] can equip them. They may have little magic defense, but they're still worth it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[3]Armor\\C[0] is standard protective gear for the body.\nIt grants good defense, but only humanoids can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A weak monster like a succubus or elf can't though.\nFew races can equip it, but it gives good defense."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[3]Heavy armor\\C[0] is very sturdy body armor.\nIt gives immense defense, but few races can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Only strong races like \\C[14]yoma\\C[0] and \\C[14]vampires\\C[0] can equip it, which is quite a downside."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>It also tends to be really expensive...\nBut it gives good defense and magic defense, so if you can wear it, it's very useful."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 5, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]shell\\C[0] is special armor worn on your back.\nIt's made for races that can't wear clothes or armor."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>It's one of the few armor types a \\C[14]slime\\C[0] can equip.\nIt only protects half your body, and you can't expect it to stop much magic either."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>It might be a last resort for monsters that can only use light armor, but it's better than nothing."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 6, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]robe\\C[0] is armor made for magic users.\nIt focuses on magic defense and can boost your magical power when worn."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>It can also be equipped by many races.\nIt doesn't give much defense, but it's the only armor some races can wear."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Robes are suited for magic users and light armor-wearing monsters, which can make them surprisingly useful."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 7, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]dress\\C[0] is exactly what it sounds like.\nThey're well made, giving unexpectedly good physical and magic defense."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>They're unusually useful since many races can equip them.\nThe only problem is that they tend to be expensive..."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 8, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[3]Skimpy\\C[0] armor includes things such as bikinis and leotards. They offer little defense, but many races can equip them."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>They tend to have special abilities when worn, but they're also expensive and rare."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 9, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 1, 0])
        Loop([])
          Script(["unlimited_choices(12,"])
          ScriptMore([" [\"Hat\", \"Helmet\",\"Heavy Helmet\",\"Magic Hat\",\"Fancy Cap\",\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 12, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]hat\\C[0] is simple head armor.\nIt's cheap and usable by many races, but doesn't provide much benefit."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>You also shouldn't expect much magic defense, but sometimes it's all you can use."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]helmet\\C[0] is strong head armor.\nIt gives good defense and magic defense, but not every race can equip one."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Non-humanoid monsters, and weaker monsters like elves can't. There's nothing to complain about, except that not everyone can use one."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[3]Heavy helmets\\C[0] are incredibly tough head armor.\nThey're even better than helmets, but even fewer races can equip them."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>They're basically special gear for powerful monsters like \\C[14]yoma\\C[0] and \\C[14]vampires\\C[0]. If you can wear one, you'll feel very secure."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]magic hat\\C[0] is head armor for magic users.\nA circlet is a good example. It gives great magic defense and boosts magic power too."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>Magic-using races can equip it, like \\C[14]succubi\\C[0] and \\C[14]mermaids\\C[0].\nIt's really useful for any magic-using monster."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]fancy cap\\C[0] is special head armor like tiaras.\nIt gives great defense and can be equipped by many races."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>The only problem is they're expensive.\nYou might want to equip them on lots of party members, but you probably won't have enough of them to go around."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 5, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 2, 0])
        Loop([])
          Script(["unlimited_choices(12,"])
          ScriptMore(["[\"Buckler\", \"Shield\", \"Heavy Shield\",\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 12, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]buckler\\C[0] is a simple shield.\nMany races can equip it, but it gives little defense."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>But it's the only shield many races can use. It's much better than no shield at all at least."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]shield\\C[0] is a normally weighted shield.\nRaces that are good fighters can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>It gives good defense, but it's limited to certain races.\nIf it can be equipped, be sure to do so."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>A \\C[3]Heavy shield\\C[0] is a very sturdy shield.\nIt gives amazing defense, but very few can equip it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Armor Maniac>\\C[14]Yoma\\C[0] and \\C[14]vampires\\C[0], only a few can lift it.\nIt's something only the privileged can use."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 12, 0, 3, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 3, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Armor Maniac>\\C[3]Accessories\\C[0] are different from other armor.\nThey give special effects when equipped."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Armor Maniac>All accessories can be equipped, no matter your race or job.\nThe useful ones are expensive and some can't be bought at all."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Armor Maniac>You can cover weak points, or enhance strengths... They have many effects, so use them well."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 4, 1])
        BreakLoop([])
        Empty([])
      BranchEnd([])
      Empty([])

    RepeatAbove([])
    Empty([])

CommonEvent 4
Name = "EV004"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Butler>This is a lounge for civil servants such as diplomats.\nYou can learn about world events from those here."])
    Empty([])

