SCRIPT_CHAPTER

/////////////////////////////////////////////////////////////////
// Déclaration constantes & variables
/////////////////////////////////////////////////////////////////

section DECLARE

// entites

	_GARDE				7
	_CADFANNAN			8
	_GWEN				9
	_MADOG				11
	_FORGERON			12
	_MORGANOR			16
	_MERLIN				17
	_LEBVELLA			18
	_PIERRE_VIE			19
	_PIERRE_ESPRIT			20
	_PIERRE_OR			21
	_PIERRE_SORCIER_1		31
	_PIERRE_SORCIER_2		32
	_PIERRE_SORCIER_3		33
	_PIERRE_SORCIER_4		34
	_PIERRE_SORCIER_5		35
	_PIERRE_SORCIER_6		36
	_DUMMY_FORGERON			573
	_BOUCLIER_BRADWEN_CELTE		675

	_PORTE_CHATEAU_UFF_N1		1
	_PORTE_HALL_N1			2
	_PORTE_MAISON_BW_N1		3

// items objet

	_IO_EPEE_BRADWEN_CELTE		0
	_IO_PIERRE_VIE			23
	_IO_PIERRE_MERLIN		30
	_IO_PIERRE_LEBVELLA		31
	_IO_PLANTES			32
	_IO_PIERRE_ESPRIT		34
	_IO_PIERRE_OR			35

// items indice

	_II_SAXONS			2
	_II_PLANTES			7
	_II_LEBVELLA			8

// items destinations

	_ID_LANDSCAPE_UFF		100
	_ID_LANDSCAPE_ARDEN		101

// evenements

	// use

	_U_PIERRE_MERLIN		1
	_U_PIERRE_LEBVELLA		2

	// pick

	_P_PIERRE_VIE			14
	_P_PIERRE_ESPRIT		15
	_P_PIERRE_OR			16

	// explorer

	// commentaires

	_C_DOLMEN_1			11
	_C_DOLMEN_2			12

	// dialogues

	_D_MORGANOR			4
	_D_GWEN				5
	_D_FORGERON			6
	_D_MERLIN			7
	_D_LEBVELLA			8

	// CTR

	_CTR_APPARITION_MERLIN		9
	_CTR_APPARITION_LEBVELLA	10

	// generiques

	_G_BW_ENTREE_UFF		17
	_G_BW_ENTREE_ARDEN		18
	_G_PIERRE_VIE			19
	_G_PIERRE_ESPRIT		20
	_G_PIERRE_OR			21

// Variables

section END


/////////////////////////////////////////////////////////////////
// Définition des événements
/////////////////////////////////////////////////////////////////

section EVENTS

	PICK
	{
		ID		_P_PIERRE_VIE
		AREA		_ARBRE_MERLIN
		HEIGHT		"H0"

		PRIMTRIG
		{
			DIST	140
			ORIENT	"TO"
			ENTITE	_PIERRE_VIE
		}

		ITEM		(_IO_PIERRE_VIE, _INV_OBJET)
		COMMENT		902
		ENTITE		_PIERRE_VIE
		ACTION		1
	}

	PICK
	{
		ID		_P_PIERRE_ESPRIT
		AREA		_ARBRE_MERLIN
		HEIGHT		"H0"

		PRIMTRIG
		{
			DIST	140
			ORIENT	"TO"
			ENTITE	_PIERRE_ESPRIT
		}

		ITEM		(_IO_PIERRE_ESPRIT, _INV_OBJET)
		COMMENT		903
		ENTITE		_PIERRE_ESPRIT
		ACTION		1
	}

	PICK
	{
		ID		_P_PIERRE_OR
		AREA		_ARBRE_MERLIN
		HEIGHT		"H0"

		PRIMTRIG
		{
			DIST	140
			ORIENT	"TO"
			ENTITE	_PIERRE_OR
		}

		ITEM		(_IO_PIERRE_OR, _INV_OBJET)
		COMMENT		904
		ENTITE		_PIERRE_OR
		ACTION		1
	}

	// ==============================================

	USE
	{
		ID		_U_PIERRE_MERLIN
		AREA		_ARBRE_MERLIN
		HEIGHT		"H1"

