Display Name = "Labyrinth of Chaos"
Parallax Name = "StarlitSky"
Note = ""

CommonEvent 1
Name = "EV001"

  Page 0
    ShowPicture([5, "80_mob_sister2_st01", 0, 0, 0, 0, 100, 100, 0, 0])
    MovePicture([5, nil, 0, 0, 0, 0, 100, 100, 255, 0, 30, true])
    ShowTextAttributes(["mob_sister2_fc2", 0, 0, 2])
    ShowText(["\\n<Noa>"])
    ShowText(["I'm glad you returned safely."])
    ShowText(["As the High Priest, I shall fulfill my duties――"])
    Script(["SceneManager.call(Scene_JobChange)"])
    Wait([1])
    RecoverAll([0, 0])
    ShowTextAttributes(["mob_sister2_fc2", 0, 0, 2])
    ShowText(["\\n<Noa>"])
    ShowText(["After changing jobs, don't forget to check your equipment and abilities."])
    ShowText(["May the guidance of Goddess be with you..."])
    ErasePicture([5])
    Empty([])

CommonEvent 2
Name = "EV002"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["Which labyrinth will you traverse?"])
    Script(["ex_choice_add(\"Eternal Forest\",1)"])
    ScriptMore(["ex_choice_add(\"Carnage Hill\",2)"])
    ScriptMore(["ex_choice_add(\"Sea of Truth\",3)"])
    ScriptMore(["ex_choice_add(\"Oblivion Desert\",4)"])
    ScriptMore(["ex_choice_add(\"Recursion Caverns\",5)"])
    ScriptMore(["ex_choice_add(\"Phase Tower\",6)"])
    ScriptMore(["ex_choice_add(\"Town of Demise\",7)"])
    ScriptMore(["ex_choice_add(\"Infinite Chaos\",8)"])
    Script(["ex_choice_show(0,11,[0,0])"])
    ConditionalBranch([1, 9, 0, 1, 0])
      Script(["ex_choice_add(\"Eternal Forest Lv1\",1,"])
      ScriptMore(["\"v[132]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Eternal Forest Lv2\",2,"])
      ScriptMore(["\"v[132]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Eternal Forest Lv3\",3,"])
      ScriptMore(["\"v[132]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Eternal Forest Lv4\",4,"])
      ScriptMore(["\"v[132]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Eternal Forest Lv5\",5,"])
      ScriptMore(["\"v[132]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 1])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 1])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 1])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 1])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 1])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 2, 0])
      Script(["ex_choice_add(\"Carnage Hill Lv1\",1,"])
      ScriptMore(["\"v[133]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Carnage Hill Lv2\",2,"])
      ScriptMore(["\"v[133]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Carnage Hill Lv3\",3,"])
      ScriptMore(["\"v[133]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Carnage Hill Lv4\",4,"])
      ScriptMore(["\"v[133]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Carnage Hill Lv5\",5,"])
      ScriptMore(["\"v[133]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 2])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 2])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 2])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 2])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 2])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 3, 0])
      Script(["ex_choice_add(\"Sea of Truth Lv1\",1,"])
      ScriptMore(["\"v[134]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Sea of Truth Lv2\",2,"])
      ScriptMore(["\"v[134]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Sea of Truth Lv3\",3,"])
      ScriptMore(["\"v[134]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Sea of Truth Lv4\",4,"])
      ScriptMore(["\"v[134]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Sea of Truth Lv5\",5,"])
      ScriptMore(["\"v[134]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 3])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 3])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 3])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 3])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 3])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 4, 0])
      Script(["ex_choice_add(\"Oblivion Desert Lv1\",1,"])
      ScriptMore(["\"v[135]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Oblivion Desert Lv2\",2,"])
      ScriptMore(["\"v[135]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Oblivion Desert Lv3\",3,"])
      ScriptMore(["\"v[135]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Oblivion Desert Lv4\",4,"])
      ScriptMore(["\"v[135]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Oblivion Desert Lv5\",5,"])
      ScriptMore(["\"v[135]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 4])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 4])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 4])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 4])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 4])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 5, 0])