CommonEvent 5
Name = "EV005"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Status Maniac>I'm a Status Maniac, I love suffering from \\C[30]status ailments\\C[0]. I'll explain various status ailments."])
    Loop([])
      ShowChoices([["Common Statuses", "Rare Statuses", "Sexual Statuses", "No Thanks"], 4])
      When([0, "Common Statuses"])
        Loop([])
          Script(["unlimited_choices(11,"])
          ScriptMore(["[\"Poison\", \"Blind\", \"Silence\",\"Confusion\","])
          ScriptMore(["\"Sleep\", \"Paralysis\",\"Stun\", \"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 11, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Poison\\C[0] makes you lose 10% of your max HP each turn.\nIt's not much, but don't ignore it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It won't recover naturally, and remains after combat.\nIt must be cured with \\C[3]antidote grass\\C[0] or \\C[1]Cure\\C[0] spell."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's a bit weak when used on enemies.\nYou should usually defeat them fast enough."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>But it's useful on enemies with high defense.\nIt can sometimes work on bosses too."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>Don't confuse it with the \\C[2]bio\\C[0] element, they're different things. Poison is a \\C[30]status\\C[0], bio is an \\C[2]element\\C[0], like \\C[2]ice and fire\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>You can get \\C[30]poisoned\\C[0] from \\C[2]bio\\C[0] attacks, I may have confused you more... But just remember they're different things."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Blind\\C[0] temporarily obscures your vision.\nPhysical attacks have -50% hit rate, so your physical attacks will miss a lot more."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It will wear off after 5 or 6 turns, but you can cleanse it sooner with \\C[3]eye drops\\C[0] or \\C[1]Cure\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>Blinding enemies can be very useful.\n\\C[14]Beasts\\C[0] and other physical attackers will be crippled by it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Silence\\C[0] makes you unable to cast spells.\nHealing and attack magic, no magic can be used."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It will wear off after 5 or 6 turns, but you can cleanse it sooner \\C[3]echo herbs\\C[0] or \\C[1]Cure\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's useful when used on enemy magic users.\nIt cripples them and makes them useless."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Confusion\\C[0] makes you go chi pa pa.\nYou lose control and attack allies and enemies at random."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 3 or 4 turns, but...it's a dangerous status on your physical fighters, so cleanse it with a \\C[3]restorative\\C[0] or \\C[1]Cure\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>You'll also recover 10% of the time when physically attacked. But that's not a reliable recovery method."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's a useful status to inflict on enemies.\nIt's really effective on dimmer bulbs like \\C[14]fairies, beasts, and harpies\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[2]Sonic\\C[0] attacks can cause confusion sometimes. So when fighting \\C[14]mermaids\\C[0], be careful."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Sleep\\C[0] puts you into a deep sleep.\nYou can't act, and you're rendered defenseless."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 3 or 4 turns, and you can recover 10% of the time when you're physically attacked. It can be cleansed with a \\C[3]restorative\\C[0] or \\C[1]Cure\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's useful against enemies, they're stopped for several turns. \\C[14]Lamias\\C[0] can easily be sent to sleep."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 5, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Paralysis\\C[0] numbs your body and makes you immobile.\nYou're unable to act for 2 or 3 turns."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>You'll naturally recover, but it takes a while.\nIt can be cleansed with \\C[3]full moon grass\\C[0] or \\C[1]Cure\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's effective against some enemies too.\nParticularly on fleshy monsters."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 6, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Stun\\C[0] makes you immobile for one turn.\nIt's not really a status, just a side effect."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It can't be cleansed, but only lasts one turn.\nSo don't worry about it after the fact."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>You can render enemies unable to attack effectively.\nYou can stun-lock enemies if you spam stun attacks."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 7, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      When([1, "Rare Statuses"])
        Loop([])
          Script(["unlimited_choices(11,"])
          ScriptMore(["[\"Burn\", \"Freeze\",\"Shock\",\"Slow\","])
          ScriptMore(["\"Stop\", \"Minimum\",\"Zombie\",\"Petrify\", \"Digestion\","])
          ScriptMore(["\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 11, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Burn\\C[0] lights your body on fire.\nYou'll lose 20% of your max HP per turn."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It'll last 1 or 2 turns, but you can cleanse it early.\nSo if you wait for natural recovery, you could lose almost half of your HP."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[2]Fire\\C[0] attacks can inflict a burn 10% of the time. You could get lucky when using a fire attack."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Freeze\\C[0] means your whole body is frozen.\nYou're unable to act at all."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 1 or 2 turns.\nYou should cleanse it quickly."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[2]Ice\\C[0] attacks can freeze 10% of the time.\nYou could get lucky when using an ice attack."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Shock\\C[0] paralyses the body with electricity.\nYou're unable to act at all."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 1 or 2 turns.\nYou should cleanse it quickly."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[2]Lightning\\C[0] attacks can shock 10% of the time. You could get lucky when using a lightning attack."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Slow\\C[0] delays time for a single character.\nTheir agility is 30% of normal, they have -30% hit rate, and -100% to physical and magical evasion rates."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 5 turns, so it's a worrisome status.\nIt's worse because not much can cleanse it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>You can cripple fast enemies by slowing them.\nBut it might be easier to just defeat them outright..."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Stop\\C[0] freezes time for a character.\nThey can't act for 3 or 4 turns."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It will recover eventually, but it's a harsh status.\nIt's worse because not much can cleanse it."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 5, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Minimum\\C[0] shrinks you.\nAttack, defense, and agility are reduced by 80%."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 3 turns, but you can cleanse it sooner.\nIt can be cleansed with a \\C[3]lucky mallet\\C[0] or an advanced curative skill such as \\C[1]Cleansing Honey\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's very useful against fleshy monsters.\nBut few skills can inflict minimum..."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 6, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Zombie\\C[0] turns you into a walking corpse.\nIt doesn't hinder your actions, but it causes problems..."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[2]Recovery\\C[0] magic will damage you instead. You can heal with \\C[2]bio\\C[0] damage or \\C[10]death\\C[0] magic."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It won't recover naturally, and remains after combat.\n\\C[3]Holy water\\C[0] is the only way to cleanse it."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[14]Undead\\C[0] monsters with \\C[4]Zombie Constitution\\C[0] are under a permanent zombie status. They can't be healed normally, so they're troublesome..."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 7, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Petrification\\C[0] turns your body to stone.\nYour skin hardens and you're unable to move.\nIt won't recover naturally, and remains after combat."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>Being petrified is no different from being \\C[10]incapacitated\\C[0]; you will not gain experience and you will be defeated if your remaining party members are turned to stone."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It can be cleansed with a \\C[3]gold needle\\C[0] or an advanced curative skill such as \\C[1]Cleansing Honey\\C[0]. It can be effective when you use it, but... There are very few petrifying attacks."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 8, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[30]Digestion\\C[0] covers you in digestive juices.\nYou lose HP each turn, but it's just 5% of your max HP."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>But it causes predation attacks to \\C[10]instantly kill\\C[0] you.\nYou can be defeated quickly, so watch out."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It won't recover naturally, so cleanse it with an advanced curative skill. Predation is dangerous, so cleanse it immediately."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 9, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      When([2, "Sexual Statuses"])
        Loop([])
          Script(["unlimited_choices(11,"])
          ScriptMore(["[\"Slimed\", \"Horny\",\"Trance\","])
          ScriptMore(["\"Seduction\",\"Incontinent\",\"Back\"]"])
          ScriptMore([")"])
          ConditionalBranch([1, 11, 0, 0, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[27]Slimed\\C[0] covers your body with slippery slime.\nIt feels good, so it's a \\C[27]pleasure status\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It halves your agility and lowers your physical and magical evasion rates by 50%. You also take 50% more damage from \\C[2]pleasure\\C[0] attacks."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's not a huge deal, but it does last 5 to 7 turns, and it can only be cleansed with a \\C[3]panacea\\C[0] or an advanced curative skill such as \\C[1]Cleansing Honey\\C[0]."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>The effects aren't as strong against enemies, but if you manage to slime one, follow up with pleasure attacks on her."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 1, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[27]Horny\\C[0] makes your whole body become sensitive.\nIt doubles all \\C[2]pleasure\\C[0] damage you take."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It won't recover naturally so it's quite dangerous.\nCleanse it with a \\C[3]de-lust potion\\C[0] or an advanced curative skill quickly."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It can be useful against enemies too.\nIt makes your pleasure attacks deal massive damage."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 2, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[27]Trance\\C[0] soaks you in ecstasy and makes you unable to act.\nYou can't do anything, and you're defenseless too."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 1 or 2 turns. It can be cleansed with a \\C[3]de-lust potion\\C[0] or an advanced curative skill."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It's really useful against enemies.\nHaughty monsters can be immersed in a trance."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 3, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[27]Seduction\\C[0] makes you become charmed by enemies.\nIt disturbs your mind, and makes you attack allies."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 1 or 2 turns, but it's pretty dangerous.\nIt can be cleansed with a \\C[3]de-lust potion\\C[0] or an advanced curative skill."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>If used on enemies, they'll only target males.\nThey'll focus attacks, so be careful."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 4, 0])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>\\C[27]Incontinence\\C[0] makes you urinate from pleasure overload.\nIt's extremely embarrassing for both humans and monsters."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It lasts 2 to 4 turns while you shake in pleasure and disgrace. You can't act at all, you're defenseless."])
            ShowTextAttributes(["", 0, 0, 2])
            ShowText(["\\n<Status Maniac>It can be fun to be humiliated, but it can be cleansed early. It can only be cleansed with a \\C[3]de-lust potion\\C[0] or a \\C[3]panacea\\C[0]."])
            Empty([])
          BranchEnd([])
          ConditionalBranch([1, 11, 0, 5, 1])
            BreakLoop([])
            Empty([])
          BranchEnd([])
          Empty([])
        RepeatAbove([])
        Empty([])
      When([3, "No Thanks"])
        BreakLoop([])
        Empty([])
      ChoicesEnd([])
      Empty([])