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	1
		}

		ITEM	(_IO_PIERRE_MERLIN, _INV_OBJET)
		ANIM	"aspec 9" "prier celte - pause"
	}

	USE
	{
		ID		_U_PIERRE_LEBVELLA
		AREA		_ARBRE_MERLIN
		HEIGHT		"H1"

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	2
		}

		ITEM		(_IO_PIERRE_LEBVELLA, _INV_OBJET)
		ANIM		"aspec 9" "prier celte - pause"
	}

	// ==============================================

	COMMENT
	{
		ID		_C_DOLMEN_1
		AREA		_ARBRE_MERLIN

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	3
		}

		ACTION		1
		COMMENT		901
		PERSIST		1
	}

	COMMENT
	{
		ID		_C_DOLMEN_2
		AREA		_ARBRE_MERLIN

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	4
		}

		ACTION		1
		COMMENT		901
		PERSIST		1
	}

	// ==============================================

	DIALOG
	{
		ID		_D_MORGANOR
		AREA		_CHATEAU_UFF
		ENTITE		_MORGANOR

		CAMERA		17

		SECTRIG
		{
			DIST	300
			ORIENT	"FACE"
			ENTITE	_MORGANOR
		}

		PRIMTRIG
		{
			DIST	350
			ORIENT	"NONE"
			ENTITE	_MORGANOR
		}

		STAND
		{
			ID	1
			TALK	(1, 2, _II_PLANTES, _INV_INDIC)
			BASEJEU	19
			BASEDOC	38
		}

		FIN
		{
			ID	1
			TALK	(3, 4)
		}

		RETOUR
		{
			ID	1
			TALK	(5, 6)
		}

		SUJET
		{
			ID	_II_SAXONS
			TALK	(9, 10)
		}

		SUJET
		{
			ID	_II_PLANTES
			TALK	(7, 8)
		}
	}

	DIALOG
	{
		ID		_D_GWEN
		AREA		_CHATEAU_UFF
		ENTITE		_GWEN

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_GWEN
		}

		PRIMTRIG
		{
			DIST	250
			ORIENT	"NONE"
			ENTITE	_GWEN
		}

		FIN
		{
			ID	1
			TALK	(701, 700)
		}


		RETOUR
		{
			ID	1
			TALK	(701, 700)
		}

		SUJET
		{
			ID	_II_PLANTES
			TALK	(11, 12, _IO_PIERRE_MERLIN, _INV_OBJET, _ID_LANDSCAPE_ARDEN, _INV_DESTI)
			BASEJEU	20
			BASEDOC	37
		}
	}