      Script(["ex_choice_add(\"Recursion Caverns Lv1\",1,"])
      ScriptMore(["\"v[136]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Recursion Caverns Lv2\",2,"])
      ScriptMore(["\"v[136]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Recursion Caverns Lv3\",3,"])
      ScriptMore(["\"v[136]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Recursion Caverns Lv4\",4,"])
      ScriptMore(["\"v[136]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Recursion Caverns Lv5\",5,"])
      ScriptMore(["\"v[136]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 5])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 5])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 5])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 5])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 5])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 6, 0])
      Script(["ex_choice_add(\"Phase Tower Lv1\",1,"])
      ScriptMore(["\"v[137]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Phase Tower Lv2\",2,"])
      ScriptMore(["\"v[137]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Phase Tower Lv3\",3,"])
      ScriptMore(["\"v[137]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Phase Tower Lv4\",4,"])
      ScriptMore(["\"v[137]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Phase Tower Lv5\",5,"])
      ScriptMore(["\"v[137]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 6])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 6])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 6])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 6])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 6])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 7, 0])
      Script(["ex_choice_add(\"Town of Demise Lv1\",1,"])
      ScriptMore(["\"v[138]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Town of Demise Lv2\",2,"])
      ScriptMore(["\"v[138]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Town of Demise Lv3\",3,"])
      ScriptMore(["\"v[138]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Town of Demise Lv4\",4,"])
      ScriptMore(["\"v[138]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Town of Demise Lv5\",5,"])
      ScriptMore(["\"v[138]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 7])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 7])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 7])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 7])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 7])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 8, 0])
      Script(["ex_choice_add(\"Infinite Chaos Lv1\",1,"])
      ScriptMore(["\"v[139]>=0\",1)"])
      ScriptMore(["ex_choice_add(\"Infinite Chaos Lv2\",2,"])
      ScriptMore(["\"v[139]>=1\",1)"])
      ScriptMore(["ex_choice_add(\"Infinite Chaos Lv3\",3,"])
      ScriptMore(["\"v[139]>=2\",1)"])
      ScriptMore(["ex_choice_add(\"Infinite Chaos Lv4\",4,"])
      ScriptMore(["\"v[139]>=3\",1)"])
      ScriptMore(["ex_choice_add(\"Infinite Chaos Lv5\",5,"])
      ScriptMore(["\"v[139]>=4\",1)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([123, 123, 0, 0, 8])
        ControlVariables([149, 149, 0, 0, 300])
        ControlVariables([150, 150, 0, 0, -49])
        ControlVariables([151, 151, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([123, 123, 0, 0, 8])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 1450])
        ControlVariables([151, 151, 0, 0, 2])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([123, 123, 0, 0, 8])
        ControlVariables([149, 149, 0, 0, 2000])
        ControlVariables([150, 150, 0, 0, 2950])
        ControlVariables([151, 151, 0, 0, 3])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([123, 123, 0, 0, 8])
        ControlVariables([149, 149, 0, 0, 5000])
        ControlVariables([150, 150, 0, 0, 4950])
        ControlVariables([151, 151, 0, 0, 4])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([123, 123, 0, 0, 8])
        ControlVariables([149, 149, 0, 0, 20000])
        ControlVariables([150, 150, 0, 0, 6950])
        ControlVariables([151, 151, 0, 0, 5])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 9, 0, 0, 0])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Label(["開始"])
    RecoverAll([0, 0])
    ControlSwitches([41, 41, 0])
    ControlSwitches([52, 52, 0])
    ControlVariables([1002, 1002, 0, 0, 2])
    ChangeSaveAccess([0])
    ControlVariables([121, 121, 0, 0, 0])
    CallCommonEvent([901])
    ExitEventProcessing([])
    Empty([])

CommonEvent 3
Name = "EV003"