    RepeatAbove([])
    Empty([])

CommonEvent 6
Name = "EV006"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Attribute Maniac>I'm an Attribute Maniac, I know all about character \\C[20]stats\\C[0]. Do you want to know about a particular stat?"])
    Loop([])
      Script(["unlimited_choices(11,"])
      ScriptMore(["[\"HP\", \"MP\", \"SP\","])
      ScriptMore(["\"Attack\",\"Defense\", \"Magic\","])
      ScriptMore(["\"Willpower\",\"Agility\", \"Dexterity\","])
      ScriptMore(["\"Never mind\"]"])
      ScriptMore([")"])
      ConditionalBranch([1, 11, 0, 0, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]HP\\C[0] is basically your fighting spirit. It's not just vitality, more like will to fight."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>You'll lose HP when taking damage, of course. But you'll also lose HP from pleasure attacks."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>At 0 HP, you're unable to fight. You'll then need to be revived by an \\C[3]item\\C[0] or \\C[5]magic\\C[0]."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>So be sure to watch your HP. Make sure to heal when it gets too low."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 1, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]MP\\C[0] is the energy for casting \\C[5]spells\\C[0]. Casting magic consumes MP."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>It can be restored, but MP is different from HP. You need to stay at an inn, or use expensive \\C[3]items\\C[0]."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>A soldier on the north side of this room can tell you all about the differences between MP and SP."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 2, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]SP\\C[0] is the energy for using physical skills. It's basically like your fighting energy."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Normal attacks restore 20% of your max SP when used. You build it up by constantly \\C[5]attacking\\C[0]."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[5]Defending\\C[0] in combat will also restore 40% of your SP. When you want to quickly build SP, you may as well protect yourself at the same time."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>A soldier on the north side of this room can tell you all about the differences between MP and SP."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 3, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]Attack\\C[0] is a measure of how much damage your physical attacks will do to enemies. It's basically your physical strength."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>As it increases, you deal more physical damage. With a few exceptions, weapons solely rely on Attack."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Some weapons use other stats to determine damage. Listen to the Weapon Maniac to hear about those."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 4, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]Defense\\C[0] is your body's constitution. As it increases, you take less physical damage."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>You can increase it with most \\C[3]armor\\C[0]. Be sure to boost it with the best armor you can get."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 5, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]Magic\\C[0] is your magical power. As it increases, you'll deal more magical damage."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>If you use \\C[5]magic\\C[0] to fight, use weapons that boost Magic. You'll deal a lot of damage with spells with powerful Magic enhancing equipment."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 6, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]Willpower\\C[0] is your magical defense. As it increases, you take less magical damage."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Willpower also determines your healing power. So your \\C[5]healing spells\\C[0] heal more with high Willpower."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Your healers should be given gear that boosts Willpower. That way, you'll have really powerful healing spells."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 7, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]Agility\\C[0] determines turn order. Those with higher Agility move sooner in a turn."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Acting before the enemy is good most of the time. You can defeat enemies before they can even act."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Some weapons' damage is influenced by Agility as well. Rapiers and Spears are some examples."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 8, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>\\C[20]Dexterity\\C[0] is how skillful one is with their hands. As it increases, you deal more damage with \\C[2]pleasure\\C[0] attacks."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Some weapons' damage is influenced by Dexterity as well. \\C[3]Bows\\C[0] and \\C[3]boomerangs\\C[0] are some examples."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>Some weapons' damage is solely determined by Dexterity. \\C[3]Harps\\C[0] are the main example."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Attribute Maniac>To learn about more examples, talk to the Weapon Maniac. Make sure to ask him about them."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 9, 1])
        BreakLoop([])
        Empty([])
      BranchEnd([])
      Empty([])

