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}Master Darlavon{br}
{font:00}Now then, let us begin the lesson.{br}
{br}
In this session, we will discuss the CT gauge{br}
and how it relates to the order in which units{br}
take their turns.{br}
All units, be they enemy or ally, move and{br}
act in a certain order.{br}
{br}
The order in which units take their turns is{br}
determined by their charge time (CT).{br}
{br}
Once a unit's CT gauge fills up, that unit's{br}
turn has arrived.{br}
{br}
You may check a unit's charge time by looking{br}
at his or her CT gauge.{br}
{br}
The CT gauge is located below the unit's{br}
HP and MP.{end}

//Message x02
This gauge, located at the bottom of a unit's{br}
status display in the lower left corner of the{br}
screen, represents his or her charge time.{br}
Once this gauge reaches 100, it is fully{br}
charged and it becomes the unit's turn to{br}
move and act.{br}
The CT gauges of all units fill with each tick{br}
of the game clock, but the rate at which{br}
they fill is different for each unit.{br}
Because of this, some units will see their{br}
turns come more quickly than others.{br}
{br}
Allow me to explain a bit more about how the{br}
CT gauge fills.{end}

//Message x03
Here is the unit's status screen.{br}
{br}
{br}
Look at the left side of the middle panel.{br}
You will see an attribute labeled Speed.{end}

//Message x04
Allow me to give an example.{end}

//Message x05
This unit has a Speed of 9.{end}

//Message x06
This unit has a Speed of 6.{end}

//Message x07
Let us observe how their CT gauges fill.{end}

//Message x08
Start{end}

//Message x09
{delay:00}{font:00}00{delay:1E}{font:00}0{close}{delay:00}{font:00}00{delay:1E}{font:00}0{close}{delay:00}{font:00}00{delay:1E}{font:00}6{close}{delay:00}{font:00}00{delay:1E}{font:00}9{close}{delay:00}{font:00}01{delay:1E}{font:00}2{close}{delay:00}{font:00}01{delay:1E}{font:00}8{close}{delay:00}{font:00}01{delay:1E}{font:00}8{close}{delay:00}{font:00}02{delay:1E}{font:00}7{close}{delay:00}{font:00}02{delay:1E}{font:00}4{close}{delay:00}{font:00}03{delay:1E}{font:00}6{close}{delay:00}{font:00}03{delay:1E}{font:00}0{close}{delay:00}{font:00}04{delay:1E}{font:00}5{close}{delay:00}{font:00}03{delay:1E}{font:00}6{close}{delay:00}{font:00}05{delay:1E}{font:00}4{close}{delay:00}{font:00}04{delay:1E}{font:00}2{close}{delay:00}{font:00}06{delay:1E}{font:00}3{close}{delay:00}{font:00}04{delay:1E}{font:00}8{close}{delay:00}{font:00}07{delay:1E}{font:00}2{close}{delay:00}{font:00}05{delay:1E}{font:00}4{close}{delay:00}{font:00}08{delay:1E}{font:00}1{close}{delay:00}{font:00}06{delay:1E}{font:00}0{close}{delay:00}{font:00}09{delay:1E}{font:00}0{close}{delay:00}{font:00}06{delay:1E}{font:00}6{close}{delay:00}{font:00}09{delay:1E}{font:00}9{close}{delay:00}{font:00}07{delay:50}{font:00}2{close}{delay:00}{font:00}10{delay:50}{font:00}8{close}As you can see, the unit with a Speed of 9{br}
sees his turn come earlier.{br}
{br}
Of course, in an actual battle, you do not{br}
have to wait while the CT gauges fill up.{br}
{br}
The active turn will automatically advance{br}
to whichever unit has the next turn.{br}
{br}
Now you know how the CT gauge works.{br}
{br}
{br}
A unit's Speed is added to the gauge for{br}
each tick of the game clock, until the gauge{br}
reaches 100. Then it is the unit's turn.{br}
Thus, the higher a unit's Speed, the more{br}
often he or she will receive a turn.{end}

//Message x0A
Even understanding how the CT gauge{br}
controls turn order, it is difficult to keep{br}
track of the turn order for all units.{br}
So, I shall teach you a simple method of{br}
checking the turn order in battle.{end}

//Message x0B
Look at the status display at the bottom of the{br}
screen. There are two numbers to the upper right{br}
of the unit's portrait.{br}
The number to the left of the slash indicates{br}
that unit's turn order. The number to the right{br}
is the total number of units on the battlefield.{br}
Thus, to see an estimate of when a unit will get{br}
his or her turn, you merely have to move the{br}
cursor to the unit's tile and check this number.{br}
I say "estimate," because in some cases the{br}
CT gauge will be filled in an irregular fashion.{br}
{br}
In particular, I am referring to what happens{br}
when a unit chooses the Wait command.{end}

//Message x0C
A unit can use the Wait command when he{br}
or she only wants to move or act, or does{br}
not wish to do anything.{br}
Normally, when a unit's turn ends, the CT{br}
gauge resets to zero.{br}
{br}
But when a unit ends his or her turn by{br}
selecting "Wait," the gauge will start its{br}
next count from 20 or even 40.{br}
When a unit selects the command after{br}
moving or acting, the gauge will be reset{br}
to 20.{br}
When a unit chooses to wait without{br}
moving or acting at all, the gauge will{br}
be reset to 40.{br}
In other words, the time until the unit's next{br}
turn will be shortened.{br}
{br}
This may sometimes change the turn order{br}
of the units on the battlefield.{br}
{br}
If you plan carefully, you can use the{br}
Wait command to your advantage.{end}

//Message x0D
This concludes my explanation of the CT{br}
gauge and turn order.{br}
{br}
Let us review.{br}
{br}
{br}
A unit's turn comes when his or her CT gauge{br}
reaches 100.{br}
{br}
With every tick of the game clock, a unit's{br}
CT gauge increases by an amount equal to{br}
the unit's Speed attribute.{br}
Thus, the higher a unit's Speed, the more{br}
often he or she will receive a turn.{br}
{br}
Understanding these concepts should allow you{br}
to gain the upper hand in any battle.{br}
{br}
With that, I shall bring this lesson to a close.{end}

//Message x0E
Every time the CT gauge is incremented, the{br}
value increases by an amount equal to the{br}
unit's Speed.{br}
This means that units with a high Speed will{br}
see their CT gauges fill more quickly.{end}

//Message x0F