  Page 0
    ConditionalBranch([1, 122, 0, 600, 1])
      ShowChoices([["Challenge the Labyrinth of Chaos", "Challenge the Carnage Labyrinth of Chaos", "Never mind"], 3])
      When([0, "Challenge the Labyrinth of Chaos"])
        Empty([])
      When([1, "Challenge the Carnage Labyrinth of Chaos"])
        ControlVariables([121, 121, 0, 0, 0])
        ControlVariables([149, 149, 0, 0, 300000])
        ControlVariables([150, 150, 0, 0, 19990])
        ControlVariables([123, 123, 0, 0, 10])
        ControlVariables([151, 151, 0, 0, 99])
        ControlVariables([157, 157, 0, 0, 1])
        JumpToLabel(["開始"])
        Empty([])
      When([2, "Never mind"])
        SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
        Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
        ExitEventProcessing([])
        Empty([])
      ChoicesEnd([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 122, 0, 101, 1])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Which floor of the labyrinth will you start at?"])
      Script(["ex_choice_add(\"1st Floor\",1)"])
      ScriptMore(["ex_choice_add(\"101st Floor\",2)"])
      ScriptMore(["ex_choice_add(\"201st Floor\",3,"])
      ScriptMore(["\"v[122]>200\",0)"])
      ScriptMore(["ex_choice_add(\"301st Floor\",4,"])
      ScriptMore(["\"v[122]>300\",0)"])
      ScriptMore(["ex_choice_add(\"401st Floor\",5,"])
      ScriptMore(["\"v[122]>400\",0)"])
      ScriptMore(["ex_choice_add(\"601st Floor\",6,"])
      ScriptMore(["\"v[122]>600\",0)"])
      Script(["ex_choice_show(0,11,[0,0])"])
      ConditionalBranch([1, 9, 0, 1, 0])
        ControlVariables([121, 121, 0, 0, 0])
        ControlVariables([149, 149, 0, 0, 1])
        ControlVariables([150, 150, 0, 0, 4990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 2, 0])
        ControlVariables([121, 121, 0, 0, 100])
        ControlVariables([149, 149, 0, 0, 1000])
        ControlVariables([150, 150, 0, 0, 6990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 3, 0])
        ControlVariables([121, 121, 0, 0, 200])
        ControlVariables([149, 149, 0, 0, 6000])
        ControlVariables([150, 150, 0, 0, 9990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 4, 0])
        ControlVariables([121, 121, 0, 0, 300])
        ControlVariables([149, 149, 0, 0, 30000])
        ControlVariables([150, 150, 0, 0, 12990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 5, 0])
        ControlVariables([121, 121, 0, 0, 400])
        ControlVariables([149, 149, 0, 0, 80000])
        ControlVariables([150, 150, 0, 0, 15990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      ConditionalBranch([1, 9, 0, 6, 0])
        ControlVariables([121, 121, 0, 0, 600])
        ControlVariables([149, 149, 0, 0, 200000])
        ControlVariables([150, 150, 0, 0, 19990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      BranchEnd([])
      SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
      Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
      ExitEventProcessing([])
      Empty([])

    Else([])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Will you enter the Labyrinth of Chaos?"])
      ShowChoices([["Yes", "No"], 2])
      When([0, "Yes"])
        ControlVariables([121, 121, 0, 0, 0])
        ControlVariables([149, 149, 0, 0, 1])
        ControlVariables([150, 150, 0, 0, 3990])
        ControlVariables([123, 123, 0, 0, 9])
        ControlVariables([151, 151, 0, 0, 0])
        JumpToLabel(["開始"])
        Empty([])
      When([1, "No"])
        SetMoveRoute([-1, "RPG::MoveRoute(@repeat=false, @skippable=false, @wait=true, @list=[\"RPG::MoveCommand(@code=1, @parameters=[])\", \"RPG::MoveCommand(@code=0, @parameters=[])\"])"])
        Unnamed(["RPG::MoveCommand(@code=1, @parameters=[])"])
        ExitEventProcessing([])
        Empty([])
      ChoicesEnd([])
      Empty([])

    BranchEnd([])
    Label(["開始"])
    RecoverAll([0, 0])
    ControlSwitches([41, 41, 0])
    ControlSwitches([52, 52, 0])
    ControlVariables([1002, 1002, 0, 0, 2])
    ChangeSaveAccess([0])
    CallCommonEvent([901])
    ExitEventProcessing([])
    Empty([])

CommonEvent 4
Name = "EV004"