    RepeatAbove([])
    Empty([])

CommonEvent 7
Name = "EV007"

  Page 0
    ConditionalBranch([1, 1001, 0, 25, 2])
      ConditionalBranch([1, 1028, 0, 7, 2])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Civil Servant>The actions of the four major countries keep getting harder to understand and the outcome of their wars even less predictable."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Dapper Gentleman>It's not official, but Sabasa might secede from the alliance. It might be impossible with that new queen..."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Civil Servant>Wasn't Sabasa's former king assassinated by Grangold? Grand Noah can't stop an invasion by themselves..."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Dapper Gentleman>Grangold might gain control of all Sentora at this rate. And then refugees will flood into the Ilias continent..."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 1028, 0, 8, 1])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Civil Servant>It seems like Sabasa's withdrawal from the alliance has been revoked. Apparently they dispatched the expeditionary force again..."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Dapper Gentleman>They say that the new Queen was manipulated... but it is unknown whether that was true."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Civil Servant>It does sound like an excuse, but Sabasa's populace supports the Queen. Also, it seems like there was evidence that monsters were involved..."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Dapper Gentleman>The whole idea that monsters are pulling strings behind this whole war... the fact we can't deny that is scary."])
        Empty([])
      BranchEnd([])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1001, 0, 26, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Civil Servant>Many of us have entrusted our hopes to the hero Luka. Some are even heralding him as the second coming of Heinrich."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Civil Servant>It seems it was true that he contributed greatly in ending the war with Grangold, too. A hero came to save us in the darkest of times. Perhaps there was something to all those old myths and legends, after all."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 8
Name = "EV008"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Dapper Gentleman>Sabasa's former king was excellent at the art of war. His strength was all that held the front lines against Grangold's inhuman army."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Dapper Gentleman>But the king died in an accident when returning to Sabasa. They say he died from a fall, but it sounds shady..."])
    SetMoveRoute([17, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=16, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
    Unnamed(["RPG::MoveCommand(@code=16, @parameters=[])"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Drinking Soldier>Sabasa's king can't be dead! I'm sure he's still alive somewhere!"])
    SetMoveRoute([17, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=18, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
    Unnamed(["RPG::MoveCommand(@code=18, @parameters=[])"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Dapper Gentleman>...Some still can't accept the Sabasa king's death. He was truly a great man."])
    ConditionalBranch([1, 1028, 0, 7, 2])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Dapper Gentleman>His daughter became the new queen, but... Her reputation is extremely poor."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Dapper Gentleman>She neglects domestic affairs and diplomacy, and instead throws shameless parties. Despite her young age, she's rumored to be a wicked woman."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Dapper Gentleman>Discipline in the castle is supposedly nonexistent, with the soldiers goofing off on a daily basis. The former king must be spinning in his grave..."])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 9
Name = "EV009"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Ability Maniac>I'm an Ability Maniac, and I know all about abilities.\n\\C[1]Skills\\C[0] and \\C[4]abilities\\C[0] are distinct things. You'll learn both as you level up jobs and races, but they're used differently."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Ability Maniac>\\C[1]Skills\\C[0] are magic and combat techniques that are selected and used in battle. Examples are \\C[1]Double Slash\\C[0] from the \\C[5]Sword skills\\C[0], \\C[1]Fire\\C[0] from the \\C[5]Black Magic\\C[0] skills, etc."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Ability Maniac>\\C[4]Abilities\\C[0] aren't selected during battle though. They're equipped out of battle and are always active.\nThere are five types of abilities:\n\\*\\i[97]Combat, \\*\\i[102]Job, \\*\\i[100]Magic,\\*\\i[98]Defense, and \\*\\i[99]Special."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Ability Maniac>Equip them via the Ability option on the menu. They're useless unless equipped so don't forget about them."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Ability Maniac> Additionally, equipping an ability costs \\C[20]Ability Points\\C[0], or AP. That means you can't equip every single ability you get. The AP allotment for each type depends on your job."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Ability Maniac>I can go into detail about each of them. Which ability type do you want to know more about?"])
    Loop([])
      Script(["unlimited_choices(11,"])
      ScriptMore(["[\"Combat Abilities\", \"Job Abilities\", \"Magic Abilities\","])
      ScriptMore(["\"Defense Abilities\",\"Special Abilities\","])
      ScriptMore(["\"Never mind\"]"])
      ScriptMore([")"])
      ConditionalBranch([1, 11, 0, 0, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Combat abilities are where you can find stat modifiers for HP, Attack, Hit Rate, and Critical Rate."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Abilities that affect your normal attack and counter rate are here as well, as well as Slayer abilities."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>As you level up jobs that focus around a weapon's use, you'll eventually learn to use those weapons, their skills, and boosters and stat-reliance modifiers for them."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Jobs that are more dedicated to utilizing the Attack stat will have more Combat AP. Mages will have significantly less, but will usually have enough to equip a Slayer or boost their HP."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 1, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Job abilities are where you can find stat modifiers for SP, Agility, and Dexterity, as well as on-death support abilities, and ones for adding status affliction chance to your attacks."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Jobs that focus around conventional vocations, entertainment, or specialized combat will teach abilities for the skills and weapons for them, as well as their boosters and miscellaneous effects."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Jobs where Dexterity is their primary damage source tend to have more Job AP. But most of them give you a generous amount, enough to raise your speed with an agility boost, or to bolster your status infliction chances."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 2, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Magic abilities consist of well, everything to do with magic. Stat modifiers for Magic and MP, spell skill use, weapon equips and their boosters, just like the other ability categories."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>However, this is also the category where elemental boosters are found, and those are beneficial in any job."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>It's very likely that your physical fighters will pick up a fire, wind, or earth skill at some point. You may want to seek out those boosters to power them up."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Spellcasting jobs tend to have more Magic AP. Though that's not to say others don't have a lot. There will always be enough to equip a booster or even a magic skill use if you want some versatility."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 3, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Defense abilities are for all manner of protection. Modifiers for Defense, Willpower, Evasion, and Magic Evasion."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>The abilities for reducing elemental damage, resisting status effects, and equipping armors are also found here."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Most jobs have a generous amount of Defense AP, except spellcasting jobs. Mages won't learn a lot of defense abilities anyway, so they'll need party support to stay alive."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 4, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Special abilities are a grab bag of things that don't immediately fit in other categories. For one, all of the HP/MP/SP Regen abilities are found here."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>As well as boosters for racial skills, gold & item drops, steal rate, encounter rate, XP & Job XP...."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>There are abilities here for picking locks, affecting how enemies target you, getting your stats boosted from the environment..."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Ability Maniac>Quite frankly, there are too many to name here. But most jobs have enough Special AP to supplement what you need, should you have one."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 11, 0, 5, 1])
        BreakLoop([])
        Empty([])
      BranchEnd([])
      Empty([])

