
*72A_0001_0
getMode %0:if(%0&8) goto *01A_0606_0_1_1



int EndFlag = 1
int TUTORIAL_1_BATTLE_WAIT				= 0
int TUTORIAL_1_STAN_WAIT				= 1
int TUTORIAL_1_COMMAND_MEA_WAIT			= 2
int TUTORIAL_1_COMMAND_MEA_ATTACK		= 3
int TUTORIAL_1_COMMAND_MEA_ABS_TARGET	= 4
int TUTORIAL_1_COMMAND_POL_WAIT			= 5
int TUTORIAL_1_COMMAND_POL_CHARGE		= 6
int TUTORIAL_1_COMMAND_POL_ABS_CHARGE	= 7
int TUTORIAL_1_COMMAND_POL_CHARGE_WAIT	= 8
int TUTORIAL_1_COMMAND_POL_ACTION_WAIT	= 9

int TUTORIAL_1_COMMAND_UNISON_WAIT		= 10
int TUTORIAL_1_COMMAND_UNISON_ATTACK	= 11
int TUTORIAL_1_COMMAND_UNISON_LEADER_WAIT = 12
int TUTORIAL_1_COMMAND_UNISON_FINISH_WAIT = 13
int TUTORIAL_1_COMMAND_RAMBLE_WAIT		= 14
int TUTORIAL_1_COMMAND_MEA_TARGET_SELECT= 15
int TUTORIAL_1_COMMAND_UNISON_LEADER_SELECT = 16

int TUTORIAL_COMMAND_FADE_IN			= 10000
int TUTORIAL_COMMAND_FADE_WAIT			= 10001
int TUTORIAL_COMMAND_FADE_OUT			= 10002

MW.BT 0, 16
BGM , 500
DATA
BG WHITE, 500



















TutorialInit "1000"

SetBattleNoKO 1

SkipBriefing





TutorialFunc %TUTORIAL_1_BATTLE_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL





BGM BGM_302B

SC.FD 250

WA 2000

SE0 WOP, 0, 100@0, 1
CG 0,cg2/01-16-1,0,@@@7

CG.DEL 8, 0
ST0 4, S003_1CA2AA_011_L, 0
MW.SP 1
SC.FD 250

y|[i,S003_72A_0001zȵĻսƪ~

ST2.DEL , 250, 0


ST2 S003_1CA2AA_011_M, 250, 0, 2
ST2 S001_1CA1AA_000_M, 250, 0, 1

yA,S001_72A_0001zСգ



ST S003_1CA1AA_000_M, 250

y|[i,S003_72A_0002zţ²˳٣뿴һϷ桹

ST2.DEL , 250, 0
CG.A 0, 250, 0
WA 1000

CG 8,cg2/01-01-1, 250, @@@5

WA 1000

CG 6,cg2/01-02-1,250,@@@5
CG 7,cg2/01-01-2,0,@@@6
SC.FD 250

WA 750

MW.SP 1


MW.FC S003_1CA1AA_000_S
y|[i,S003_72A_0003z·ֱǵзѷġȣСԼѣ







MW.FC S001_1CA2AA_000_S


yA,S001_72A_0002zѷġȣСΪսܣзġȣСΪʤûɡ

MW.FC S003_1CA1AA_060_S

y|[i,S003_72A_0004zţ

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0005zڵзġѣÿɹʹ١

MW.FC S003_1CA1AA_060_S

y|[i,S003_72A_0006zѣʧʱٴܵ˺[n]˾ͻѣ״̬

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 0
SC.FD 250



TutorialFunc %TUTORIAL_1_STAN_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250