  Page 0
    ControlVariables([1049, 1049, 1, 0, 1])
    ConditionalBranch([1, 1049, 0, 10, 1])
      ControlVariables([1049, 1049, 0, 0, 1])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 1, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Monsters that appear in here might look familiar, but don't be fooled! Their strength is not the same."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>If you struggle using pure force, think about the monsters' resistances. You should have the advantage if you use the enemy's weaknesses."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Even though the monsters have the same appearance as those from the outside, their resistances may differ... Be careful about that."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 2, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Monsters that appear in the dungeon are fragments of chaosized parallel events. You can't speak with them or have them join you, so don't try it."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Some of them use skills completely different from those listed in the library. Their resistances are also more powerful than those listed."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>They won't tempt you and you will be spared from humiliation if you lose but... Hey, are you a little disappointed about that?"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 3, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>I told you that the monsters' resistances are stronger than those of monsters from the outside, right? They also have physical resistances you don't normally see in the outside world."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>The resistances those monsters specialize in is higher by default. Warrior types are strong against physical attacks, and mage types are strong against magic..."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>So you should attack warrior types with magic. Pleasure attacks are also effective... It frustrates them, but they feel it."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Other than that, the slimy monsters and ghost types are also strong against physical attacks. Against sticky monsters, use lightning; and against ghosts, use fire."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>You should listen to various races talk about their resistances at Ilias Temple. Even if they're reinforced, they should have the same characteristics present."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 4, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>I think you've already heard the explanation from the Reaper... The more rare points you have, the stronger the equipment."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Your rare points go up a little when you defeat an enemy, and increase greatly each time you descend a floor."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>On the other hand, the strength of the enemies also increases as you go deeper into the labyrinth."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>So...if you avoid fighting enemies and descend into the labyrinth while running away, you can still hunt for treasure chests."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 5, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Enemies equipped with bows have higher hit rates. Even if you have a high evasion rate, they will offset it with their hit rate."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>On the other hand, when you meet enemies with high evasion rates, you can hit them using attacks with high hit rates, such as from bows and guns."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Also, if an enemy uses [Magic Concentration] or [Mental Concentration], their next attack will definitely hit, so remember that."])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 6, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Enemies here can use support magic quite well. It's rough when already-strong enemies boost their strength even further, huh?"])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>In cases like that, you can use skills that cancel support effects! Good examples would be a priest's \"Dispel\" or a beast's \"Disruptive Wave.\""])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>However, some bosses can also use skills that cancel support effects. They can even cancel your own buffs, so watch out!"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 7, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>If the description of a skill has (Atk+Dex)...\nBoth attack and dexterity will affect it's power."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>But if it reads (Atk or Dex), It'll take power from the highest of the two stats."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Also, there are abilities for certain skills such as \"Causes x skills to use Dexterity in place of Attack\" In cases like this, the highest stat will still be accounted for."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Suppose the \"Causes x skills to use Dexterity in place of Attack\" ability is being used.\nIf your attack is higher than your dexterity, attack will be used instead anyway."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Since abilities that change which stat is used can't cause your skills to deal less damage, you can use them without any worries! ♪"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 8, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Every 100 floors in the labyrinth, a super powerful boss appears... Fighting them is optional, so you can just beat the regular boss instead."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>But if you defeat the superboss, you'll get lots of super rare treasures! If you're confident in your skill, then how about you chaaallenge ooone...? ♪"])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>I bet you won't even scratch them... (I'm sure you can beat them!)"])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Ah, sooowwy! ♪♪♪\nI mixed up my real feelings and official stance♪♪♪"])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Annoyed? Hey, heeey! Are you annoooyed...? ♪"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 9, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Did you make sure to put people who can open rare treasure chests in your party? If I found a green or blue chest and I couldn't open it, I would be so frustrated."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Also, you can have up to 1000 secret weapons, and up to 2000 secret armor pieces. Since you can't have more than that, please dispose of anything extra frequently."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>This number also includes whatever your companions have equipped on them. If you talk to the blacksmith, she'll tell you how much you have, so check them out!"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 1049, 0, 10, 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Evasion and critical rate effects overlap, but... If there's multiple instances of those effects, they won't just add up to a sum total."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>For example, if you had an ability that gave you 50% critical rate, and a weapon with 50% critical rate... Together, they wouldn't be 100%, but 75%"])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Do you want to know the formula being used? Would you understand if I told you it?\nWith N, M, L as your variables,\n1-[(1-N) * (1-M) * (1-L)...] Got it?"])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>This formula is applied to critical rate, resistance values, and the like... So pay attention when calculating duplicate parameters in which 100% is the highest possible value."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Attack boosts or any similar effects are additive. This is common knowledge, but it helps to remember this."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>Also, if you have more than one of the same type of ability among your secret equipment... They'll add together neatly, so nothing will go to waste♪"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 5
Name = "EV005"

