Offset(x0033A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000488)
//Remove the previous line if you wish text to compile directly after instructions.

OR(x0029,xFFFF)
{43}(r08)
Wait(00100)
ZERO(x002A)
OR(x002A,x0040)
Wait(00010)
ZERO(x002A)
OR(x002A,x1000)
Wait(00005)
ZERO(x002A)
OR(x002A,x1000)
Wait(00005)
{43}(r05)
Camera(+00616,-00028,+00616,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x1B,x0001,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x8000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00080)
DisplayMessage(x10,x19,x0002,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x1000)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00020)
ZERO(x002A)
OR(x002A,x2000)
Wait(00100)
DisplayMessage(x10,x1B,x0003,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
{1C}(r02)
DarkScreen(x00,x00,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
Wait(00010)
Wait(00010)
{1C}(r02)
DarkScreen(x00,x00,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x0E,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
Wait(00060)
DisplayMessage(x10,x1A,x0005,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x1B,x0006,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00010)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x0020)
Wait(00080)
DisplayMessage(x10,x1A,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(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00040)
ZERO(x002A)
OR(x002A,x0020)
Wait(00120)
ZERO(x002A)
OR(x002A,x0040)
Wait(00040)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
DisplayMessage(x10,x1A,x0008,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00120)
DisplayMessage(x10,x1A,x0009,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0040)
Wait(00040)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFE,x00,x02,+00100)
ChangeStats(xFE,x00,x03,+00100)
ChangeStats(xFB,x00,x00,-00999)
ChangeStats(xFB,x00,x00,+00001)
Wait(00060)
DisplayMessage(x10,x1A,x0011,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r01)
DisplayMessage(x10,x1B,x0012,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
ChangeStats(x00,x00,x02,-00100)
ChangeStats(xFB,x00,x02,+00100)
DisplayMessage(x10,x1A,x000D,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00040)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x1000)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00020)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{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}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
{8F}(r01)
DisplayMessage(x10,x1A,x000E,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFB,x00,x02,+00100)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
Wait(00040)
ZERO(x002A)
OR(x002A,x0020)
{D5}()
{02}()
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0056)
ADD(x0001,x0001)
{A2}()
{D0}()
{03}()
{D1}()
{02}()
{D2}()
{03}()
Wait(00001)
{D3}()
{02}()
{D2}()
{02}()
Wait(00040)
ZERO(x002A)
OR(x002A,x0020)
Wait(00040)
ZERO(x002A)
OR(x002A,x0020)
{D5}()
{02}()
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0056)
ADD(x0001,x00FF)
{A2}()
{D0}()
{03}()
{D1}()
{02}()
{D2}()
{03}()
Wait(00001)
{D3}()
{02}()
{D2}()
{02}()
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
{8F}(r01)
DisplayMessage(x10,x19,x000F,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
Wait(00070)
ZERO(x002A)
OR(x002A,x0040)
Wait(00005)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
DisplayMessage(x10,x1B,x0010,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00100)
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Instructor Daravon{font:00}{br}
May I begin my lecture?{br}
   {br}
The topic is 'Battle'. I'll{br}
explain everything from start{br}
to finish.    {br}
First, select and place units{br}
that will join the battle.{br}
  {br}
The number of units allowable{br}
depends on the battle, but 5{br}
is the maximum.    {br}
Sometimes you'll need{br}
to form two teams for one {br}
battle.    {br}
If you keep on using the same{br}
units, your party won't be{br}
well{D11D}balanced.    {br}
Select units after checking{br}
their growth and skills. {br}
  {br}
There are some units you{br}
didn't select, but appear{br}
anyhow.   {br}
These units are called {br}
'Guest Units'. {end}

//Message x02
These units have their own{br}
ideas and move and fight by{br}
independently. {end}

//Message x03
After you've selected your{br}
units, you'll appear on the{br}
field.    {br}
Before the battle starts,{br}
the 'Winning Cond.'{br}
will appear.    {br}
For example,{br}
{br}
{end}

//Message x04
others include...{br}
{br}
{end}

//Message x05
These and other Victory{br}
Conditions will appear in the{br}
beginning.   {br}
Generally, you win by killing{br}
all your enemies. But, some{br}
are unique. {end}

