BATTLE III: MOVE AND ACT
[The tutorial begins on a mock battlefield. A squire and chocobo face off against another squire.]
INSTRUCTOR DARAVON: The topic is 'Move and Act'. The AT unit can perform one 'Move' and one 'Act'. Let's try these. First, move to the panel next to the enemy to attack. Select 'Move'.
[The player has the opportunity to select Move.]
The panels surrounding the unit will begin flashing blue. The unit can move within the flashing area. Select a panel. Here's how the movable area is determined. The area depends on the unit's 'Move' and 'Jump'. On a normal surface area, a unit is allowed to move the value of 'Move'. So if 'Move' is 4, then the unit can move 4 panels. For areas with a height difference, the unit can jump vertically the value of 'Jump'. It can also jump horizontally at half the 'Jump' value. If 'Jump' is 3, it can jump 3 vertically, and across 1 panel. Heights are figured by the edge closest to the panel. Alright, let's move on... Select your destination once the area starts flashing. If you select allied Chocobo as your destination, you can ride it.
[The cursor moves to show the squire attempting to ride the chocobo.]
Next, move right next to the enemy. Select the panel right in front of them.
[The player has the opportunity to move the unit. The unit's action menu opens, with the 'Move' option now grayed out.]
You can only move once per AT. Then 'Move' becomes dark and is no longer an option. Now attack the enemy with a weapon. Select 'Attack' under 'Act' to attack with a weapon. Try it. Select 'Attack' under 'Act'.
[The player has the opportunity to do so.]
The panels surrounding the unit start flashing in red. The red flashing area is the attack area and a target is selected from here. Let's explain a bit about the attack area. The attack area depends on the type of weapon and the Ability. When using a sword, the 4 panels around the target are the attack areas. For a bow, the attack area includes farther panels. Generally, for spells, the attack area is a large area around you. Alright, select a target. Press the ○ button.
[The player has the opportunity to do so.]
Under the target are flashing yellow-green panels. Yellow-green panels are the effect area. Attacks come into effect area. The effect area will change with the weapon equipped and the Ability. Generally, the effect area for weapons is one panel. Spells effect a larger area. The status of the two appear on the bottom of the screen. On the left is the attacking unit, on the right the target. The top part of the attacking unit's status (where AT order, Lv., Exp. is usually shown) is the expected effect. The HP is the expected damage and to the right is the attack success %. Check the expected effect before you attack. If it's a spell causing abnormal status, the name and success % will appear. Also, if the target has a Reaction Ability set, the Reaction name will appear at the bottom of its status. In battle, check the effects and select the right target. Alright, here's a few things that will affect damage value and the success %. They are Brave, Faith and Zodiac sign compatibility. Brave affects the power of unarmed attacks and the reaction performing %. Faith effects the damage and success % by spells. If Faith is high, the power of Fire2 increases, and the success rate of Raise increases. The compatibility of signs affect the amount of damage and the success %. The more compatible, the greater the damage. And the more you get from recovery spells. The less compatible you are, the smaller the damage and the lower the success rate of spells. So, Faith, Brave and compatibility are factors of expected effect. Now, back to target setting. Set target when you've checked the effect area and expected effect. Confirm with the ○ button.
[The player has the opportunity to do so. The squire attacks the targeted unit and a counter attack throws him back.]
Weapon attack's been done. You'll earn Exp. and Jp if you succeed. AT automatically ends after Move and Act. After AT, select a direction. Direction effects the evade % when getting attacked. Face the enemy often.
[The player has the opportunity to choose a facing.]
That's it for Move and Act. Repeat this over and over and destroy the enemy. Remember these basics... That's all.
INSTRUCTOR DARAVON: The topic is 'Move and Act'. The AT unit can perform one 'Move' and one 'Act'. Let's try these. First, move to the panel next to the enemy to attack. Select 'Move'.
[The player has the opportunity to select Move.]
The panels surrounding the unit will begin flashing blue. The unit can move within the flashing area. Select a panel. Here's how the movable area is determined. The area depends on the unit's 'Move' and 'Jump'. On a normal surface area, a unit is allowed to move the value of 'Move'. So if 'Move' is 4, then the unit can move 4 panels. For areas with a height difference, the unit can jump vertically the value of 'Jump'. It can also jump horizontally at half the 'Jump' value. If 'Jump' is 3, it can jump 3 vertically, and across 1 panel. Heights are figured by the edge closest to the panel. Alright, let's move on... Select your destination once the area starts flashing. If you select allied Chocobo as your destination, you can ride it.
[The cursor moves to show the squire attempting to ride the chocobo.]
Next, move right next to the enemy. Select the panel right in front of them.
[The player has the opportunity to move the unit. The unit's action menu opens, with the 'Move' option now grayed out.]
You can only move once per AT. Then 'Move' becomes dark and is no longer an option. Now attack the enemy with a weapon. Select 'Attack' under 'Act' to attack with a weapon. Try it. Select 'Attack' under 'Act'.
[The player has the opportunity to do so.]
The panels surrounding the unit start flashing in red. The red flashing area is the attack area and a target is selected from here. Let's explain a bit about the attack area. The attack area depends on the type of weapon and the Ability. When using a sword, the 4 panels around the target are the attack areas. For a bow, the attack area includes farther panels. Generally, for spells, the attack area is a large area around you. Alright, select a target. Press the ○ button.
[The player has the opportunity to do so.]
Under the target are flashing yellow-green panels. Yellow-green panels are the effect area. Attacks come into effect area. The effect area will change with the weapon equipped and the Ability. Generally, the effect area for weapons is one panel. Spells effect a larger area. The status of the two appear on the bottom of the screen. On the left is the attacking unit, on the right the target. The top part of the attacking unit's status (where AT order, Lv., Exp. is usually shown) is the expected effect. The HP is the expected damage and to the right is the attack success %. Check the expected effect before you attack. If it's a spell causing abnormal status, the name and success % will appear. Also, if the target has a Reaction Ability set, the Reaction name will appear at the bottom of its status. In battle, check the effects and select the right target. Alright, here's a few things that will affect damage value and the success %. They are Brave, Faith and Zodiac sign compatibility. Brave affects the power of unarmed attacks and the reaction performing %. Faith effects the damage and success % by spells. If Faith is high, the power of Fire2 increases, and the success rate of Raise increases. The compatibility of signs affect the amount of damage and the success %. The more compatible, the greater the damage. And the more you get from recovery spells. The less compatible you are, the smaller the damage and the lower the success rate of spells. So, Faith, Brave and compatibility are factors of expected effect. Now, back to target setting. Set target when you've checked the effect area and expected effect. Confirm with the ○ button.
[The player has the opportunity to do so. The squire attacks the targeted unit and a counter attack throws him back.]
Weapon attack's been done. You'll earn Exp. and Jp if you succeed. AT automatically ends after Move and Act. After AT, select a direction. Direction effects the evade % when getting attacked. Face the enemy often.
[The player has the opportunity to choose a facing.]
That's it for Move and Act. Repeat this over and over and destroy the enemy. Remember these basics... That's all.
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