//*********************
//*      TALES        *
//* Quete 2 chapitre 1*
//*   Last modif      *
//*	23/06/00      *
//*********************


//**Entete fichier**
SCRIPT_CHAPTER


//------------------------------------
// Déclaration constantes et variables
//------------------------------------

section DECLARE


//constantes
_GALWICH 40
_POISSON 172
_FEEAQUA 173
_CORBEAU 174
_CHAMPI  47
_POMME   175
_DUMMY1   572
_LIQUEUR 176
_DUMMY2 573
_PIERRE1 177
_PIERRE2 178
_PIERRE3 179
_SANGLIER 180
_CORWYN 1999
_DUMMY_CBT_GALWICH	574

// variables

$pierre
//set $pierre,0
$stop_if
$stop_if_2

section END


//-------------------------
// Section des événements
//-------------------------

section EVENTS

SAVE
{
	ID		1000
	AREA		19

	PRIMTRIG
	{
		ORIENT	"NONE"
		TRIGGER	2
	}

	PERSIST		1
}

SAVE
{
	ID		1001
	AREA		19

	PRIMTRIG
	{
		ORIENT	"NONE"
		TRIGGER	3
	}

	PERSIST		1
}


// **Commentaires**

// cris de corwinn
COMMENT
	{
		ID	29
		AREA	19

		PRIMTRIG
	{
		DIST	200
		ORIENT	"TO"
		ENTITE	47

	}

	COMMENT 201
	}

COMMENT
	{
		ID		1
		AREA	19

		PRIMTRIG
	{
		DIST	500
		ORIENT	"TO"
		ENTITE	_GALWICH
	}

	COMMENT	100
	ITEM (33, _INV_INDIC)
	ACTION 0
	}


COMMENT
	{
		ID		35
		AREA	19

		PRIMTRIG
	{
		DIST	300
		ORIENT	"TO"
		ENTITE	173
	}

	//COMMENT	47
	}

// Commentaire de corwin sur le poisson

	COMMENT
		{
		ID		10
		AREA	19

		PRIMTRIG
		{
			DIST	600
			ORIENT	"TO"
			ENTITE	_POISSON
		}

		COMMENT	200
		PERSIST 0
		ACTION 0
		STATUS 1
	}

// Commentaires du corbeau
COMMENT
	{
		ID		16
		AREA	19

		PRIMTRIG
		{
			DIST	400
			ORIENT	"NONE"
			ENTITE	_CORBEAU
		}

		COMMENT	57
		RANDOM	100
		//DELAY	20
	}


// **Evenements PICK**

PICK	// pomme d'or
	{
		ID		13
		AREA	19
		CAMERA	6
		HEIGHT	"H2"

		PRIMTRIG
		{
			DIST	300
			ORIENT	"TO"
			ENTITE	175
		}

		STATUS	0
		ENTITE	_POMME
		ITEM	(51, _INV_OBJET)
		ACTION	1
		COMMENT	49
	}

// PICK pierre de vie 3
PICK
	{
		ID		28
		AREA	19
		CAMERA	6
		HEIGHT	"H1"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_PIERRE3
		}

		ENTITE	_PIERRE3
		ITEM	(56,_INV_OBJET)
		ACTION	1
		COMMENT 104
	}

PICK
	{
		ID		20
		AREA	19
		HEIGHT	"H1"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_LIQUEUR
		}

		STATUS	1
		ENTITE	_LIQUEUR
		ITEM	(52,_INV_OBJET)
		ACTION	1
		RANDOM 100
		}

//** Evénements ACTION**

ACTION
	{
		ID		12
		AREA	19

		PRIMTRIG
		{
			DIST	150
			ORIENT	"TO"
			ENTITE	_POMME
		}

		ACTION	1
		//COMMENT	48
		PAUSE		1	// LG

	}

ACTION
{
	ID	99
	AREA	19
}

ACTION
{
	ID	999
	AREA	103

	STATUS	0
}

//** Evénements explore **

// Découverte poisson
	EXPLORE
	{
		ID		6
		AREA	19

		PRIMTRIG
		{
			DIST	600
			ORIENT	"TO"
			ENTITE	_POISSON
		}

		ACTION	1
		COMMENT	50
		PERSIST	1
		//DELAY	10
		STATUS 0
	}

// Découverte et prise pierre de vie 1
EXPLORE
	{
		ID		23
		AREA	19
		HEIGHT	"H0"