//Message x06
The battle begins, and one{br}
unit will move and act at a{br}
time.    {br}
The order in which the{br}
unit moves and acts is{br}
called AT (Active Turn).    {br}
AT occurs when CT (Charge{br}
Time) reaches 100.{br}
   {br}
The charge speed depends on{br}
the unit's parameter 'Speed'.{br}
  {br}
The AT unit will carry out {br}
the move and act commands{br}
and attack enemies.    {br}
Let's take a look at the AT {br}
Unit Menu.{br}
{end}

//Message x07
 'Move' 'Act' 'Wait' are{br}
the commands available for{br}
AT.    {br}
During your AT, you may{br}
make one 'Move' and one 'Act'.{br}
  {br}
Your AT will be completed if{br}
you perform both of them.{br}
   {br}
 'Wait' completes AT{br}
without performing one of{br}
the two.    {br}
Let's take a look at the {br}
other commands.{br}
   {br}
 'Status' checks the unit's{br}
present condition. {br}
   {br}
A detailed status will{br}
appear. {end}

//Message x08
 'Auto Battle' puts the{br}
unit on its own.{br}
  {br}
Once a unit's set on Auto{D11D}{br}
Battle, it'll automatically{br}
act each AT until canceled.{end}

//Message x09
Select from the 4 fighting{br}
methods and the unit will{br}
perform accordingly.   {br}
 'Fight To Death' attacks{br}
target regardless of the{br}
danger.   {br}
 'Support Ally' helps{br}
target ally regardless{br}
of the danger.   {br}
 'Run for Life' avoids{br}
battles while recovering HP{br}
and moves to safer areas.   {br}
Set a target for 'Fight to{br}
Death' and 'Support Ally'.{br}
  {br}
Once you set Auto Battle,{br}
the rest is automatic.{br}
  {br}
To cancel Auto Battle,{br}
select 'Manual' in the 'Auto{br}
Battle' command.   {br}
But, since the Menu won't{br}
appear during a unit's AT {br}
in Auto Battle,    {br}
you'll need to reset during{br}
another unit's AT or when{br}
you intervene. {end}

//Message x0A
'Status' and 'Auto Battle'{br}
can be set on units not on AT.{br}
  {br}
Also, Menus and cursors{br}
will not appear when enemies{br}
or Auto Battle units are AT.   {br}
By intervening with the {D9C7}{br}
button, you can stop the flow{br}
   {br}
And when the next unit turns{br}
AT, access the Menu. {end}

//Message x0B
Intervention has been made.{br}
{br}
   {br}
The next AT unit's Menu{br}
appears and the battle will{br}
stop for a moment.   {br}
Now, none of the units can{br}
perform.{br}
   {br}
To resume, select 'End' if{br}
the AT unit isn't an Auto{D11D}Battle{br}
unit from your party.   {br}
'End' is added at the very{br}
end of the unit's Menu. {end}

//Message x0C
That's a brief overview of{br}
the unit's commands.{br}
   {br}
Set 'Move' 'Act' or 'Wait'{br}
during AT{br}
   {br}
and check the unit's condition{br}
with 'Status'.{br}
   {br}
Depending on the situation, select  {br}
'Auto Battle'.{br}
   {br}
When it intervenes and stops{br}
the battle, resume with 'End'.{br}
   {br}
Advance into the battle by{br}
using these commands. {end}

//Message x0D
Alright, now for Game Over.{br}
{br}
  {br}
Units die when HP reaches 0.{end}

//Message x0E
If you don't recover a unit{br}
and leave it there, its body{br}
will disappear.    {br}
After that, a treasure box{br}
with an Item or spirit crystal{br}
will replace it. {end}

//Message x0F
Once a body disappears,{br}
it'll never return to life.{br}
  {br}
Recover ally units soon{br}
after they die.{br}
  {br}
If everyone in your party{br}
dies, the game is over.{br}
  {br}
Watch your remaining HP{br}
and avoid dying.{br}
  {br}
Have units in the battle{br}
that can restore life.{br}
  {br}
Kill all your enemies and{br}
you'll meet the Winning{br}
Cond. and end the battle.{end}

//Message x10
That's all you need to know{br}
about the flow of the battle{br}
and unit Menus.    {br}
I'll see you destroy the{br}
enemy and win the battle. {br}
  {br}
That's all. {end}

//Message x11

