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}Master Darlavon{br}
{font:00}Now then, let us begin the lesson.{br}
{br}
In this session we shall explore the{br}
fundamentals of battle, from beginning to end.{br}
{br}
Firstly, you must select the units you wish to{br}
use in battle and position them on the field.{br}
{br}
The number of units you may use in battle{br}
varies depending upon the situation, but in{br}
general, you are limited to five.{br}
In some cases, you may need to split your{br}
units into two separate squads.{br}
{br}
If you always use the same units in battle,{br}
their advancement will soon outpace that of{br}
your other units.{br}
When selecting units to use in battle, keep{br}
in mind both their skills and their need for{br}
advancement.{br}
Sometimes allied units will appear in battle{br}
without your having selected them. These{br}
are known as guest units.{end}

//Message x02
Guest units have their own agendas{br}
and will move and act on their own.{end}

//Message x03
Once you have selected your units, you will{br}
move to the battlefield.{br}
{br}
And then, battle will begin{DA68}but we are getting{br}
ahead of ourselves. First, we must discuss{br}
objectives.{br}
For example, this...{end}

//Message x04
Or, this...{end}

//Message x05
Messages such as these will appear as each{br}
battle begins, telling you what you must do{br}
in order to win.{br}
In general, you must defeat all of the enemies,{br}
but in some cases, you must fulfill other special{br}
conditions.{end}

//Message x06
Once the battle has begun, each of your units{br}
will move and act in turn.{br}
{br}
When it is a unit's turn to move and act, he or{br}
she will be designated by the AT icon, which{br}
stands for Active Turn.{br}
A unit's turn comes when his or her charge{br}
time (CT) gauge reaches 100.{br}
{br}
A unit's Speed attribute determines how much{br}
his or her CT gauge fills with each tick of{br}
the game clock.{br}
During a unit's turn, he or she may move and{br}
perform actions such as attacking an enemy.{br}
{br}
Let's examine the battle menu, shall we?{end}

//Message x07
The Move, Act, and Wait commands are{br}
displayed only when it is the unit's turn.{br}
{br}
A unit may move once and act once during{br}
his or her turn.{br}
{br}
If the unit has both moved and performed{br}
an action, his or her turn will automatically{br}
come to an end.{br}
The Wait command is used to end the turn if{br}
the unit will only be moving or acting, or if he{br}
or she will do nothing.{br}
Next, let's examine the other commands.{br}
{br}
{br}
Status allows you to check a unit's detailed{br}
status.{end}

//Message x08
The AI command allows you to set an AI{br}
pattern for the unit so that it will decide{br}
its own actions.{br}
Units that use AI will move and fight{br}
automatically until the AI command is{br}
canceled.{end}

//Message x09
You may select from four different AI{br}
strategies.{br}
{br}
Berserker will cause the unit to attack its{br}
target without regard for his or her own{br}
safety.{br}
Defender will cause the unit to protect a{br}
friendly target without regard for his or{br}
her own safety.{br}
Healer will cause the unit to focus upon{br}
restoring the HP and MP of allied units.{br}
{br}
Coward will cause the unit to attempt to{br}
escape to a safe location while recovering{br}
his or her own HP.{br}
For Berserker and Defender, you must{br}
select a target for the unit to attack or{br}
protect.{br}
Once a unit's AI has been enabled, that unit{br}
will fight automatically from then on.{br}
{br}
To cancel this setting, select the AI command{br}
and choose Manual.{br}
{br}
However, since the unit will be acting{br}
automatically, you cannot access the unit's{br}
menu on his or her own turn.{br}
You must cancel the setting during another{br}
unit's turn or after pausing the battle.{end}

//Message x0A
The Status and AI commands may be selected{br}
even if it is not the selected unit's turn.{br}
{br}
Normally, the menu will not appear for an{br}
enemy unit or a unit which has been set to{br}
use AI.{br}
However, you may halt the course of battle{br}
and force a menu to appear by pressing {D9C7}.{br}
{br}
Doing so will open a menu on the next unit's{br}
turn.{end}

//Message x0B
This allows you to stop units using AI, or to{br}
view the status of enemy units.{br}
{br}
You will not be able to give commands{br}
to any of your units while the battle is{br}
stopped in this way.{br}
To resume the battle (assuming the current{br}
unit is not set to AI), select "Done."{br}
{br}
This command may be found at the{br}
bottom of the menu.{end}

//Message x0C
This concludes my overview of battle commands.{br}
{br}
{br}
To summarize, you may select "Move," "Act,"{br}
or "Wait" during a unit's turn, as well as check{br}
the unit's status.{br}
In some cases, you may wish to set an AI{br}
pattern for a unit. To resume the battle after{br}
it has been interrupted, select "Done."{br}
These are the main commands that you will{br}
use in the course of a battle.{end}

//Message x0D
Next is a most unpleasant subject.{br}
{br}
{br}
When a unit's HP reaches zero, the unit{br}
will be KO'd.{end}

//Message x0E
If you do not revive a KO'd unit within a{br}
certain amount of time, the unit's body{br}
will disappear.{br}
In its place, a treasure chest or crystal will{br}
appear.{end}

//Message x0F
Once a unit has disappeared in this way,{br}
there is no way of reviving it. The unit is{br}
gone forever.{br}
If one of your units is KO'd, do your best to{br}
revive him or her as quickly as possible.{br}
{br}
If all of your units are KO'd, the game is over.{br}
{br}
{br}
Always keep an eye upon your units'{br}
remaining HP to prevent this from happening.{br}
{br}
I recommend that you always bring at least{br}
one unit who is capable of healing or reviving{br}
KO'd units.{br}
On the other hand, KO'ing all enemy units{br}
on the battlefield will end the battle, assuming{br}
you have fulfilled the battle objective.{end}

//Message x10
This concludes our battle overview and my{br}
explanation of the battle menu.{br}
{br}
I trust you will make good use of this{br}
information on the battlefield.{br}
{br}
With that, I shall bring this lesson to a close.{end}

//Message x11
The Status and AI commands may be selected{br}
even if it is not the selected unit's turn.{br}
{br}
Normally, the menu will not appear for an{br}
enemy unit or a unit which has been set to{br}
use AI.{br}
However, you may halt the course of battle{br}
and force a menu to appear by pressing {D9C7}.{br}
{br}
Doing so will open a menu on the next unit's{br}
turn.{br}
{br}
This allows you to stop units using AI, or to{br}
view the status of enemy units.{br}
{br}
You will not be able to give commands{br}
to any of your units while the battle is{br}
stopped in this way.{br}
To resume the battle (assuming the current{br}
unit is not set to AI), select "Done."{br}
{br}
This command may be found at the{br}
bottom of the menu.{end}

//Message x12
This concludes my overview of battle commands.{br}
{br}
{br}
To summarize, you may select "Move," "Act,"{br}
or "Wait" during a unit's turn, as well as check{br}
the unit's status.{br}
In some cases, you may wish to set an AI{br}
pattern for a unit. To resume the battle after{br}
it has been interrupted, select "Done."{br}
These are the main commands that you will{br}
use in the course of a battle.{end}

//Message x13