MW.FC S001_1CA1AA_001_S
yA,S001_72A_0003zѣ״̬ʱ޷ж֮Ǻûأ

MW.FC S003_1CA2AA_010_S

y|[i,S003_72A_0007zţѣ״̬Ǹз˺ľѻᣡ

MW.FC S003_1CA2AA_060_S

y|[i,S003_72A_0008zȻ˵Ҳһģע⡰ѣ

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0009z뿴롹

CG.A 0, 0, 0
CG 8,cg2/01-03-1, 0, @@@5
SC.FD 250

WA 1000

CG 6,cg2/01-04-1,0,@@@5
CG 7,cg2/01-03-2,0,@@@6
SC.FD 250

WA 750

MW.FC S003_1CA1AA_000_S

y|[i,S003_72A_0010zǡʱߡʾŸɫԼжʱ䡹

MW.FC S001_1CA1AA_050_S

yA,S001_72A_0004zҡСԼе˵ͼء

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0011zͼ걻ǺšսڼáǺšƶ

MW.FC S003_1CA2AA_011_S

y|[i,S003_72A_0012zǺšλߵġǣλʱͿԿʼжˡ

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250



TutorialFunc %TUTORIAL_1_COMMAND_MEA_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250

MW.FC S001_1CA2AA_011_S
yA,S001_72A_0005zڣɵ˰ɣ

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0013zСϡܡ

MW.FC S003_1CA1AA_010_S

y|[i,S003_72A_0014zѡ񡰹

*72A_0001_0_0

CG.A 0, 0 ,0
CG 8,cg2/01-05-1,0,@@@5
CG 7,cg2/01-05-2,0,@@@6
CG 6,cg2/01-05-3,0,460@@@5
SC.FD 250

CG.XY 6,400@@2@0@0,480


TutorialFunc %TUTORIAL_1_COMMAND_MEA_ATTACK
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED



int Selected = 1
GetBTCommand %Selected

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL

if( %Selected == 0 ) goto *72A_0001_0_0_3
elseif( %Selected == 1 )	goto *72A_0001_0_0_1
elseif( %Selected == 2 )	goto *72A_0001_0_0_2
else	goto *72A_0001_0_0_1
end




*72A_0001_0_0_1

CG.A 0, 0 ,255
CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

SE0 uu[, 0, 100@0, 1
MW.FC S003_1CA1AA_110_S

y|[i,S003_72A_0015zǡϡ



MW.FC S001_1CA1AA_002_S

yA,S001_72A_0006zȻѡ𣿡

goto *72A_0001_0_0


*72A_0001_0_0_2

CG.A 0, 0 ,255
CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

SE0 uu[, 0, 100@0, 1

MW.FC S001_1CA2AA_050_S

yA,S001_72A_0007zѽֻˣ



MW.FC S003_1CA2AA_021_S

y|[i,S003_72A_0016z÷С㡣ǹİɣ

goto *72A_0001_0_0


*72A_0001_0_0_3

CG.A 0, 0 ,255
CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

WA 1000,,0

MW.FC S001_1CA1AA_001_S

yA,S001_72A_0008zŶ˫ġǺš˰͸һˣ

MW.FC S003_1CA2AA_010_S

y|[i,S003_72A_0017zⲢǷǡ뿴зġ

CG.A 0, 0, 0
CG 8,cg2/01-06-1,0,@@@5
SC.FD 250

WA 1000

CG 7,cg2/01-06-2,0,@@@6
CG 6,cg2/01-07-1,0,@@@5
SC.FD 250

WA 750

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0018zܵ˺󡰼Ǻšͻᱻұߣж˳Ӻ[n]ʾԤλõġ

MW.FC S003_1CA1AA_000_S

y|[i,S003_72A_0019zǺšƻصΪԳת

MW.FC S001_1CA2AA_010_S

yA,S001_72A_0009zֻ֮ҪˣͿáתӡ˵Ĺ

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 255
SC.FD 250

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0020zѷġж󡰼Ǻšصʼλá

CG.A 0, 0, 0
CG 8,cg2/01-08-1,0,@@@5
SC.FD 250

WA 1000

CG 7,cg2/01-08-2,0,@@@6
CG 6,cg2/01-09-1,0,@@@5
SC.FD 250

WA 750

MW.FC S001_1CA1AA_080_S

yA,S001_72A_0010zҪ¿ʼƶǰ·

MW.FC S003_1CA2AA_011_S

y|[i,S003_72A_0021zԽĽɫ䡰Ǻšĳʼλþ롰ǣԽ

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 255
SC.FD 250

MW.FC S003_1CA1AA_030_S

y|[i,S003_72A_0022zѡҪĵˣȻܿʼˡ

CG.A 0, 0 ,0
CG 8,cg2/01-10-1,0,@@@5
CG 7,cg2/01-10-2,0,@@@6
CG 6,cg2/01-10-3,0,460@@@5
SC.FD 250

