Offset(x0033E000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000345)
//Remove the previous line if you wish text to compile directly after instructions.

OR(x0029,xFFFF)
{43}(r08)
Wait(00100)
{43}(r05)
Camera(+00616,-00028,+00616,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
{8F}(r01)
DisplayMessage(x10,x1B,x0001,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
Wait(00001)
ZERO(x0028)
OR(x0028,x00FE)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{7E}(r56000100)
ZERO(x0028)
OR(x0028,x00FF)
OR(x0029,xFFFF)
Wait(00001)
ZERO(x0028)
OR(x0028,x00FE)
{7B}()
{20}()
{00}()
{F0}()
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x0028)
OR(x0028,x00FF)
DisplayMessage(x10,x1A,x0002,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ZERO(x0028)
OR(x0028,x00FC)
Wait(00060)
ZERO(x002A)
OR(x002A,x8000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00110)
ZERO(x002A)
OR(x002A,x4000)
Wait(00020)
ZERO(x002A)
OR(x002A,x0020)
Wait(00020)
ZERO(x0028)
OR(x0028,x00FF)
ZERO(x002A)
OR(x002A,x2000)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
DisplayMessage(x10,x1A,x0003,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x0009)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00F0)
{90}()
{06}()
{05}()
{00}()
OR(x0029,xFFFF)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00020)
ZERO(x0028)
OR(x0028,x00FE)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{7E}(r5600FF00)
ZERO(x0028)
OR(x0028,x00FF)
Wait(00060)
DisplayMessage(x10,x1A,x0004,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ZERO(x0028)
OR(x0028,x00FD)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{7E}(r56000100)
ZERO(x0028)
OR(x0028,x00FF)
Wait(00020)
ZERO(x0028)
OR(x0028,x00FE)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{7E}(r56000100)
ZERO(x0028)
OR(x0028,x00FF)
ZERO(x0028)
OR(x0028,x00FE)
Wait(00020)
{7B}()
{20}()
{00}()
{F0}()
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x0028)
OR(x0028,x00FF)
DisplayMessage(x10,x1A,x0005,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ZERO(x0029)
ADD(x0029,x0009)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00F0)
{90}()
{07}()
{05}()
{00}()
OR(x0029,xFFFF)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
DisplayMessage(x10,x19,x0006,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
{7B}()
{20}()
{00}()
{F0}()
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000900)
Wait(00005)
ZERO(x0028)
OR(x0028,x00FE)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{D5}()
{01}()
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0056)
ADD(x0001,x0001)
{A2}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
Wait(00001)
{D3}()
{01}()
{D2}()
{01}()
OR(x0029,xFFFF)
ZERO(x0028)
OR(x0028,x00FE)
Wait(00005)
{7B}()
{20}()
{00}()
{F0}()
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x0028)
OR(x0028,x00FF)
DisplayMessage(x10,x1A,x0007,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x0009)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00D0)
{7E}(r5600FF00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0040)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00020)
DisplayMessage(x10,x1B,x0008,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Master Darlavon{br}
{font:00}Now then, let us begin the lesson.{br}
{br}
In this session, I shall explain movement and{br}
actions.{br}
{br}
A unit is allowed one move and one action{br}
during his or her turn.{br}
{br}
Let's try controlling a unit as he moves{br}
and acts.{br}
{br}
First, you must move your unit to a tile{br}
next to the enemy you wish to attack.{br}
{br}
Try selecting "Move."{end}

//Message x02
As you can see, the tiles around your unit are{br}
flashing blue.{br}
{br}
These blue tiles indicate the movement range{br}
of your unit. You must select a destination from{br}
among these tiles.{br}
But first, allow me to explain how a unit's{br}
movement range is determined.{br}
{br}
Each unit's range of movement is determined by{br}
his or her Move and Jump attributes.{br}
{br}
On flat terrain, a unit may move a number of{br}
tiles in one turn equal to the unit's Move{br}
attribute.{br}
So, if a unit's Move is 4, he or she may move{br}
4 tiles.{br}
{br}
Likewise, the unit may perform a vertical jump{br}
to a height equaling his or her Jump attribute.{br}
{br}
He or she may also jump horizontally for a{br}
distance equaling half his or her Jump attribute.{br}
{br}
So, a unit with a Jump of 3 could jump{br}
horizontally over a 1{D11D}tile gap, or jump up{br}
or down 3 levels.{br}
In this case, "levels" refer to the difference{br}
between the height of the unit's current tile and{br}
that of the target tile.{br}
Now then, let us continue practicing movement.{br}
{br}
{br}
Once the unit's movement range is displayed,{br}
select a destination.{br}
{br}
If there is an allied chocobo on the tile you{br}
select, your unit will mount that chocobo.{end}