    RepeatAbove([])
    Empty([])

CommonEvent 10
Name = "EV010"

  Page 0
    PlaySE(["RPG::SE(@name=\"Item1\", @pitch=100, @volume=80)"])
    ControlSelfSwitch(["A", 0])
    ChangeItems([305, 0, 0, 1])
    Empty([])

  Page 1
    Empty([])

CommonEvent 11
Name = "EV011"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>You should learn the differences between MP and SP.\nBoth are used to power skills, but they're still different."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>MP is consumed when casting spells.\nStronger spells drain more MP when cast."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>It's easiest to stay at an inn to recover MP.\nThere's items to recover MP too, but they tend to be pricey."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Oppositely, SP is used for physical skills.\nIt sounds like MP, but it's pretty different."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>You gain 1 SP whenever you use a normal attack.\nYour fighting spirit raises by attacking enemies."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Once you build it up, SP can be used for skills.\nOf course, stronger skills use more SP."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>There's other ways to get SP other than attacking...\nBut attacking is still your most reliable method."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>At the end of combat, built up SP is lost.\nIt gets set to half of your max SP for the next battle."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>So you should use SP as much as you can during battles.\nThere's no reason to hoard it."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>You can win easily if you know the difference between SP and MP.\nYou'll learn easiest gaining experience in combat."])
    Empty([])

CommonEvent 12
Name = "EV012"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Soldier A>I tried to take in all those four maniacs had to say...\nMy head's an utter mess now!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Soldier B>You're nuts... You can't take in everything all at once.\nYou can always come back later to learn as you go."])
    Empty([])

CommonEvent 13
Name = "EV013"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Soldier A>I tried to take in all those four maniacs had to say...\nMy head's an utter mess now!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Soldier B>You're nuts... You can't take in everything all at once.\nYou can always come back later to learn as you go."])
    Empty([])

CommonEvent 14
Name = "EV014"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Old Man>You learn skills and abilities by leveling your job.\nThere are some exceptions that are learned with character level though."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Old Man>These are intrinsic to the character and don't depend on jobs.\nSo keep in mind that those skills exist too."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Old Man>For example, the Holy Knights' idol, Sonya...\nAs her level rises, she'll learn a few club skills regardless of her job."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Old Man>I'm sure you realize why, heh heh."])
    Empty([])

CommonEvent 15
Name = "EV015"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>All characters have a \\C[20]Trait\\C[0].\nThese are special features unique to that character."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>These traits are inherent to each character and are active no matter what job or race you've selected."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>For example, Sonya's trait is \"Cute Childhood Friend\"...\n...It's \"Club Girl\", really? That's an awful name."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>With the \"Club Girl\" trait, Sonya can always equip a \\C[3]club\\C[0].\nIn addition, she can always use \\C[5]club skills\\C[0]."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>Her \\C[5]club skills\\C[0] also do extra damage.\nSo she deals more damage than you'd think."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>So a character is not defined just by stats, and several unique traits boost damage of certain skills too."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scholar>You can view a unique traits' effects via the status screen.\nYou can also view them in the character book."])
    Empty([])

CommonEvent 16
Name = "EV016"