CG.XY 6,400@@2@0@0,480

WA 500



TutorialFunc %TUTORIAL_1_COMMAND_MEA_TARGET_SELECT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 255
SC.FD 250

MW.FC S001_1CA1AA_001_S

yA,S001_72A_0011zôһιɣ

CG.A 0, 0, 0
SC.FD 250,,0

WA 250







TutorialFunc %TUTORIAL_1_COMMAND_POL_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250,,0

WA 250

MW.FC S003_1CA2AA_011_S

y|[i,S003_72A_0023zֵҳˡ˳ٵһ¡ܡɡ

*72A_0001_0_1

CG.A 0, 0 ,0
CG 8,cg2/01-11-1,0,@@@5
CG 7,cg2/01-11-2,0,@@@6
CG 6,cg2/01-11-3,0,460@@@5
SC.FD 250

CG.XY 6,400@@2@0@0,480


WA 500


TutorialFunc %TUTORIAL_1_COMMAND_POL_CHARGE
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED



int Selected = 1
GetBTCommand %Selected

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL

if( %Selected == 0 ) goto *72A_0001_0_1_1
elseif( %Selected == 1 )	goto *72A_0001_0_1_2
elseif( %Selected == 2 )	goto *72A_0001_0_1_3
else	goto *72A_0001_0_1_2
end



*72A_0001_0_1_1

CG.A 0, 0 ,255
CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

SE0 uu[, 0, 100@0, 1

MW.FC S003_1CA1AA_110_S

y|[i,S003_72A_0024zǡ



WA 250,,0

goto *72A_0001_0_1


*72A_0001_0_1_2

CG.A 0, 0 ,255
CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

SE0 uu[, 0, 100@0, 1
MW.FC S003_1CA1AA_052_S

y|[i,S003_72A_0025zУڻѡ񡰺ϻ



MW.FC S001_1CA1AA_002_S

yA,S001_72A_0012z°Сա

WA 250,,0

goto *72A_0001_0_1


*72A_0001_0_1_3

CG.A 0, 0 ,255
CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

MW.FC S001_1CA1AA_000_S

yA,S001_72A_0013zŶѽСյġֳˡ

CG.A 0, 0 ,0
CG 8,cg2/01-12-1,0,@@@5
SC.FD 250

WA 1000

CG 7,cg2/01-12-2,0,@@@6
CG 6,cg2/01-13-1,0,@@@5
SC.FD 250

WA 750,,0

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0026zʾܡʱ䡹

MW.FC S003_1CA1AA_000_S

y|[i,S003_72A_0027zͨܡȼ

MW.FC S003_1CA2AA_010_S

y|[i,S003_72A_0028zԵɵ˺ԼǺšġתӡ

MW.FC S003_1CA1AA_060_S

y|[i,S003_72A_0029zڳڼ䱾Ǻ޷״̬[n]ҽѡ񲻻ܵ˹ʱ

MW.FC S001_1CA1AA_051_S

yA,S001_72A_0014zڳڼܵ˺ô

MW.FC S003_1CA1AA_040_S

y|[i,S003_72A_0030zʱᱻ϶Ϊܵ˷ʧܣ[n]һᵼתӡ

MW.FC S001_1CA2AA_110_S

yA,S001_72A_0015zô˵һðպʱС

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 0
SC.FD 250



TutorialFunc %TUTORIAL_1_COMMAND_POL_ABS_CHARGE
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL




TutorialFunc %TUTORIAL_1_COMMAND_POL_CHARGE_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250

MW.FC S003_1CA1AA_030_S

y|[i,S003_72A_0031zڼ䣬Ѿˣڣɣ

CG.A 0, 0, 0
SC.FD 250







TutorialFunc %TUTORIAL_1_COMMAND_POL_ACTION_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL





TutorialFunc %TUTORIAL_1_COMMAND_UNISON_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 250, 255