	DIALOG
	{
		ID		_D_FORGERON
		AREA		_CHATEAU_UFF
		ENTITE		_FORGERON

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_FORGERON
		}

		PRIMTRIG
		{
			DIST	250
			ORIENT	"NONE"
			ENTITE	_FORGERON
		}

		FIN
		{
			ID	1
			TALK	(702, 703)
		}

		RETOUR
		{
			ID	1
			TALK	(702, 703)
		}
	}

	DIALOG
	{
		ID		_D_MERLIN
		AREA		_ARBRE_MERLIN
		ENTITE		_MERLIN
		CAMERA		8

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_MERLIN
		}

		PRIMTRIG
		{
			DIST	250
			ORIENT	"NONE"
			ENTITE	_MERLIN
		}

		STAND
		{
			ID	1
			TALK	(13, 14)
		}

		FIN
		{
			ID	1
			TALK	(15, 16)
		}

		RETOUR
		{
			ID	1
			TALK	(17, 18)
		}

		SUJET
		{
			ID	_II_PLANTES
			TALK	(19, 20, _II_LEBVELLA, _INV_INDIC)
			BASEJEU	21
			BASEDOC	170
		}

		SUJET
		{
			ID	_II_LEBVELLA
			TALK	(21, 22, _IO_PIERRE_LEBVELLA, _INV_OBJET)
		}
	}

	DIALOG
	{
		ID		_D_LEBVELLA
		AREA		_ARBRE_MERLIN
		ENTITE		_LEBVELLA

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_LEBVELLA
		}

		PRIMTRIG
		{
			DIST	210
			ORIENT	"NONE"
			ENTITE	_LEBVELLA
		}

		STAND
		{
			ID	1
			TALK	(23, 24)
		}

		FIN
		{
			ID	1
			TALK	(25, 26)
		}

		RETOUR
		{
			ID	1
			TALK	(25, 26)
		}

		SUJET
		{
			ID	_II_PLANTES
			TALK	(29, 30)
			TEST	39
		}

		ACTOBJ
		{
			ID	_IO_PIERRE_VIE
			TALK	(33, 34)
			BASEJEU	22
			STATUS	0
		}

		RET_AOB_P
		{
			ID	_IO_PIERRE_VIE
			TALK	(35, 36, _IO_PLANTES, _INV_OBJET)
			BASEJEU	24
			BASEDOC	39
		}

		RET_AOB_N
		{
			ID	_IO_PIERRE_VIE
			TALK	(37, 38)
		}

		RET_TC_P
		{
			ID	_II_PLANTES
			TALK	(31, 32)
		}

		RET_TC_N
		{
			ID	_II_PLANTES
			TALK	(40, 41, _IO_PLANTES, _INV_OBJET)
			BASEJEU	23
		}		
	}

	// ==============================================

	ACTION
	{
		ID		_G_BW_ENTREE_UFF
		AREA		_LANDSCAPE_UFF

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	4
		}

		PERSIST		1
		STATUS		0
	}

	ACTION
	{
		ID		_G_BW_ENTREE_ARDEN
		AREA		_LANDSCAPE_ARDEN

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	1
		}

//		STATUS		0
	}

	ACTION
	{
		ID		_G_PIERRE_VIE
		AREA		_ARBRE_MERLIN

		PRIMTRIG
		{
			DIST	140
			ORIENT	"NONE"
			ENTITE	_PIERRE_VIE
		}
		
//		PERSIST		1
		COMMENT		902
	}

	ACTION
	{
		ID		_G_PIERRE_ESPRIT
		AREA		_ARBRE_MERLIN

		PRIMTRIG
		{
			DIST	140
			ORIENT	"NONE"
			ENTITE	_PIERRE_ESPRIT
		}

//		PERSIST		1		
		COMMENT		903
	}

	ACTION
	{
		ID		_G_PIERRE_OR
		AREA		_ARBRE_MERLIN

		PRIMTRIG
		{
			DIST	140
			ORIENT	"NONE"
			ENTITE	_PIERRE_OR
		}

//		PERSIST		1		
		COMMENT		904
	}


section END


/////////////////////////////////////////////////////////////////
// Définition des combats
/////////////////////////////////////////////////////////////////

section COMBATS

section END

/////////////////////////////////////////////////////////////////
// Programme
/////////////////////////////////////////////////////////////////

section INIT

// desactivation sorties non permises

	#TRG_DISABLESL		(4, _ARBRE_MERLIN)
	#TRG_DISABLESL		(5, _ARBRE_MERLIN)
	#TRG_DISABLESL		(6, _ARBRE_MERLIN)
	#TRG_DISABLESL		(7, _ARBRE_MERLIN)
	#TRG_DISABLESL		(8, _ARBRE_MERLIN)
	#TRG_DISABLESL		(9, _ARBRE_MERLIN)

// objets de collision

	#OBJ_DISABLEDECF	(4, _LANDSCAPE_UFF)
	#COL_ENABLE		(1, _LANDSCAPE_UFF)
	#COL_ENABLE		(3, _LANDSCAPE_UFF)

// Chateau

	#OBJ_LOAD		(_GARDE,		44, _CHATEAU_UFF, 1, 1, 1)
	#OBJ_LOAD		(_GWEN,			17, _CHATEAU_UFF, 1, 1, 1)
	#OBJ_LOAD		(_MADOG,		18, _CHATEAU_UFF, 1, 1, 0)
	#OBJ_LOAD		(_FORGERON,		15, _CHATEAU_UFF, 1, 1, 1)
	#OBJ_LOAD		(_MORGANOR,		42, _CHATEAU_UFF, 1, 1, 1)
	#OBJ_LOAD		(_CADFANNAN,		22, _CHATEAU_UFF, 0, 1, 1)
	#OBJ_LOAD		(_DUMMY_FORGERON,	43, _CHATEAU_UFF, 1, 0, 0)

