Offset(x00346000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000392)
//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,+00504,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
ZERO(x002A)
OR(x002A,x0040)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00050)
DisplayMessage(x10,x1B,x0001,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x002A)
OR(x002A,x0800)
Wait(00030)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00001)
ZERO(x0028)
OR(x0028,x00FD)
AND(x0029,xEFFF)
AND(x0029,xBFFF)
AND(x0029,xFFDF)
{7E}(r5600FC00)
OR(x0029,xFFFF)
Wait(00008)
DisplayMessage(x10,x1A,x0002,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0028)
OR(x0028,x00FD)
AND(x0029,xEFFF)
AND(x0029,xBFFF)
AND(x0029,xFFDF)
{7E}(r5600FB00)
ZERO(x0028)
OR(x0028,x0000)
OR(x0029,xFFFF)
Wait(00008)
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,x00FF)
{7E}(r56000100)
OR(x0029,xFFFF)
Wait(00070)
DisplayMessage(x10,x1A,x0005,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00FF)
{7B}()
{40}(r00F0BC2900)
{FF}()
{FF}()
ZERO(x002A)
OR(x002A,x0040)
Wait(00060)
DisplayMessage(x10,x1A,x0006,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0028)
ADD(x0028,x00FF)
MULT(x0028,x0010)
MULT(x0028,x0010)
ADD(x0028,x00FE)
{D5}()
{01}()
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0056)
ADD(x0001,x0006)
{A2}()
{D0}()
{02}()
{D1}()
{01}()
{D1}()
{02}()
{D4}()
{02}()
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0056)
ADD(x0001,x00FA)
{A2}()
{D0}()
{03}()
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00FF)
{7B}()
{40}(r00F0BE2A00)
OR(x002A,x0040)
Wait(00005)
{D1}()
{03}()
{D4}()
{03}()
ZERO(x0029)
ADD(x0029,x0009)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{D2}()
{03}()
{D2}()
{02}()
Wait(00001)
{D3}()
{01}()
{D2}()
{01}()
ZERO(x0028)
ADD(x0028,x0000)
MULT(x0028,x0010)
MULT(x0028,x0010)
Wait(00030)
{7B}()
{20}()
{00}()
{F0}()
ZERO(x002A)
OR(x002A,x0020)
Wait(00080)
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,x00F0)
{90}()
{07}()
{05}()
{00}()
OR(x0029,xFFFF)
Wait(00001)
ZERO(x002A)
OR(x002A,x0020)
Wait(00080)
DisplayMessage(x10,x1A,x0008,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
AND(x0029,xFFDF)
{7E}(r56000100)
Wait(00001)
ZERO(x0028)
OR(x0028,x00FF)
AND(x0029,xEFFF)
AND(x0029,xBFFF)
Wait(00120)
OR(x0029,xFFFF)
Wait(00001)
DisplayMessage(x10,x19,x0009,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00001)
ZERO(x0028)
OR(x0028,x00FE)
ZERO(x0029)
ADD(x0029,x00A9)
MULT(x0029,x0010)
MULT(x0029,x0010)
ADD(x0029,x00DF)
{7E}(r56000100)
OR(x0029,xFFFF)
Wait(00001)
ChangeStats(xFD,x00,x02,+00100)
Wait(00001)
ZERO(x0028)
OR(x0028,x0000)
Wait(00010)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
DisplayMessage(x10,x1B,x000A,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Instructor Daravon{font:00}{br}
May I begin?{br}
  {br}
The topic is 'How to Cast{br}
Spells'.{br}
   {br}
Like units, spells have a{br}
Charge Time from the casting{br}
to their actual execution.    {br}
Speed also exists in spells.{br}
It'll work only after the{br}
charge has been completed.    {br}
Spell charges begin after the{br}
units casts it.{br}
   {br}
If the unit reaches AT again{br}
while the spell it cast is{br}
still charging, {br}
the unit can't make a new Act.{br}
{br}
   {br}
If the unit Acts, the{br}
spell will be cancelled.{br}
   {br}
It will continue to cast{br}
if you Wait. However, you {br}
will be able to Move.    {br}
Let's see how it works.{br}
{br}
  {br}
Select 'Act' from the Menu{br}
of the AT unit. {end}