MW.FC S001_1CA1AA_012_S

yA,S001_72A_0016zϣҪһˣ

MW.FC S003_1CA2AA_010_S

y|[i,S003_72A_0032zȻˣѡϡ


*72A_0001_0_2

CG.A 0, 0 ,0
CG 8,cg2/01-14-1,0,@@@5
CG 7,cg2/01-14-2,0,@@@6
CG 6,cg2/01-14-3,0,460@@@5
SC.FD 250

CG.XY 6,400@@2@0@0,480

WA 500


TutorialFunc %TUTORIAL_1_COMMAND_UNISON_ATTACK
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED



int Selected = 1
GetBTCommand %Selected

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL

if( %Selected == 0 ) goto *72A_0001_0_2_1
elseif( %Selected == 1 )	goto *72A_0001_0_2_3
elseif( %Selected == 2 )	goto *72A_0001_0_2_2
else	goto *72A_0001_0_2_1
end




*72A_0001_0_2_1

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 255
SC.FD 250

SE0 uu[, 0, 100@0, 1
MW.FC S003_1CA2AA_022_S

y|[i,S003_72A_0033z˵÷С㡣Ǵռֱ԰ɡ

MW.FC S001_1CA2AA_052_S

yA,S001_72A_0017zУŲ

goto *72A_0001_0_2



*72A_0001_0_2_2

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 255
SC.FD 250

MW.FC S003_1CA2AA_011_S

y|[i,S003_72A_0034z롭Ȼѡ񡰳ܡ۹ء

MW.FC S001_1CA1AA_050_S

yA,S001_72A_0018zʲô˼

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0035z뿴ҵġǺšͬλö԰ɡ

CG.A 0, 0 ,0
CG 8,cg2/01-15-1,0,@@@5
SC.FD 250

WA 1000

CG 7,cg2/01-15-2,0,@@@6
SC.FD 250,,0

WA 750

MW.FC S003_1CA1AA_080_S

y|[i,S003_72A_0036z˿̽СܡĻܷϹ

CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0 ,255
SC.FD 250

WA 750,,0

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0037zϣѡͨġϡ

goto *72A_0001_0_2


*72A_0001_0_2_3

CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 255
SC.FD 250

MW.FC S001_1CA1AA_051_S
yA,S001_72A_0019zϡʲô˼

MW.FC S003_1CA2AA_010_S
y|[i,S003_72A_0038zֻҪպʱһ𷢶ϻ

MW.FC S003_1CA2AA_011_S
y|[i,S003_72A_0039zֱ롰ǣĻ鵽Ϊֹѡȴ

MW.FC S003_1CA1AA_080_S
y|[i,S003_72A_0040zǣĽɫУʱܷϹ

MW.FC S001_1CA1AA_012_S
yA,S001_72A_0020zҺͲȽַûɣ

CG 8,cg2/01-16-2,0,@@@5
SC.FD 250

WA 750

CG 7,cg2/01-16-3,0,@@@5
SC.FD 250

WA 750

CG 6,cg2/01-16-4,0,@@@5
SC.FD 250

WA 750

MW.FC S003_1CA1AA_000_S

y|[i,S003_72A_0041zϹʱܼ֮[n]ܶһ˺

CG.DEL 8, 0
CG.DEL 7, 0
CG.DEL 6, 0
CG.A 0, 0, 0
SC.FD 250


TutorialFunc %TUTORIAL_1_COMMAND_UNISON_LEADER_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250

MW.FC S003_1CA2AA_011_S

y|[i,S003_72A_0042zΪ˷Ϲѡ족

CG.A 0, 0 ,0
CG 8,cg2/01-17-1,0,@@@5
CG 7,cg2/01-17-2,0,@@@6
CG 6,cg2/01-17-3,0,460@@@5
SC.FD 250

CG.XY 6,400@@2@0@0,480

WA 500



TutorialFunc %TUTORIAL_1_COMMAND_UNISON_LEADER_SELECT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.DEL 6, 0
CG.DEL 7, 0
CG.DEL 8, 0
CG.A 0, 0, 0
SC.FD 250

WA 1000,,0




TutorialFunc %TUTORIAL_1_COMMAND_UNISON_FINISH_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250