  Page 0
    ConditionalBranch([1, 122, 0, 0, 0])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Deepest floor reached: Zero"])
      Empty([])

    Else([])
      ConditionalBranch([1, 156, 0, 0, 0])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["Deepest floor reached:\\V[122]."])
        ShowText(["Usagi Points:\\V[910]"])
        Empty([])
      Else([])
        ShowTextAttributes(["", 0, 0, 2])
        ShowText(["Deepest floor reached:\\V[122]"])
        ShowText(["Deepest Carnage floor reached:\\V[156]"])
        ShowText(["Usagi Points:\\V[910]"])
        Empty([])
      BranchEnd([])
      Empty([])

    BranchEnd([])
    Empty([])

CommonEvent 6
Name = "EV006"

  Page 0
    CallCommonEvent([887])
    Empty([])

CommonEvent 7
Name = "EV007"

  Page 0
    ShowTextAttributes(["kagetumugi_fc7", 1, 0, 2])
    ShowText(["\\n<Kagetsumugi>"])
    ShowText(["Welcome to the jukebox, Kagetsumugi."])
    ShowText(["Which song would you like to enjoy...?"])
    Script(["SceneManager.call(Scene_Library_Music)"])
    Wait([1])
    Script(["play_base_bgm"])
    Empty([])

CommonEvent 8
Name = "EV008"

  Page 0
    ConditionalBranch([1, 60, 0, 0, 0])
      PlayBGM(["RPG::BGM(@name=\"dungeon_tarutaro2\", @volume=100, @pitch=100)"])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 60, 0, 1, 1])
      Script(["play_base_bgm"])
      Empty([])

    BranchEnd([])
    EraseEvent([])
    Empty([])

CommonEvent 9
Name = "EV009"

  Page 0
    CallCommonEvent([888])
    Empty([])

CommonEvent 10
Name = "EV010"

  Page 0
    FadeoutScreen([])
    ControlSwitches([41, 41, 1])
    ControlSwitches([52, 52, 1])
    ChangeSaveAccess([1])
    ControlSwitches([61, 61, 1])
    ControlSwitches([62, 62, 1])
    ControlSwitches([63, 63, 1])
    ControlSwitches([64, 64, 1])
    ControlSwitches([65, 65, 1])
    ControlSwitches([69, 69, 1])
    ControlSwitches([70, 70, 1])
    ControlSwitches([71, 71, 1])
    ControlSwitches([72, 72, 1])
    ControlSwitches([54, 54, 1])
    ControlSwitches([66, 66, 1])
    ControlSwitches([67, 67, 1])
    ControlSwitches([68, 68, 1])
    ControlVariables([131, 131, 0, 0, 0])
    ControlVariables([121, 121, 0, 0, 0])
    CallCommonEvent([112])
    ConditionalBranch([1, 121, 1, 122, 1])
      ControlVariables([122, 122, 0, 1, 121])
      Empty([])

    BranchEnd([])
    TransferPlayer([0, 576, 14, 50, 2, 2])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["Because the final chapter has begun, you have been expelled from the previous chapter's labyrinth!"])
    ConditionalBranch([1, 912, 0, 0, 0])
      ConditionalBranch([0, 2332, 0])
        ConditionalBranch([0, 4, 0])
          Script(["delete_actor_ex(26)"])
          Empty([])
        BranchEnd([])
        ConditionalBranch([0, 5, 0])
          Script(["delete_actor_ex(5)"])
          Empty([])
        BranchEnd([])
        Empty([])
      BranchEnd([])
      Empty([])

    BranchEnd([])
    Wait([60])
    FadeinScreen([])
    EraseEvent([])
    Empty([])

  Page 1
    Empty([])

CommonEvent 11
Name = "EV011"

