
#Chapter: 11A
##Executes events if Event ID has been used.
IFET, 0x23, 12, -game:FE6 -indexMode:8
##Evend ID to check.
	Event ID, 4, 4
	Value, 8, 4

IFET, 0x4D, 12, -game:FE7 -indexMode:8
	Conditional ID, 4, 2
	Event ID, 8, 2


#Chapters: 4, 7, 9...
##Executes events if Event ID hasn't been used.
IFEF, 0x22, 12, -game:FE6 -indexMode:8
##Evend ID to check.
	Event ID, 4, 4
	Value, 8, 4

IFEF, 0x4C, 12, -game:FE7 -indexMode:8
	Conditional ID, 4, 2
	Event ID, 8, 2


##Executes events if it's Hector mode.
IFHM, 0x4F, 8, -game:FE7 -indexMode:8
	Conditional ID, 4, 2

##Executes events if it's Eliwood mode.
IFEM, 0x50, 8, -game:FE7 -indexMode:8
	Conditional ID, 4, 2

##Executes events if based on previous convos
##Yes/No choice.
IFYN, 0x52, 8, -game:FE7 -indexMode:8
	Conditional ID, 4, 2

##Executes events if based on previous convos
##Yes/No choice.
IFNY, 0x53, 8, -game:FE7 -indexMode:8
	Conditional ID, 4, 2


##Executes events if it's tutorial mode.
IFTT, 0x54, 8, -game:FE7 -indexMode:8
	Conditional ID, 4, 2

##Executes events if specified turn hans't passed yet.
IFTU, 0x56, 8, -game:FE7 -indexMode:8
	Conditional ID, 4, 2
##Turn to check.
	Turn, 2, 2, -preferredBase:10

#Checks if Event ID is set. A parameter of 0xFFFF will check the Event ID associated with the current event.
#Result (0 or 1) is stored to memory slot 0xC.
IFET, 0x0321, 4, -game:FE8 -indexMode:8
	EventID, 2, 2

#Checks for (parameter)th bit set in event execution bitfield.
#Stores 0x1 to memory slot 0xC if the bit is set, and stores 0x0 otherwise.
#Parameter cannot be higher than 0xF.
EVBIT_CHECK, 0x0320, 4, -game:FE8 -indexMode:8
	Bit, 2, 2