MW.FC S001_1CA2AA_011_S
yA,S001_72A_0021zϣ㶨

MW.FC S003_1CA1AA_020_S

y|[i,S003_72A_0043z롰ϹԽ࣬ɵ˺ͻԽߡ
















































MW.FC S003_1CA1AA_020_S
y|[i,S003_72C_0001zٽһ¡Ҷ

CG.A 0, 0, 0
SC.FD 250

WA 250


TutorialFunc %TUTORIAL_COMMAND_FADE_OUT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL

TutorialFunc %TUTORIAL_COMMAND_FADE_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL


PositionSet "1001"

TutorialFunc %TUTORIAL_COMMAND_FADE_IN
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL


TutorialFunc %TUTORIAL_COMMAND_FADE_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL

TutorialFunc %TUTORIAL_1_COMMAND_RAMBLE_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL



CG.A 0, 0, 255
SC.FD 250

WA 250

MW.FC S003_1CA1AA_010_S
y|[i,S003_72A_0113zνġҶʵϵ˼ĺ޲

MW.FC S003_1CA1AA_020_S
y|[i,S003_72A_0114z˫ǣλʱҶͻᷢ

MW.FC S003_1CA2AA_010_S
y|[i,S003_72A_0115zҶǵ˫Ծɫӵе໥ײ

MW.FC S003_1CA2AA_011_S
y|[i,S003_72A_0116zҶɫμӣ˵ȻǻԽԽ

CG.A 0, 0, 0
CG 6,cg2/01-21-1,0,@@@5
SC.FD 250

WA 1000

CG 5,cg2/01-21-2,0,@@@6
SC.FD 250,,0

WA 750

MW.FC S003_1CA1AA_000_S
y|[i,S003_72A_0117zҶʤɲ롰ҶĽɫǵܼƹȼ

CG.DEL 5, 0
CG.DEL 6, 0
SC.FD 250

CG 8,cg2/01-22-1,0,@@@5
SC.FD 250

WA 1000

CG 7,cg2/01-22-2,0,@@@6
SC.FD 250,,0

MW.FC S003_1CA1AA_020_S
y|[i,S003_72A_0118zͬʱʤɡҶ족ġ͡Ŀƹϵ

MW.FC S003_1CA1AA_000_S
y|[i,S003_72A_0119zڶʱҪԤе˵˭[n]ȻÿƶԷĽɫ졹

MW.FC S003_1CA1AA_041_S
y|[i,S003_72A_0120zĳһڡҶܣѣͻһ㣬[n]Ӷ޷ж

MW.FC S003_1CA1AA_010_S
y|[i,S003_72A_0121zвҶĽɫˣöɫͬʱѣεĺû᡹

MW.FC S003_1CA2AA_011_S
y|[i,S003_72A_0122z׼Ҷʱսøɣ

CG.DEL 7, 0
CG.DEL 8, 0
SC.FD 250

WA 250

CG.A 0, 0, 255
ST S003_1CA2AA_010_M, 0
SC.FD 250

y|[i,S003_72A_0048zϷ̴¾ȵĻսƪоΣ

ST S001_1CA2AA_011_M, 250

yA,S001_72A_0024z򵥼򵥡~򵹵˰ɡ

ST S003_1CA2AA_010_M, 250

y|[i,S003_72A_0049zôڴһΣ

ST S001_1CA1AA_050_M, 250

yA,S001_72A_0025z´ΰ

BGM , 500
CG 9, bg/WHITE, 500@0@2, @@255@1
WA 500


TutorialFunc %TUTORIAL_COMMAND_FADE_OUT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL

TutorialFunc %TUTORIAL_COMMAND_FADE_WAIT
GetGameEnd %EndFlag
if(!%EndFlag) TutorialRelease:ED

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) TutorialRelease:ED
if( %EndState == 2 ) TutorialRelease:TL


SetBattleNoKO 0
TutorialRelease


getFreeBattle %0:if(%0==1) goto *72C_0002_0













*72A_0001_1
getMode %0:if(%0&8) goto *01A_0606_0_1_1

MW.BT 0, 16
BGM , 500
BG WHITE, 500



MainAdvanced "001"@, 1

int EndState = 1
GetBTEndState %EndState
if( %EndState == 1 ) ED
if( %EndState == 2 ) TL



MW.BT 1, 16
goto *01A_0606_0_1_1

