##command:GOTO IF Character Active
##Branches if the given character is active.
GOTO_IFCA, 0x24, 12, -game:FE6 -indexMode:8
	ConditionalID, 4, 4
##Character to check.
	CharacterID, 8, 4



##command:GOTO IF Not Unit Fielded
##Branches if the given unit is not fielded.
GOTO_IFNUF, 0x57, 12, -game:FE7 -indexMode:8
	Unknown, 2, 2	
	ConditionalID, 4, 2
##The ID of the character to check.
	CharacterID, 8, 2

##command:GOTO IF Character Not Active
##Branches if the given character is not active.
GOTO_IFCNA, 0x4E, 12, -game:FE7 -indexMode:8
	Unknown, 2, 2
	ConditionalID, 4, 4
##The ID of the character to check.
	CharacterID, 8, 2

##command:GOTO IF Character Lives
##Branches if the given character is alive.
GOTO_IFCL, 0x55, 16, -game:FE7 -indexMode:8
	ConditionalID, 4, 2
##The ID of the character to check.
	CharacterID, 8, 2
	0, 12, 2, -fixed

GOTO_IFCL, 0x55, 16, -game:FE7 -indexMode:8
	ConditionalID, 4, 2
##The ID of the character to check.
	CharacterID, 8, 2
##Unknown parameter, is usually 0.
	Unknown, 12, 2



##Returns the character ID of the current "active" character
##(used during village events, AREA events, etc).
##The result of the check is stored in MemorySlot 0xC.
CHECK_ACTIVE, 0x2E21, 4, -game:FE8 -indexMode:8



##Returns 1 if this character exists anywhere, alive or dead.
##The result of the check is stored in MemorySlot 0xC.
CHECK_EXISTS, 0x3320, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns the value for the status effect that the
##given character is experiencing, if any.
##The result of the check is stored in MemorySlot 0xC.
CHECK_STATUS, 0x3321, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns 1 if the given character is alive.
##The result of the check is stored in MemorySlot 0xC.
CHECK_ALIVE, 0x3322, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns 1 if the given character is deployed on this map.
##Will return 0 if the given character is not alive.
##The result of the check is stored in MemorySlot 0xC.
CHECK_DEPLOYED, 0x3323, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns 1 if the active character has the same character ID as the parameter.
##The result of the check is stored in MemorySlot 0xC.
CHECK_ACTIVEID, 0x3324, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns 0 for a player character, 2 for an enemy, and 1 otherwise.
##The result of the check is stored in MemorySlot 0xC.
CHECK_ALLEGIANCE, 0x3325, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns the current coordinates of the given character.
##The result of the check is stored in MemorySlot 0xC.
CHECK_COORDS, 0x3326, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns the class ID of the given character.
##The result of the check is stored in MemorySlot 0xC.
CHECK_CLASS, 0x3327, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2

##Returns the luck stat of the given character.
##The result of the check is stored in MemorySlot 0xC.
CHECK_LUCK, 0x3328, 4, -game:FE8 -indexMode:8
##The ID of the character to check. Special inputs are:
##0xFFFF: checks active unit (currently selected for moving/attacking)
##0xFFFE: checks unit at coordinates stored to MemorySlot 0xB
##0xFFFD: checks unit of ID stored to MemorySlot 0x2
	CharacterID, 2, 2