// Arbre de Merlin

	#OBJ_LOAD		(_MERLIN,		 2, _ARBRE_MERLIN, 0, 1, 1)
	#OBJ_LOAD		(_LEBVELLA,		 4, _ARBRE_MERLIN, 0, 1, 1)
	#OBJ_LOAD		(_PIERRE_VIE,		 7, _ARBRE_MERLIN, 0, 1, 0)
	#OBJ_LOAD		(_PIERRE_ESPRIT,	 8, _ARBRE_MERLIN, 0, 1, 0)
	#OBJ_LOAD		(_PIERRE_OR,		 9, _ARBRE_MERLIN, 0, 1, 0)
	#OBJ_LOAD		(_PIERRE_SORCIER_1,	12, _ARBRE_MERLIN, 1, 1, 0)
	#OBJ_LOAD		(_PIERRE_SORCIER_2,	13, _ARBRE_MERLIN, 1, 1, 0)
	#OBJ_LOAD		(_PIERRE_SORCIER_3,	14, _ARBRE_MERLIN, 1, 1, 0)
	#OBJ_LOAD		(_PIERRE_SORCIER_4,	15, _ARBRE_MERLIN, 1, 1, 0)
	#OBJ_LOAD		(_PIERRE_SORCIER_5,	16, _ARBRE_MERLIN, 1, 1, 0)
	#OBJ_LOAD		(_PIERRE_SORCIER_6,	17, _ARBRE_MERLIN, 1, 1, 0)
	
// entites flottantes

	#OBJ_LOADACCESS		(_BOUCLIER_BRADWEN_CELTE, 1)

// Portes

	#DOO_LOCK		(_PORTE_HALL_N1, _CHATEAU_UFF)
	#DOO_LOCK		(_PORTE_CHATEAU_UFF_N1, _CHATEAU_UFF)

// aauto

	#OBJ_AATARGET		(_FORGERON, _DUMMY_FORGERON)
	
// FXs

	// arbre merlin

	#VFX_LOADLINK		(_FX_CYCLE_PIERRE_1, _PIERRE_VIE, "Prism01", 0)
	#VFX_LOADLINK		(_FX_CYCLE_PIERRE_2, _PIERRE_ESPRIT, "Hedra01", 0)
	#VFX_LOADLINK		(_FX_CYCLE_PIERRE_3, _PIERRE_OR, "Box01", 0)
	
	#VFX_LOADLINK		(_FX_APPARF1_MERLIN, _MERLIN, "bassin", 0)
	#VFX_LOAD		(_FX_APPARF2_MERLIN, _MERLIN, 0)
	
	#VFX_LOADLINK		(_FX_APPARF1_LEBVELLA, _LEBVELLA, "bassin", 0)
	#VFX_LOAD		(_FX_APPARF2_LEBVELLA, _LEBVELLA, 0)
	
	#VFX_LOADBOX		(_FX_CYCLE_PIERRE_SORCIER_1, 12, _ARBRE_MERLIN, 0)
	#VFX_LOADBOX		(_FX_CYCLE_PIERRE_SORCIER_2, 13, _ARBRE_MERLIN, 0)
	#VFX_LOADBOX		(_FX_CYCLE_PIERRE_SORCIER_3, 14, _ARBRE_MERLIN, 0)
	#VFX_LOADBOX		(_FX_CYCLE_PIERRE_SORCIER_4, 15, _ARBRE_MERLIN, 0)
	#VFX_LOADBOX		(_FX_CYCLE_PIERRE_SORCIER_5, 16, _ARBRE_MERLIN, 0)
	#VFX_LOADBOX		(_FX_CYCLE_PIERRE_SORCIER_6, 17, _ARBRE_MERLIN, 0)
	
	#VFX_START		(_FX_CYCLE_PIERRE_SORCIER_1)
	#VFX_START		(_FX_CYCLE_PIERRE_SORCIER_2)
	#VFX_START		(_FX_CYCLE_PIERRE_SORCIER_3)
	#VFX_START		(_FX_CYCLE_PIERRE_SORCIER_4)
	#VFX_START		(_FX_CYCLE_PIERRE_SORCIER_5)
	#VFX_START		(_FX_CYCLE_PIERRE_SORCIER_6)
	
	#VFX_LOADLINK		(_FX_CYCLIPF_LEBVELLA, _LEBVELLA, "bassin", 0)
	