  Page 0
    ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
    ShowText(["\\n<Reaper>"])
    ShowText(["This is the labyrinth of chaos..."])
    ShowText(["The singularity of endless chaos."])
    ShowChoices([["Listen to Chaos Labyrinth Explanation", "No Need"], 2])
    When([0, "混沌の迷宮の説明を聞く"])
      ControlSwitches([2147, 2147, 0])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["The labyrinth of chaos is an endless dungeon."])
      ShowText(["There is no goal, and you will delve deeper and deeper."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["The internal floor structure changes each time you enter the dungeon."])
      ShowText(["The placement of treasure chests also changes, so remembering the map is meaningless."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["The deeper you go, the stronger the enemies that appear become."])
      ShowText(["Even the same monsters have higher abilities the deeper you go."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["Additionally, at certain layers, bosses will block your path."])
      ShowText(["You cannot proceed unless you defeat them."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["And within the labyrinth of chaos, you may obtain secret items."])
      ShowText(["The deeper the layer, the more powerful secret items you can acquire."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["And every time you fight enemies in the dungeon, the rare points increase."])
      ShowText(["If the rare points are high, you might obtain even more valuable secret items."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["The higher the rare points, the better the abilities of the secret items you can pick up."])
      ShowText(["If you want excellent equipment, you should engage in as many battles as possible."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["However, if you exit the dungeon, your rare points will reset."])
      ShowText(["You cannot carry over rare points to another dungeon."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["Also, you can only save at specific floors within the dungeon."])
      ShowText(["It's important, so remember it well."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["If you want to escape the dungeon, ask the White Rabbit inside."])
      ShowText(["...Well, you can also die and return."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["If you escape once and challenge the dungeon again..."])
      ShowText(["As a rule, you'll start again from the first floor, so be careful."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["I have no obligation to give you more advice."])
      ShowText(["Ask the White Rabbit who's idling around there."])
      ShowTextAttributes(["sinigami_fc1", 0, 0, 2])
      ShowText(["\\n<Reaper>"])
      ShowText(["As I mentioned before, this dungeon has no goal."])
      ShowText(["Challenge your limits and see how far you can go."])
      Empty([])

    When([1, "用はない"])
      Empty([])

    ChoicesEnd([])
    Empty([])

CommonEvent 12
Name = "EV012"

  Page 0
    ControlSwitches([148, 148, 0])
    ConditionalBranch([1, 122, 0, 1, 1])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>"])
      ShowText(["Oh... It seems you've been here before the final chapter."])
      ShowText(["Due to the changes in the world's laws, the balance here has also changed."])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>"])
      ShowText(["Therefore, your previous floor reach records will be reset."])
      ShowText(["Based on your previous records, I will give you Rabbit Points!"])
      Wait([30])
      ControlVariables([11, 11, 0, 1, 122])
      ControlVariables([11, 11, 3, 0, 10])
      ControlVariables([122, 122, 0, 0, 0])
      ControlVariables([11, 11, 0, 1, 156])
      ControlVariables([12, 12, 3, 0, 100])
      ControlVariables([156, 156, 0, 0, 0])
      ControlVariables([11, 11, 1, 1, 12])
      ControlVariables([910, 910, 1, 1, 11])
      PlaySE(["RPG::SE(@name=\"Item2\", @pitch=100, @volume=80)"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["\\V[11] UP obtained!"])
      ControlVariables([11, 11, 0, 0, 0])
      ControlVariables([12, 12, 0, 0, 0])
      Wait([60])
      Empty([])

    BranchEnd([])
    ExitEventProcessing([])
    Empty([])

  Page 1
    Empty([])

CommonEvent 13
Name = "EV013"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["Enchantment Error Test"])
    Script(["test_enchantment"])
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["End"])
    Empty([])

CommonEvent 15
Name = "EV015"

  Page 0
    PlaySE(["RPG::SE(@name=\"Magic2\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 576, 18, 52, 8, 1])
    ExitEventProcessing([])
    Empty([])

CommonEvent 16
Name = "EV016"

  Page 0
    PlaySE(["RPG::SE(@name=\"Magic2\", @pitch=100, @volume=80)"])
    TransferPlayer([0, 576, 18, 52, 8, 1])
    ExitEventProcessing([])
    Empty([])

