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}Instructor Daravon{font:00}{br}
May I begin?{br}
   {br}
The topic is 'Move and Act'.{br}
{br}
   {br}
The AT unit can perform{br}
one 'Move' and one 'Act'.{br}
   {br}
Let's try these.{br}
{br}
   {br}
First, move to the panel next{br}
to the enemy to attack.{br}
   {br}
Select 'Move'. {end}

//Message x02
The panels surrounding the{br}
unit will begin flashing blue.{br}
  {br}
The unit can move within the{br}
flashing area. Select a panel.{br}
  {br}
Here's how the movable area{br}
is determined.{br}
   {br}
The area depends on the{br}
units's 'Move' and{br}
'Jump'.    {br}
On a normal surface area,{br}
a unit is allowed to move{br}
the value of 'Move'.    {br}
So if 'Move' is 4, then the{br}
unit can move 4 panels.{br}
  {br}
For areas with a height{br}
difference, the unit can jump{br}
vertically the value of 'Jump'.   {br}
It can also jump horizontally{br}
at half the 'Jump' value.{br}
  {br}
If 'Jump' is 3, it can jump{br}
3 vertically, and across 1{br}
panel.    {br}
Heights are figured by the{br}
edge closest to the panel.{br}
   {br}
Alright, let's move on...{br}
{br}
   {br}
Select your destination{br}
once the area starts flashing.{br}
  {br}
If you select allied Chocobo{br}
as your destination, you can{br}
ride it. {end}

//Message x03
Next, move right next to the{br}
enemy. Select the panel right{br}
in front of them.{end}

//Message x04
You can only move once per{br}
AT. Then 'Move' becomes dark{br}
and is no longer an option.   {br}
Now attack the enemy{br}
with a weapon.{br}
   {br}
 'Select 'Attack' under{br}
'Act' to attack with a{br}
weapon.    {br}
Try it. Select{br}
'Attack' under 'Act'. {end}

//Message x05
The panels surrounding the{br}
unit start flashing in red.{br}
   {br}
The red flashing area is{br}
the attack area and a target{br}
is selected from here.    {br}
Let's explain a bit {br}
about the attack area.{br}
   {br}
The attack area depends on{br}
the type of weapon and the {br}
Ability.    {br}
When using a sword, the 4{br}
panels around the target are{br}
the attack areas.   {br}
For a bow, the attack area{br}
includes farther panels.{br}
   {br}
Generally, for spells, the {br}
attack area is a large area{br}
around you.    {br}
Alright, select a target.{br}
Press the {D9B9} button. {end}

//Message x06
Under the target are flashing{br}
yellow{D11D}green panels.{br}
   {br}
Yellow{D11D}green panels are the{br}
effect area. Attacks come into{br}
effect here.    {br}
The effect area will change{br}
with the weapon equipped and{br}
the Ability.   {br}
Generally, the effect area{br}
for weapons is one panel.{br}
   {br}
Spells effect a larger area.{br}
{br}
   {br}
The status of the two appear{br}
on the bottom of the screen.{br}
  {br}
On the left is the attacking{br}
unit, on the right the target.{br}
  {br}
The top part of the attacking{br}
unit's status (where AT order,{br}
Lv., Exp. is usually shown)    {br}
is the expected effect.{br}
{br}
   {br}
The HP is the expected{br}
damage and to the right is {br}
the attack success %.   {br}
Check the expected{br}
effect before you{br}
attack.   {br}
If it's a spell causing{br}
abnormal status, the name{br}
and success % will appear.   {br}
Also, if the target has a{br}
Reaction Ability set,{br}
   {br}
the Reaction name will{br}
appear at the bottom of{br}
its status.    {br}
In battle, check the effects{br}
and select the right target. {br}
  {br}
Alright, here's a few things{br}
that will affect damage value{br}
and the success %.   {br}
They are Brave, Faith and{br}
Zodiac sign compatibility.{br}
  {br}
Brave affects the power of{br}
unarmed attacks and the{br}
reaction performing %.    {br}
Faith effects the damage{br}
and success % by spells. {br}
  {br}
If Faith is high, the power{br}
of Fire2 increases,{br}
  {br}
and the success rate of{br}
Raise increases.{br}
   {br}
The compatibility of signs{br}
affect the amount of damage{br}
and the success %.   {br}
The more compatible,{br}
the greater the damage.{br}
  {br}
And the more you get from{br}
recovery spells.{br}
   {br}
The less compatible you are,{br}
the smaller the damage and the{br}
lower the success rate of spells.    {br}
So, Faith, Brave and{br}
compatibility are factors of{br}
expected effect.    {br}
Now, back to target setting.{br}
{br}
  {br}
Set target when you've checked{br}
the effect area and expected{br}
effect.    {br}
Confirm with the {D9B9} button. {end}

//Message x07
Weapon attack's been done.{br}
{br}
  {br}
You'll earn Exp. and Jp{br}
if you succeed.{br}
   {br}
AT automatically ends after{br}
Move and Act.{br}
   {br}
After AT, select a direction.{br}
{br}
  {br}
Direction effects the evade{br}
% when getting attacked.{br}
   {br}
Face the enemy often. {end}

//Message x08
That's it for Move and Act.{br}
{br}
   {br}
Repeat this over and over {br}
and destroy the enemy.{br}
   {br}
Remember these basics...{br}
{br}
   {br}
That's all. {end}

//Message x09