	// chateau uff
	
	#VFX_LOADBOX (_FX_FEU_1, 46, _CHATEAU_UFF, 0)
	#VFX_LOADBOX (_FX_FEU_2, 47, _CHATEAU_UFF, 0)
	#VFX_LOADBOX (_FX_FEU_3, 48, _CHATEAU_UFF, 0)
//	#VFX_LOADBOX (_FX_FEU_4, 49, _CHATEAU_UFF, 0)
//	#VFX_LOADBOX (_FX_FEU_5, 50, _CHATEAU_UFF, 0)
	#VFX_LOADBOX (_FX_FEU_6, 51, _CHATEAU_UFF, 0)
	
	#VFX_START (_FX_FEU_1)
	#VFX_START (_FX_FEU_2)
	#VFX_START (_FX_FEU_3)
//	#VFX_START (_FX_FEU_4)
//	#VFX_START (_FX_FEU_5)
	#VFX_START (_FX_FEU_6)
	
	// maison bw

	#VFX_LOADBOX (_FX_FEU_CHEMINEE_BW, 52, _CHATEAU_UFF, 0)

	#VFX_START (_FX_FEU_CHEMINEE_BW)

// colli dummy

	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FORGERON)

section END

section LOOP

	OnEvent		_G_BW_ENTREE_UFF	PERM
	{
		if @INV_OWNPL (_IO_PLANTES, _INV_OBJET) = 1
		{
			if @INV_OWNPL (_ID_LANDSCAPE_UFF, _INV_DESTI) = 1
			{
				#INV_REMPL	(_ID_LANDSCAPE_UFF, _INV_DESTI)
			}
			
			if @INV_OWNPL (_ID_LANDSCAPE_ARDEN, _INV_DESTI) = 1
			{
				#INV_REMPL	(_ID_LANDSCAPE_ARDEN, _INV_DESTI)
			}
			
			if @INV_OWNPL (_II_LEBVELLA, _INV_INDIC) = 1
			{
				#INV_REMPL	(_II_LEBVELLA, _INV_INDIC)
			}
			
			if @INV_OWNPL (_II_SAXONS, _INV_INDIC) = 1
			{
				#INV_REMPL	(_II_SAXONS, _INV_INDIC)
			}
			
			ENDC
		}
	}

	OnEvent		_G_BW_ENTREE_ARDEN
	{
		if @INV_OWNPL	(_ID_LANDSCAPE_UFF, _INV_DESTI) = 0
		{
			#INV_PUTPL	(_ID_LANDSCAPE_UFF, _INV_DESTI)
		}
		#EVT_ENABLE	(_G_BW_ENTREE_UFF)
	}

	OnEvent		_U_PIERRE_MERLIN
	{
		RUN		9
	}

	OnEvent		_U_PIERRE_LEBVELLA
	{
		RUN		10
		#OBJ_DISABLE	(_MERLIN)
	}

	OnEvent		_C_DOLMEN_1
	{
		#BJE_EVENT	(15, _C_DOLMEN_1)
	}

	OnEvent		_C_DOLMEN_2
	{
		#BJE_EVENT	(15, _C_DOLMEN_2)
	}

	OnEvent		_P_PIERRE_VIE	PERM
	{
		#OBJ_DISABLE	(_PIERRE_ESPRIT)
		#OBJ_DISABLE	(_PIERRE_OR)
		
		#VFX_STOP	(_FX_CYCLE_PIERRE_1)
		#VFX_STOP	(_FX_CYCLE_PIERRE_2)
		#VFX_STOP	(_FX_CYCLE_PIERRE_3)
	}

	OnEvent		_P_PIERRE_ESPRIT	PERM
	{
		#OBJ_DISABLE	(_PIERRE_VIE)
		#OBJ_DISABLE	(_PIERRE_OR)
		
		#VFX_STOP	(_FX_CYCLE_PIERRE_1)
		#VFX_STOP	(_FX_CYCLE_PIERRE_2)
		#VFX_STOP	(_FX_CYCLE_PIERRE_3)
	}

	OnEvent		_P_PIERRE_OR	PERM
	{
		#OBJ_DISABLE	(_PIERRE_VIE)
		#OBJ_DISABLE	(_PIERRE_ESPRIT)
		