CommonEvent 18
Name = "EV018"

  Page 0
    ConditionalBranch([2, "A", 1])
      ControlSelfSwitch(["A", 0])
      ShowTextAttributes(["sirousagi_fc1", 0, 0, 2])
      ShowText(["\\n<White Rabbit>The remodeled Maid v2.2!"])
      Empty([])

    BranchEnd([])
    PlaySE(["RPG::SE(@name=\"Heal7\", @pitch=100, @volume=80)"])
    FlashScreen(["Color(@red=255.0, @green=255.0, @blue=255.0, @alpha=255.0)", 30, true])
    RecoverAll([0, 0])
    ShowTextAttributes(["People3", 5, 0, 2])
    ShowText(["\\n<Maid>My services are at your disposal. I can also handle occupation changes and item storage."])
    Script(["unlimited_choices(11, [\"Change Jobs/Races\","])
    ScriptMore(["\"Edit Party\","])
    ScriptMore(["\"Register/Call Party Formation\","])
    ScriptMore(["\"Access Item Storage\", "])
    ScriptMore(["\"Unequip non-party companions\", "])
    ScriptMore(["\"Never mind\"])"])
    ConditionalBranch([1, 11, 0, 0, 0])
      Script(["SceneManager.call(Scene_JobChange)"])
      RecoverAll([0, 0])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 11, 0, 1, 0])
      GatherFollowers([])
      ChangeState([0, 1, 1, 1])
      Script(["call_party_edit"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 11, 0, 2, 0])
      ShowChoices([["Call registered party", "Register party", "Do nothing"], 3])
      When([0, "Call registered party"])
        Script(["SceneManager.call(Scene_PartyLoad)"])
        Empty([])
      When([1, "Register party"])
        Script(["SceneManager.call(Scene_PartySave)"])
        Empty([])
      When([2, "Do nothing"])
        ExitEventProcessing([])
        Empty([])
      ChoicesEnd([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 11, 0, 3, 0])
      CallCommonEvent([144])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ConditionalBranch([1, 11, 0, 4, 0])
      PlaySE(["RPG::SE(@name=\"Sand\", @pitch=100, @volume=80)"])
      Script(["stand_members.each{|m|"])
      ScriptMore(["  m.clear_equipments"])
      ScriptMore(["}"])
      ExitEventProcessing([])
      Empty([])

    BranchEnd([])
    ExitEventProcessing([])
    Empty([])

CommonEvent 19
Name = "EV019"

  Page 0
    ShowTextAttributes(["", 0, 0, 2])
    ShowText(["A weapon and skill manual stands out in the bookshelf..."])
    ShowChoices([["Weapon Chapter", "Skill Chapter", "Afterword", "Stop Reading"], 4])
    When([0, "Weapon Chapter"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Dagger: +15% evasion. Enemies inflicted with Blind, Paralysis, Sleep, and Shock receive extra damage from Dagger skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Sword: 25% chance of going into a defend state when using Sword skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Knight Sword: 15% chance of nullifying and countering physical attacks."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Great Sword: +15% critical rate and 50% chance of lowering Defense of enemies when used with Sword skills. Those afflicted will receive extra damage from Sword skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Rapier: Increased SP recovery. Double SP gain when attacking/defending with Rapier skills. Extra damage to Burned enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Magic Sword: Spellblade skills switches stat reliance on Sword skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Spear: 50% chance of Spear skills lowering agility of enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Heavy Spear: Spear skills inflict extra damage on Slowed/Stopped enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Katana: +15% critical rate and +50% critical hit damage."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Ninja Sword: +50% evasion/+30% magic evasion when using Ninjutsu."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Fist: +15% critical rate and +50% critical hit damage."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Fang: +15% critical rate; 50% chance of lowering enemy agility when used with Beast skills. Extra damage to Blind enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Axe: +25% critical rate; 50% chance of lowering defense of enemies when used with Axe skills.\nThose afflicted will receive extra damage from Axe skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Club: +15% critical hit rate; 50% chance of lowering defense of enemies when used with Club skills.\nFrozen enemies receive extra damage."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Scythe: 50% chance of lowering Magic/Willpower of enemies when used with Scythe skills. Silenced/Confused/Sleeping enemies receive extra damage from Scythe skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Staff: 20% chance of healing all allies via prayer at the end of each turn."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Rod: 20% chance of boosting Magic at the start of each turn."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Bow: Deal extra damage to stat-weakened enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Whip: Attacks all enemies.\n25%/50% chance of Binding/lowering Attack of enemies when used with Whip skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Harp: Confused/Seduced enemies receive bonus damage when hit by Singing/Ocean skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Boomerang: Attacks all enemies.\n+50% evasion/+30% magic evasion when using Throwing skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Flail: Attacks all enemies.\nFlail skills inflict extra damage on Stunned enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Fan: +15% critical hit rate.\nFan skills inflict extra damage on Tranced/Seduced/Incontinent enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Kitchen Knife: 25% chance to not use ingredients when using Cooking skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Abacus: -80% gold cost on Mercantile skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Scalpel: Increases duration and effectiveness of Medicine skills by 5 rounds. Medicine skills inflict extra damage on Poisoned/Zombified enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Card: +20% critical rate; 25% chance of Double Action."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Plate: Increases duration of maid transformations (Battle, Magic, etc) by 5 rounds. Service skills inflict extra damage on Tranced/Incontinent enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Grimoire: 66% reduced SP cost on Magic Science skills.\n20% chance of no page/item consumption when using Grimoire and Alchemy skills."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Gun: Gun skills inflict extra damage to stat-boosted enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Sex Toy: Sexcraft skills inflict extra damage on Horny enemies."])
      Empty([])