  Page 0
    ConditionalBranch([1, 1001, 0, 25, 2])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Scholar>San Ilia, Sabasa, and Grand Noah are allied.\nThe enemy is of course the powerful Grangold."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Scholar>The three countries aren't any stronger than Grangold though.\nGrangold has ant girls, golems, and automata..."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Scholar>Nobody knows what's going on in monstrous Grangold since all news from inside the country is cut off."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1001, 0, 26, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Scholar>I can't believe the king of Grangold was being manipulated by the Monster Lord... Seems she was behind everything all along."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Scholar>And now, a new war is starting. One between the Monster Lord and us humans... No doubt it'll be a fierce battle."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 17
Name = "EV017"

  Page 0
    ConditionalBranch([1, 1001, 0, 25, 2])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Military Officer>Gold the 11th, the current king of Grangold, isn't human...\nI saw him with my own eyes on the battlefield..."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Military Officer>He didn't flinch even when arrows and spears pierced him, and he annihilated our army with monstrous spells."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Military Officer>He might be good with magic because of his royal bloodline, but no human has that kind of power."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1001, 0, 26, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Military Officer>I know that the king of Grangold was being controlled, but... Are the rumors true? That he is now something more than human?"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Military Officer>Being in the military, I've seen his inhuman power for myself. I wonder what's going on?"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 18
Name = "EV018"

  Page 0
    ConditionalBranch([1, 1028, 0, 7, 2])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>The theocratic San Ilia is at a crossroads.\nAs the magical revolution continues, how can it be compatible with their religious beliefs?"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>Research into machines has led them to be incorporated into daily life, but the church has spoken out against those too..."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>The problem is that the current Pope of San Ilia supports the use of machines, and even the church higher-ups are beginning to promote them."])
      ConditionalBranch([4, 531, 0])
        ShowTextAttributes(["saniria_fc2", 0, 0, 2])
        ShowText(["\\n<King of San Ilia>Faith and technology don't necessarily contradict one another. We have to show people that it is possible for both to coexist."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Priest>Y-you... are you...?!"])
        ShowTextAttributes(["saniria_fc2", 0, 0, 2])
        ShowText(["\\n<King of San Ilia>Just a passing mecha."])
        Empty([])
      Else([])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Priest>The conflict has split the church into factions.\nThe anti-machine sect left San Ilia and established themselves in a nearby village."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Priest>There was an assassination attempt on the Pope several years ago, but was the anti-machine sect really behind it...?"])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Priest>Speaking of that, I've heard that someone in this village was connected to the assassination, but there wasn't enough evidence to arrest him for it."])
        Empty([])
      BranchEnd([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1028, 0, 8, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>The church nation San Ilia is currently at a crossroads.\nHow does faith come into terms with the advances of magic revolution..."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Priest>The fact that Luddite Village was destroyed by monsters does not change this. In this turbulent world, religion itself is being questioned."])
      ConditionalBranch([4, 531, 0])
        ShowTextAttributes(["saniria_fc2", 0, 0, 2])
        ShowText(["\\n<King of San Ilia>Faith and technology don't necessarily contradict one another. We have to show people that it is possible for both to coexist."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Priest>Y-you... are you...?!"])
        ShowTextAttributes(["saniria_fc2", 0, 0, 2])
        ShowText(["\\n<King of San Ilia>Just a passing mecha."])
        Empty([])
      BranchEnd([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 19
Name = "EV019"

  Page 0
    ConditionalBranch([1, 1001, 0, 25, 2])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Gentleman>Grand Noah used to be a rich nation in harmony with nature.\nEven with many monster citizens, the society was stable."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Gentleman>But then Grangold's invasion began, and that all changed."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Gentleman>The town of Lima on the border was destroyed, and before long, the capital was besieged. Through the combined allied power of San Ilia and Sabasa, Grangold was pushed back though."])
      ConditionalBranch([1, 1028, 0, 7, 2])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Gentleman>But Sabasa lost their king in an accident and essentially withdrew from the alliance. It's probably only a matter of time before Grand Noah falls now..."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 1028, 0, 8, 1])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Gentleman>The crisis involving Sabasa's withdrawal from the alliance is over... however, this doesn't change the fact that the war against Grand Noah will be severe."])
        Empty([])
      BranchEnd([])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1001, 0, 26, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Gentleman>I pray that the four great powers may rally together against the Monster Lord's army. Unless all of humanity joins forces, we simply don't stand a chance."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 20
Name = "EV020"

  Page 0
    ConditionalBranch([1, 1001, 0, 25, 2])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>So there's a massive war on the Sentora continent, but the influence of monsters keeps popping up everywhere."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>First, Grangold has a large ant girl army, which is odd.\nThere's no way they could command the ants without their queen supporting them."])
      ConditionalBranch([1, 1028, 0, 7, 2])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Noble>Also, there's a new queen in Sabasa...\nThere are rumors she's actually a succubus."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Noble>I believe the true princess was killed with her father, and then the succubus who did it became queen in her place."])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 1028, 0, 8, 1])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Noble>Also, it seems like the new Queen of Sabasa was manipulated by monsters. There are many who think it's just a trick, but I believe it's true."])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["\\n<Noble>The previous King's death was too fishy as well.\nIt's natural to suspect all of it to be a conspiracy."])
        ConditionalBranch([4, 529, 0])
          ShowTextAttributes(["sara_fc1", 4, 0, 2])
          ShowText(["\\n<Sara>......"])
          Empty([])
        BranchEnd([])
        Empty([])
      BranchEnd([])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>Even Grand Noah has a strange magical advisor, and they say she isn't even trying to conceal that she's a monster."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>Don't you think this is all really suspicious?\nMonsters have wormed their way into powerful positions in every country."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>I think the Monster Lord might be pulling the strings...\nI bet she's trying to take over the world in one fell swoop."])
      ConditionalBranch([0, 4, 0])
        ShowTextAttributes(["alice_fc5", 3, 0, 2])
        ShowText(["\\n<Alice>Pfft, like I'd care about human politics...\nBut I can't say the same for all monsters."])
        ShowTextAttributes(["alice_fc5", 0, 0, 2])
        ShowText(["\\n<Alice>I'll need to check this all out...\nOf course, the rabbit is our top priority."])
        Empty([])
      BranchEnd([])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1001, 0, 26, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>I knew it. The Monster Lord was behind the war all along.\nI'm so sharp, I scare myself."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Noble>Oh dear... If I speak too much, I may be targeted by her, too.\nPhew, that was close."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 21
Name = "EV021"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["A wizard is fighting with a soldier..."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Listen old man, you start each battle with half your max SP.\nSo I can use my sword skills every fight without worry!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Mage>But in longer fights, you get out of breath quickly.\nOnce out of SP, you have to build it up with normal attacks!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Mage>But I've got lots of MP.\nIf I manage it well, it won't dry up."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Oh, the old man won't run out!\nYou'll run out of MP fast during long dungeon crawls!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>You only get MP back from an item or resting at inns.\nIt's way worse than SP that's restored after every fight..."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Mage>Grr...!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Rrr...!"])
    Empty([])

