/// <summary>
        /// Conditional Branch
        /// </summary>
        bool Command111()
        {
            // Initialize local variable: result
            bool result = false;

            switch (intParams[0])
            {
                #region if switch
            case 0:      // switch
                result = (InGame.Switches.Arr[intParams[1]] == (intParams[2] == 0));
                break;
                #endregion

                #region if variable
            case 1:      // variable
                int value1 = InGame.Variables.Arr[intParams[1]];
                int value2;
                if (intParams[2] == 0)
                {
                    value2 = intParams[3];
                }
                else
                {
                    value2 = InGame.Variables.Arr[intParams[3]];
                }
                switch (intParams[4])
                {
                case 0:          // value1 is equal to value2
                    result = (value1 == value2);
                    break;

                case 1:          // value1 is greater than or equal to value2
                    result = (value1 >= value2);
                    break;

                case 2:          // value1 is less than or equal to value2
                    result = (value1 <= value2);
                    break;

                case 3:          // value1 is greater than value2
                    result = (value1 > value2);
                    break;

                case 4:          // value1 is less than value2
                    result = (value1 < value2);
                    break;

                case 5:          // value1 is not equal to value2
                    result = (value1 != value2);
                    break;
                }
                break;
                #endregion

                #region if self switch
            case 2:      // self switch
                if (eventId > 0)
                {
                    GameSwitch key = new GameSwitch(InGame.Map.MapId, eventId, stringParams[0]);
                    if (intParams[1] == 0)
                    {
                        result = (InGame.System.GameSelfSwitches[key] == true);
                    }
                    else
                    {
                        result = (InGame.System.GameSelfSwitches[key] != true);
                    }
                }
                break;
                #endregion

                #region  if Timer
            case 3:      // Timer
                if (InGame.System.IsTimerWorking)
                {
                    int sec = InGame.System.Timer / Graphics.FrameRate;
                    if (intParams[2] == 0)
                    {
                        result = (sec >= intParams[1]);
                    }
                    else
                    {
                        result = (sec <= intParams[1]);
                    }
                }
                break;
                #endregion

                #region if actor
            case 4:      // actor
                GameActor actor = InGame.Actors[intParams[1] - 1];
                if (actor != null)
                {
                    switch (intParams[2])
                    {
                    case 0:          // in party
                        result = InGame.Party.Actors.Contains(actor);
                        break;

                    case 1:          // Name
                        result = (actor.Name == stringParams[0]);
                        break;

                    case 2:          // skill
                        result = (actor.IsSkillLearn(intParams[3]));
                        break;

                    case 3:          // weapon
                        result = (actor.WeaponId == intParams[3]);
                        break;

                    case 4:          // armor
                        int test = intParams[3];
                        result = (actor.ArmorShield == test || actor.ArmorHelmet == test || actor.ArmorBody == test || actor.ArmorAccessory == test);
                        break;

                    case 5:          // state
                        result = (actor.IsState(intParams[3]));
                        break;
                    }
                }
                break;
                #endregion

                #region if enemy
            case 5:      // enemy
                GameNpc enemy = InGame.Troops.Npcs[intParams[1]];
                if (enemy != null)
                {
                    switch (intParams[2])
                    {
                    case 0:          // appear
                        result = (enemy.IsExist);
                        break;

                    case 1:          // state
                        result = (enemy.IsState(intParams[3]));
                        break;
                    }
                }
                break;
                #endregion

                #region if Character
            case 6:      // Character
                GameCharacter character = GetCharacter(intParams[1]);
                if (character != null)
                {
                    result = (character.Dir == intParams[2]);
                }
                break;
                #endregion

                #region if gold
            case 7:      // gold
                if (intParams[2] == 0)
                {
                    result = (InGame.Party.Gold >= intParams[1]);
                }
                else
                {
                    result = (InGame.Party.Gold <= intParams[1]);
                }
                break;
                #endregion

                #region if item
            case 8:      // item
                result = (InGame.Party.ItemNumber(intParams[1]) > 0);
                break;
                #endregion

                #region if weapon
            case 9:      // weapon
                result = (InGame.Party.WeaponNumber(intParams[1]) > 0);
                break;
                #endregion

                #region if armor
            case 10:      // armor
                result = (InGame.Party.ArmorNumber(intParams[1]) > 0);
                break;
                #endregion

                #region if button
            case 11:      // button
                result = (Input.IsPressed(intParams[1]));
                break;
                #endregion

                #region if EL
            case 12:      // script
                // no scripting - result = eval(parameters[1]);
                result = MakeCommand.LastCondition;
                break;
                #endregion
            }
            // Store determinant results in hash
            branch[list[index].Indent].Result = result;
            // If determinant results are true
            if (result == true)
            {
                return(true);
            }
            // If it doesn't meet the conditions: command skip
            return(CommandSkip());
        }