//Message x03
Now try approaching the enemy by selecting{br}
the tile directly in front of him.{end}

//Message x04
Since a unit may only move once per turn, the{br}
Move command is now grayed out and cannot{br}
be selected.{br}
Now try attacking with a weapon.{br}
{br}
{br}
To do this, you must select the Attack{br}
command.{br}
{br}
Try it now. Select "Act" and then "Attack."{end}

//Message x05
The tiles around your unit have turned red.{br}
{br}
{br}
This indicates the unit's attack range.{br}
He may attack any unit on a red tile.{br}
{br}
Allow me to explain a bit about attack range.{br}
{br}
{br}
A unit's attack range is determined by the{br}
weapon a unit has equipped, as well as his{br}
or her abilities.{br}
For example, a sword has a range of only one{br}
tile, but a bow allows a unit to extend his or{br}
her attack to tiles that are quite far away.{br}
Magicks generally have a long range as well.{br}
{br}
{br}
Next, try selecting your target. Move the{br}
cursor to your enemy and press {D9B9}.{end}

//Message x06
Notice that the enemy unit's tile has turned{br}
green.{br}
{br}
Green tiles indicate the attack's area of{br}
effect.{br}
{br}
The area of effect depends upon the weapon{br}
a unit has equipped, as well as his or her{br}
abilities.{br}
Most weapons have an area of effect of just{br}
one tile, but magicks may affect many tiles{br}
at once.{br}
The status of each unit is displayed at the{br}
bottom of the screen.{br}
{br}
On the left is the attacking unit, and on the{br}
right is his or her target.{br}
{br}
The attacking unit's turn order, level,{br}
and EXP are not shown here.{br}
{br}
In place of them, you will see an estimate{br}
of the attack's effect. The HP value listed{br}
here is the estimated amount of damage.{br}
To the right is the probability that{br}
the attack will succeed.{br}
{br}
By checking these, you can get a good idea of{br}
how effective an attack will be against a{br}
particular enemy.{br}
For standard attacks, only the damage{br}
estimate and chance of success are{br}
displayed.{br}
For magicks that cause status effects, the{br}
status effect's name and its chance of being{br}
inflicted will also be displayed.{br}
If the targeted unit has a reaction ability,{br}
the name of that ability will appear beneath{br}
the unit's status display.{br}
In battle, it is important to check all of{br}
these when choosing a target.{br}
{br}
You should also note that a unit's Bravery,{br}
Faith, and zodiac sign all affect the damage{br}
and success rate of attacks.{br}
A unit's Bravery also affects its bare{D11D}handed{br}
Attack attribute and the chance that its{br}
reaction ability will be triggered.{br}
Faith affects the damage and success rate{br}
of a unit's magick attacks.{br}
{br}
For example, a unit with high Faith inflicts{br}
more damage when casting Firaga, and is{br}
more like to successfully cast Raise.{br}
The relationship between the zodiac signs{br}
of the attacker and defender also affects{br}
damage and success rate.{br}
If the two signs are compatible, attacks{br}
will do more damage and healing magicks{br}
will be more effective.{br}
If the two signs are incompatible, damage{br}
will be reduced, as will the success rate{br}
of magicks.{br}
The estimated results of an attack take{br}
into account Faith, Bravery, and zodiac{br}
sign compatibility.{br}
Now then, let us continue by selecting the{br}
target.{br}
{br}
Once you have checked the area of effect{br}
and estimated results, you may confirm{br}
your target.{br}
Press {D9B9} to confirm the selection.{end}

//Message x07
If an attack is successful, the attacker will{br}
gain experience points (EXP) and job points{br}
(JP).{br}
After a unit has both moved and acted, {br}
his or her turn will automatically end.{br}
{br}
When a unit's turn ends, you must choose his or{br}
her facing. This affects the probability of the{br}
unit evading enemy attacks.{br}
You will want to be facing the enemy whenever{br}
possible.{end}

//Message x08
That concludes my explanation of{br}
movement and actions.{br}
{br}
You shall be repeating these steps many times{br}
as you battle your foes.{br}
{br}
This is one of the fundamentals of battle, so{br}
please do your best to remember what you{br}
have learned here.{br}
With that, I shall bring this lesson to a close.{end}

//Message x09