CommonEvent 22
Name = "EV022"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["A wizard is fighting with a soldier..."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Listen old man, you start each battle with half your max SP.\nSo I can use my sword skills every fight without worry!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Mage>But in longer fights, you get out of breath quickly.\nOnce out of SP, you have to build it up with normal attacks!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Mage>But I've got lots of MP.\nIf I manage it well, it won't dry up."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Oh, the old man won't run out!\nYou'll run out of MP fast during long dungeon crawls!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>You only get MP back from an item or resting at inns.\nIt's way worse than SP that's restored after every fight..."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Mage>Grr...!"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Rrr...!"])
    Empty([])

CommonEvent 23
Name = "EV023"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Woman>Do you know the difference between a \\C[3]staff\\C[0] and a \\C[3]rod\\C[0]?\nBoth are magic weapons, so confusion is common."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Woman>A \\C[3]staff\\C[0] improves willpower, which influences \\C[5]healing magic\\C[0]. So a staff is good for healers like \\C[14]priests\\C[0]."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Woman>A \\C[3]rod\\C[0] improves magic, which influences \\C[5]attack magic\\C[0].\nSo a rod is best for magic attackers like \\C[14]magicians\\C[0]."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Woman>Healers get staves, magic attackers get rods... Remember that, it's important."])
    Empty([])

CommonEvent 24
Name = "EV024"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scoundrel>Normal \\C[3]swords\\C[0] can be equipped by all soldiers.\nBut some powerful swords can only be used by experts."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scoundrel>A \\C[3]knight sword\\C[0], for example...\nA normal soldier can't equip it."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scoundrel>You need to be a special job to use a knight sword. You need to be a \\C[14]swordsman\\C[0] or similar job."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scoundrel>How do you become a \\C[14]swordsman\\C[0]? Master other jobs first, and you might find out."])
    Empty([])

CommonEvent 25
Name = "EV025"

  Page 0
    ConditionalBranch([8, 505])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["The Key to Hades was used!"])
      ControlSwitches([31, 31, 1])
      ControlSwitches([100, 100, 0])
      PlaySE(["RPG::SE(@name=\"Earth4\", @pitch=100, @volume=80)"])
      SetMoveRoute([0, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=17, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=18, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=19, @parameters=[])\", \"RPG::MoveCommand(@code=37, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=17, @parameters=[])"])
      Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
      Unnamed(["RPG::MoveCommand(@code=18, @parameters=[])"])
      Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
      Unnamed(["RPG::MoveCommand(@code=19, @parameters=[])"])
      Unnamed(["RPG::MoveCommand(@code=37, @parameters=[])"])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=true, @wait=true, @list=[\"RPG::MoveCommand(@code=12, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=12, @parameters=[])"])
      ChangeMapDisplay([0])
      PlaySE(["RPG::SE(@name=\"Magic2\", @pitch=100, @volume=80)"])
      TransferPlayer([0, 576, 18, 53, 0, 1])
      Empty([])

    Else([])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Even if you push or pull, the door won't open..."])
      SetMoveRoute([26, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=17, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=17, @parameters=[])"])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=18, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=18, @parameters=[])"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Guard>What are you doing, Luka?\nYou're trying to push and pull the wall..."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\n<Guard>What? There's a door there?\nOi, that's just a wall however you look at it."])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=16, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=16, @parameters=[])"])
      ConditionalBranch([0, 6, 0])
        ShowTextAttributes(["sonia_fc2", 2, 0, 2])
        ShowText(["\\n<Sonya>Luka, are you okay?\nAre you seeing things after eating some weird mushroom or something?"])
        Empty([])
      BranchEnd([])
      ShowTextAttributes(["ruka_fc1", 0, 0, 2])
      ShowText(["\\n<Luka>Wait, you don't see the door...?\nAm I the only one that can see it?"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["It won't open, so it's useless.\nBut I do see a keyhole..."])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 26
Name = "EV026"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>There are 3 kinds of attacks.\nThere's physical, magical, and pleasure attacks."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>\\C[20]Defense\\C[0] lowers physical damage you take. \\C[20]Willpower\\C[0] lowers magical damage you take."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>The average of \\C[20]defense and willpower\\C[0] lowers pleasure damage you take. It's good to cover weak points with armor."])
    Empty([])

CommonEvent 27
Name = "EV027"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scoundrel>You should have at least one healer in your party.\nYou can be safer with two healers in the party."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Scoundrel>You'll be in trouble without any healers.\nDon't just stupidly put 4 warriors out in battle."])
    Empty([])

