##Halts event execution for a while.
##Things like unit movement, animations
##and others continue normally while stalled.
STAL, 2, 8, -game:FE6 -repeatable -indexMode:8
##Amount of frames to stall.
	StallTime, 4, 4, -preferredBase:10



##Halts event execution for a while.
##Things like unit movement, animations
##and others continue normally while stalled.
STAL, 2, 4, -game:FE7 -repeatable -indexMode:8
##Amount of frames to stall.
	StallTime, 2, 2, -preferredBase:10

##Stalling used in CG cutscenes
CGSTAL, 0x4, 4, -game:FE7 -indexMode:8
##Amount of frames to stall.
	StallTime, 2, 2, -preferredBase:10



##Halts event execution for a while.
##Things like unit movement, animations
##and others continue normally while stalled.
STAL, 0xE20, 4, -game:FE8 -repeatable -indexMode:8
##Amount of frames to stall.
	StallTime, 2, 2, -preferredBase:10

STAL2, 0x0E22, 4, -game:FE8 -indexMode:8
##Amount of frames to stall?
	Value1, 2, 2

STAL3, 0x0E23, 4, -game:FE8 -indexMode:8
##Amount of frames to stall?
	Value1, 2, 2





##Makes the game wait until all movement, loading
##and other unit changing events have ended.
ENUN, 0x14, 4, -game:FE6 -indexMode:8

##Makes the game wait until all movement, loading
##and other unit changing events have ended.
ENUN, 0x3B, 4, -game:FE7 -indexMode:8

##Makes the game wait until all movement, loading
##and other unit changing events have ended.
ENUN, 0x3020, 4, -game:FE8 -indexMode:8