Offset(x00342000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x0000046B)
//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(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
DisplayMessage(x10,x1B,x0001,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ZERO(x002A)
OR(x002A,x4000)
Wait(00100)
DisplayMessage(x10,x19,x0002,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
DisplayMessage(x10,x1A,x0003,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00020)
ZERO(x002A)
OR(x002A,x0100)
Wait(00005)
{3A}()
Wait(00005)
ZERO(x002A)
OR(x002A,x4000)
Wait(00005)
ZERO(x002A)
OR(x002A,x4000)
Wait(00005)
ZERO(x002A)
OR(x002A,x4000)
Wait(00005)
ZERO(x002A)
OR(x002A,x4000)
Wait(00005)
ZERO(x002A)
OR(x002A,x4000)
Wait(00005)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
DisplayMessage(x10,x1A,x0028,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00040)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
DisplayMessage(x10,x1B,x0004,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00020)
ZERO(x002A)
OR(x002A,x0800)
Wait(00060)
DisplayMessage(x10,x11,x0005,xFE,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00020)
ZERO(x002A)
OR(x002A,x0800)
Wait(00040)
DisplayMessage(x10,x12,x0006,xFD,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x1B,x0007,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ColorField(x00,-004,-004,-003,004)
Wait(00033)
UnitAnim(xFE,x00,x05,x00,x00)
UnitAnim(xFD,x00,x05,x00,x00)
DisplayMessage(x10,x0B,x0009,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x000A,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x000B,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x000C,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x000D,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x000E,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x000F,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0010,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x0011,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0012,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x0013,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0014,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x0015,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0016,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x0017,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0018,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x0019,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x001A,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x001B,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x001C,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x001D,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x001E,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x0B,x001F,xFD,x00,x05,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0020,xFE,x00,x05,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
Sound(x0001)
UnitAnim(xFE,x00,x2C,x00,x00)
UnitAnim(xFD,x00,x01,x00,x00)
DisplayMessage(x10,x0B,x0021,xF0,x00,x00,+00004,+00002,+00000,x00)
DisplayMessage(x10,x0B,x0022,xF0,x00,x00,-00028,+00070,+00000,x00)
WaitForInstruction(x01,x00)
ColorField(x08,-008,-008,+000,004)
Wait(00033)
March(xFE,x00,000)
March(xFD,x00,000)
ChangeStats(x00,x00,x02,-00128)
ChangeStats(xFE,x00,x02,+00008)
ChangeStats(xFD,x00,x02,+00072)
Wait(00060)
DisplayMessage(x10,x1A,x0023,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x1B,x0024,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
DisplayMessage(x10,x19,x0025,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
DisplayMessage(x10,x1A,x0026,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0040)
Wait(00020)
DisplayMessage(x10,x1B,x0027,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 'Charge Time{br}
Battle' which controls the{br}
flow of the battle.    {br}
The battle progresses as{br}
fighters perform their Moves {br}
and Acts.    {br}
We call their Moves and Acts{br}
order AT (Active Turn).{br}
   {br}
AT order is determined{br}
by a rule.{br}
   {br}
That rule is called 'Charge{br}
Time Battle' (CTB).{br}
   {br}
Under CTB, AT comes around{br}
after a charge is completed.{br}
  {br}
See whether the charge's been{br}
completed by looking at the{br}
CT (Charge Time) gauge.   {br}
The CT gauge appears under{br}
HPMP in the status.{end}

//Message x02
The item on the bottom left{br}
side of status is CT. {br}
  {br}
It's AT when the gauge is{br}
charged and reaches 100.{br}
AT lets you Move and Act.    {br}
CT charge is done on every{br}
unit with the same timing. {br}
  {br}
But the charge amounts{br}
differ one to another.{br}
   {br}
Since charge amounts{br}
differ, AT order's not{br}
uniform.   {br}
Let me explain about CT.{end}

//Message x03
This is the Status Detail{br}
for the unit.{br}
   {br}
Refer to the left side of {br}
the panel in the middle.{br}
   {br}
See 'Speed' in the lower part?{end}

//Message x04
Speed represents the unit's{br}
'quickness'.{br}
   {br}
Here's an example. {end}

//Message x05
The Speed for this unit is 9.{end}

//Message x06
This one is 6. {end}

//Message x07
Let's see what happens{br}
to their CT. {end}

//Message x08
Start {end}

//Message x09
{delay:00}00{delay:1E}0{close}{delay:00}00{delay:1E}0{close}{delay:00}00{delay:1E}6{close}{delay:00}00{delay:1E}9{close}{delay:00}01{delay:1E}2{close}{delay:00}01{delay:1E}8{close}{delay:00}01{delay:1E}8{close}{delay:00}02{delay:1E}7{close}{delay:00}02{delay:1E}4{close}{delay:00}03{delay:1E}6{close}{delay:00}03{delay:1E}0{close}{delay:00}04{delay:1E}5{close}{delay:00}03{delay:1E}6{close}{delay:00}05{delay:1E}4{close}{delay:00}04{delay:1E}2{close}{delay:00}06{delay:1E}3{close}{delay:00}04{delay:1E}8{close}{delay:00}07{delay:1E}2{close}{delay:00}05{delay:1E}4{close}{delay:00}08{delay:1E}1{close}{delay:00}06{delay:1E}0{close}{delay:00}09{delay:1E}0{close}{delay:00}06{delay:1E}6{close}{delay:00}09{delay:1E}9{close}{delay:00}07{delay:50}2{close}{delay:00}10{delay:50}8{close}As you can see, the unit   {br}
with Speed 9 turns into AT{br}
faster than the other.{br}
During battle, you won't see   {br}
the counter.{br}
{br}
Which means there's no   {br}
waiting time for the next{br}
AT unit. {br}
That's all for CT charge.   {br}
{br}
{br}
The charge amount increases   {br}
with Speed value. Once it{br}
reaches 100, then it's AT. {br}
Remember higher Speed, means   {br}
it's quicker.{end}

//Message x0A
And that's CT, a tool that{br}
determines AT order. {br}
  {br}
However, it's a hassle to{br}
check CT each time you want to{br}
know AT order.    {br}
So this's an easier way{br}
to check AT order. {end}

//Message x0B
Look at the status at the{br}
bottom of the screen.{br}
   {br}
The number on the left of{br}
the {D9C6} is AT order.{br}
   {br}
The right is the total{br}
number of the units on the{br}
field.   {br}
Line the cursor to the unit,{br}
and you can see the expected{br}
AT order at that time.   {br}
By 'expected' I mean the CT{br}
charge occurs irregularly at{br}
times.    {br}
Like when 'Wait' is selected.{end}

//Message x0C
'Wait' is for when you decide{br}
not to either Move or Act, or{br}
both and ends AT.    {br}
Normally when AT ends,{br}
charging for the next AT{br}
beings.   {br}
But when you end AT with{br}
'Wait', the charge begins {br}
from 40 or 20.   {br}
If you 'Wait' neither{br}
Moving or Acting, charging{br}
begins from 40.   {br}
If you 'Wait' after either{br}
Move or Act, charging begins{br}
from 20.    {br}
Which means it's shorter{br}
until the next AT. {br}
  {br}
That's why the AT order is{br}
'expected'.{br}
   {br}
Controlling the AT order by{br}
'Wait' for a better situation{br}
can be a good strategy. {end}

//Message x0D
The Speed value charges the{br}
CT.{br}
   {br}
which means that the {br}
greater the Speed value,{br}
the faster you are.    {br}
Remember this and you should{br}
create a good situation.{br}
  {br}
That's it.{end}

//Message x0E