CommonEvent 28
Name = "EV028"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Young Boy>Your job can change your elemental and status resistance. For example, \\C[14]magicians\\C[0] take less damage from \\C[2]fire, ice, and lightning\\C[0] attacks."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Young Boy>If enemies use specific elements...\nYou can change up your party to your benefit."])
    Empty([])

CommonEvent 29
Name = "EV029"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Poet>Don't choose equipment just on attack and defense stats.\nAccessories have a lot of special effects."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Poet>Some weapons deal \\C[2]fire damage\\C[0].\nSo they deal lots of damage to enemies weak to fire."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Poet>Some armor can resist or nullify specific elements.\nYou can easily defeat powerful enemies with the right gear."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Poet>So when fighting fire-breathing enemies...\nA shield that \\C[2]nullifies fire\\C[0] is very useful."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Poet>You can't buy unusual accessories easily.\nPay attention to resistances when prepping for combat."])
    Empty([])

CommonEvent 30
Name = "EV030"

  Page 0
    ShowTextAttributes(["", 1, 0, 2])
    ShowText(["\\n<Scholar>When you change your job too many times... you will learn too many skills and it'll be difficult to choose them in combat."])
    ShowTextAttributes(["", 1, 0, 2])
    ShowText(["\\n<Scholar>If that happens, if you use button 1 (Shift on the keyboard) and... the whole skill type will no longer be displayed in combat."])
    ShowTextAttributes(["", 1, 0, 2])
    ShowText(["\\n<Scholar>They will only be temporarily hidden and not forgotten, so don't worry. If you press button 1 again, you will make them appear again."])
    ShowTextAttributes(["", 1, 0, 2])
    ShowText(["\\n<Scholar>I wish I learned enough skills and magic to have trouble choosing..."])
    Empty([])

CommonEvent 31
Name = "EV031"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>There's (Atk+Dex) written beside the skill's Power in the description, right? It means that the skill is affected by Attack and Dexterity."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>\\C[20]Atk\\C[0] is Attack, \\C[20]Dex\\C[0] is Dexterity, \\C[20]Agi\\C[0] is Agility. \\C[20]Mag\\C[0] is Magic, \\C[20]Def\\C[0] is Defense, \\C[20]Will\\C[0] is Willpower."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>In other words, if the skill doesn't have a statistic specified, it's not affected by that statistic. For example, for a skill that has (Agi+Dex) there's no point raising Attack."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Warrior>Learn what stats are important for the skills you want to use... once you grasp that part you won't go wrong with your equipment selection."])
    Empty([])

CommonEvent 56
Name = "EV056"

  Page 0
    ChangeMapDisplay([0])
    PlaySE(["RPG::SE(@name=\"Move\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 5, 10, 10, 2, 0])
    Empty([])

CommonEvent 61
Name = "EV061"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Locked chests have special colors.\nThey can't be opened without the right \\C[4]unlock ability\\C[0]."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>\\C[14]Thieves\\C[0] can learn an ability to open blue chests, but you'll need to advance to higher jobs to open green and silver chests."])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["\\n<Guard>Make notes when you find chests you can't unlock.\nYou can come back later with the right ability and open them..."])
    Empty([])

CommonEvent 62
Name = "EV062"

  Page 0
    ConditionalBranch([12, "unlock_level < 1"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["The chest is locked..."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    PlaySE(["RPG::SE(@name=\"Chest\", @pitch=100, @volume=80)"])
    SetMoveRoute([0, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=36, @parameters=[])\", \"RPG::MoveCommand(@code=17, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=18, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
    Unnamed(["RPG::MoveCommand(@code=36, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=17, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
    Unnamed(["RPG::MoveCommand(@code=18, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
    ControlSelfSwitch(["A", 0])
    ChangeArmor([1037, 0, 0, 1, false])
    Empty([])

  Page 1
    Empty([])

CommonEvent 63
Name = "EV063"

  Page 0
    ConditionalBranch([12, "unlock_level < 2"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["The chest is locked..."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    PlaySE(["RPG::SE(@name=\"Chest\", @pitch=100, @volume=80)"])
    SetMoveRoute([0, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=36, @parameters=[])\", \"RPG::MoveCommand(@code=17, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=18, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
    Unnamed(["RPG::MoveCommand(@code=36, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=17, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
    Unnamed(["RPG::MoveCommand(@code=18, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
    ControlSelfSwitch(["A", 0])
    ChangeGold([0, 0, 12000])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["12000\\G obtained!"])
    Empty([])

  Page 1
    Empty([])

CommonEvent 64
Name = "EV064"

  Page 0
    ConditionalBranch([12, "unlock_level < 3"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["The chest is locked..."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    PlaySE(["RPG::SE(@name=\"Chest\", @pitch=100, @volume=80)"])
    SetMoveRoute([0, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=36, @parameters=[])\", \"RPG::MoveCommand(@code=17, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=18, @parameters=[])\", \"RPG::MoveCommand(@code=15, @parameters=[3])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
    Unnamed(["RPG::MoveCommand(@code=36, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=17, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
    Unnamed(["RPG::MoveCommand(@code=18, @parameters=[])"])
    Unnamed(["RPG::MoveCommand(@code=15, @parameters=[3])"])
    ControlSelfSwitch(["A", 0])
    ChangeGold([0, 0, 25000])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["25000\\G obtained!"])
    Empty([])

  Page 1
    Empty([])

CommonEvent 65
Name = "EV065"

  Page 0
    ChangeMapDisplay([0])
    PlaySE(["RPG::SE(@name=\"Move\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 5, 38, 10, 2, 0])
    Empty([])