    When([1, "Skill Chapter"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Dagger: +20% Hit Rate."])
      ShowText(["Sword: +15% Hit Rate."])
      ShowText(["Rapier: +20% Hit Rate, Small SP recovery after use."])
      ShowText(["Katana: +20% Hit Rate."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Spear: +20% Hit Rate, High priority."])
      ShowText(["Axe: +15% Hit Rate, Ignores 100% of defense."])
      ShowText(["Club: +15% Hit Rate, Ignores 50% of defense."])
      ShowText(["Scythe: +15% Hit Rate."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Bow: +50% Hit Rate."])
      ShowText(["Whip: +15% Hit Rate."])
      ShowText(["Boomerang: +15% Hit Rate."])
      ShowText(["Flail: +15% Hit Rate, Ignores 50% of defense."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Fan: +20% Hit Rate, High priority."])
      ShowText(["Gun: +50% Hit Rate."])
      ShowText(["Multiweapon: +50% Hit Rate."])
      ShowText(["Unarmed: +20% Hit Rate."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Dancing: High priority."])
      ShowText(["Singing: High priority."])
      ShowText(["Piracy: Chance of bombardment counterattack."])
      ShowText(["Justice: Extra damage proportional to missing HP."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Makina: Ignores defense."])
      ShowText(["Ruling: Chance of counterattack depending on the last skill used."])
      ShowText(["Heroism: Extra damage proportional to missing HP."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Demon Arts: Power dependent on highest stat (excluding HP/MP)."])
      ShowText(["Ocean: Inflicts elemental weakness depending on the skill used."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Slime: Extra damage to slimed enemies.\nSnake: Extra damage to bound enemies.\nBeast: Extra damage to blinded enemies.\nWing: 50% chance of decreasing enemy agility."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Insect: Withdraw into a defend state upon using skills.\nPlant: Extra damage to poisoned/confused/paralyzed enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Corpse: (from zombies) Extra damage to poisoned/zombified enemies.\n(from ghosts) Extra damage to confused/sleeping enemies."])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["Artificial: Stat boosts depending on the skill used.\nNature: Elemental resistance depending on the skill used.\nBreath: Extra damage proportional to current HP."])
      Empty([])

    When([2, "Afterword"])
      ShowTextAttributes(["", 0, 0, 2])
      ShowText(["~Afterword~\nWriting all this stuff down was a lot of work, so make good use of it!\n Rabbit"])
      Empty([])

    When([3, "Stop Reading"])
      ExitEventProcessing([])
      Empty([])

    ChoicesEnd([])
    Empty([])