//Message x02
Select 'Black Magic'. {end}

//Message x03
These are the black{br}
magic available.{br}
   {br}
The spells with the {D110} mark {br}
under 'Ref' can be reflected{br}
with Reflect.    {br}
 'MP' is the MP amount {br}
necessary to cast it.{br}
  {br}
 'Turn' is the execution{br}
timing.{br}
   {br}
Spells requires time from{br}
the casting to the execution.{br}
  {br}
Watch the execution timing{br}
by checking 'Turn'.{br}
   {br}
For the details, use the{br}
LeftRight Directional buttons.{br}
   {br}
Line the cursor to the spell{br}
you want to check the timing{br}
on, press the Directional buttons.{end}

//Message x04
Open {end}

//Message x05
There's the AT order.{br}
{br}
   {br}
The spell name and the{br}
unit's name is flashing{br}
in order.    {br}
This is the same chart{br}
you'll find under 'Active {br}
Turn'    {br}
in the Environment Menu{br}
by pressing the {D9C7} button.{br}
   {br}
Return to spell selection{br}
with the {D11F} button. {end}

//Message x06
Cast the spell on the very{br}
top. {end}

//Message x07
The panels in red are the{br}
'Firing Range'.{br}
   {br}
You can select the target {br}
within the Firing Range.{br}
   {br}
Target means the target of{br}
the Ability. {br}
   {br}
They're units or panels{br}
that will either be attacked{br}
or recovered.    {br}
Right now, it's the target of{br}
a spell. Select a place with a{br}
unit as the target. {end}

//Message x08
The panels in yellow{D11D}green{br}
around the target are the{br}
'Effect Area'.    {br}
This is the area where the{br}
spell happens.{br}
   {br}
Units in this area absorb{br}
the effects of Abilities.{br}
  {br}
So, it's an area where you'll{br}
do damage with spells.{br}
  {br}
Here, enemies and allies{br}
flash in different colors.{br}
  {br}
Allies also incur damage if{br}
they're in the effect area{br}
of the spell.    {br}
Be sure that your allies{br}
aren't in the area by checking{br}
the flashing colors.    {br}
You can set this flashing{br}
option ON or OFF at Option {br}
'10 Target flashing'.    {br}
Confirm the effect area by{br}
pressing the {D9B9} button again.{end}

//Message x09
We need to set the target on{br}
either a unit or panel. {br}
  {br}
If you choose 'Unit' as the{br}
target, the effect area will{br}
move along with the unit   {br}
if it moves during the spell{br}
charge.{br}
   {br}
If you choose 'Panel', the spell{br}
will be executed even if there's{br}
nobody in the effect area.    {br}
It'll show the expected effect{br}
like with 'Unit'. {br}
   {br}
Know the situation before{br}
using it.{br}
   {br}
Let's choose 'Unit' for{br}
now. {end}

//Message x0A
You can only cast one spell{br}
at a time. {br}
   {br}
If you Act while casting,{br}
the spell will be canceled.{br}
   {br}
That's all for 'How to Cast{br}
Spells'.{br}
   {br}
In summary, spells have CT{br}
and Speed, just like units. {br}
  {br}
It's best to check the{br}
execution timing of the{br}
spell   {br}
and its effectiveness {br}
before casting a spell.{br}
   {br}
Select a target within{br}
the Firing Range {br}
  {br}
and the spell effect will{br}
extend throughout the{br}
Effect Area.    {br}
Select either a unit or{br}
panel as the target. {br}
  {br}
If you select a unit, the{br}
Effect Area will move along{br}
with the unit.    {br}
It'll cast the spell even{br}
if there are no units in the{br}
Effect Area.    {br}
But the spell will not show{br}
any effects.{br}
   {br}
Keep these things in mind{br}
and use the spells effectively.{br}
   {br}
That's all.{br}
{end}

//Message x0B