		#VFX_STOP	(_FX_CYCLE_PIERRE_1)
		#VFX_STOP	(_FX_CYCLE_PIERRE_2)
		#VFX_STOP	(_FX_CYCLE_PIERRE_3)
	}

	OnDialog _D_MORGANOR stand 1
	{
		#BDC_ENABLE	(182)
	}

	OnDialog _D_MORGANOR sujet _II_PLANTES
	{
		#DOO_UNLOCK	(_PORTE_CHATEAU_UFF_N1, _CHATEAU_UFF)
	}
	
	OnDialog _D_LEBVELLA actobj _IO_PIERRE_VIE
	{
		#OBJ_ENABLE	(_PIERRE_VIE)
		#OBJ_ENABLE	(_PIERRE_ESPRIT)
		#OBJ_ENABLE	(_PIERRE_OR)
		
		#VFX_START	(_FX_CYCLE_PIERRE_1)
		#VFX_START	(_FX_CYCLE_PIERRE_2)
		#VFX_START	(_FX_CYCLE_PIERRE_3)
	}

	OnDialog _D_LEBVELLA retactobp _IO_PIERRE_VIE
	{
		#OBJ_DISABLE	(_PIERRE_VIE)
		#OBJ_DISABLE	(_PIERRE_ESPRIT)
		#OBJ_DISABLE	(_PIERRE_OR)
		
		if @INV_OWNPL	(_ID_LANDSCAPE_UFF, _INV_DESTI) = 0
		{
			#INV_PUTPL	(_ID_LANDSCAPE_UFF, _INV_DESTI)
		}
	}

	OnDialog _D_LEBVELLA retactobn _IO_PIERRE_VIE	PERM
	{
		#OBJ_ENABLE	(_PIERRE_VIE)
		#OBJ_ENABLE	(_PIERRE_ESPRIT)
		#OBJ_ENABLE	(_PIERRE_OR)
		
		#VFX_START	(_FX_CYCLE_PIERRE_1)
		#VFX_START	(_FX_CYCLE_PIERRE_2)
		#VFX_START	(_FX_CYCLE_PIERRE_3)
		
		#EVT_ENABLE	(_G_PIERRE_VIE)
		#EVT_ENABLE	(_G_PIERRE_ESPRIT)
		#EVT_ENABLE	(_G_PIERRE_OR)

		if @INV_OWNPL	(_IO_PIERRE_ESPRIT, _INV_OBJET) = 1
		{
			#INV_REMPL	(_IO_PIERRE_ESPRIT, _INV_OBJET)
		}

		if @INV_OWNPL	(_IO_PIERRE_OR, _INV_OBJET) = 1
		{
			#INV_REMPL	(_IO_PIERRE_OR, _INV_OBJET)
		}
	}

	OnDialog _D_LEBVELLA rettestn _II_PLANTES
	{
		add		$test_chev, 1
		#EVT_DISABLE	(_D_LEBVELLA)
	}

	OnDialog _D_LEBVELLA rettestp _II_PLANTES
	{
		#DLG_ENABLEACTOBJ	(_D_LEBVELLA, _ARBRE_MERLIN, _IO_PIERRE_VIE)
	}

	OnDialog _D_GWEN retour 1
	{
		#BDC_ENABLE	(34)
	}

section END

/////////////////////////////////////////////////////////////////
// Définition des CTR
/////////////////////////////////////////////////////////////////

section CTR

	CTR
	{
		ID	_CTR_APPARITION_MERLIN

		PROG
		{
			#NAR_COMMENT	(608)
			SyncComm
			#OBJ_ENABLE	(_MERLIN)
			#VFX_START	(_FX_APPARF1_MERLIN)
			#VFX_START	(_FX_APPARF2_MERLIN)
			SyncFx		_FX_APPARF1_MERLIN 0

		}
	}

	CTR
	{
		ID	_CTR_APPARITION_LEBVELLA

		PROG
		{
			#NAR_COMMENT	(609)
			SyncComm
			#OBJ_ENABLE	(_LEBVELLA)
			#VFX_START	(_FX_CYCLIPF_LEBVELLA)
			#VFX_START	(_FX_APPARF1_LEBVELLA)
			#VFX_START	(_FX_APPARF2_LEBVELLA)
			SyncFx		_FX_APPARF1_LEBVELLA 0
		}
	}

section END