		PRIMTRIG
		{
			DIST	300
			ORIENT	"TO"
			ENTITE	_PIERRE1
					}
		CAMERA	10
		ENTITE	_PIERRE1
		ITEM	(54, _INV_OBJET)
		ACTION	1
		COMMENT 104
	}
//Découverte et prise pierre de vie 1
EXPLORE
	{
		ID		24
		AREA	19
		HEIGHT	"H0"

		PRIMTRIG
		{
			DIST	300
			ORIENT	"TO"
			ENTITE	_PIERRE2
		}

		//CAMERA	10
		ENTITE	_PIERRE2
		ITEM	(55, _INV_OBJET)
		ACTION	1
		COMMENT 104
	}

// Découverte et prise pollen
EXPLORE
	{
		ID	22
		AREA	19
		HEIGHT "H0"

		PRIMTRIG
		{
		 DIST 360
		 ORIENT "TO"
		 ENTITE 572
		}
		//CAMERA 10

		FX	_FX_CYCLIF_POLLEN
		FXFRAME	"mainD"

		ENTITE 572
		ITEM (53,_INV_OBJET)
		ACTION 1
		PERSIST 1
		COMMENT 105
	}

// Pierre sacrée
EXPLORE
	{
		ID		19
		AREA	19

		PRIMTRIG
		{
			DIST	300
			ORIENT	"TO"
			ENTITE	_DUMMY2
		}

		ACTION	1
		COMMENT	53
		PERSIST	1
		DELAY	10
	}

// explore 1 champignon
EXPLORE
	{
		ID		11
		AREA	19

		PRIMTRIG
		{
			DIST	250
			ORIENT	"TO"
			ENTITE	_CHAMPI
		}

		ACTION	1
		COMMENT	107
		PERSIST	1
		DELAY	10
		RANDOM 100

	}

// explore 2 champignon

	EXPLORE
	{
		ID		50
		AREA	19
		PRIMTRIG
		{
			DIST	250
			ORIENT	"TO"
			ENTITE	_CHAMPI
		}

		STATUS	0
		ACTION	1
		COMMENT	51
		PERSIST	1
		DELAY	10
		RANDOM 100
	}



USE
	{
		ID		7
		AREA	19

		PRIMTRIG
		{
			DIST	500
			ORIENT	"TO"
			ENTITE	_POISSON
		}

		ANIM	"give 1" "give 1 - pause"
		FX	_FX_CYCLIF_POLLEN_2
		FXFRAME	"mainD"
		FXSYNC	"" "pause - give 1"
		ITEM	(53, _INV_OBJET)
		STATUS 0
	}







//**Dialogues**

//Dialogue avec Galwich
	DIALOG
	{
		ID		2
		AREA	19
		ENTITE	_GALWICH

		STATUS	0

		PRIMTRIG
		{
			DIST	500
			ORIENT	"NONE"
			ENTITE	_GALWICH
		}

		SECTRIG
		{
			DIST	350
			ORIENT	"FACE"
			ENTITE	_GALWICH
		}

		STAND
		{
			ID		1
			FIGHT	1
			TALK	(1, 2)
			BASEJEU	5
		}

		FIN
		{
			ID		1
			FIGHT	1
			TALK	(3, 4)
		}

		RETOUR
		{
			ID		1
			FIGHT	1
			TALK	(3, 4)
		}

		SUJET	// sorcière
		{
			ID		10
			FIGHT	1
			TALK	(5, 6) (7, 8)
			BASEJEU	6

		}

		SUJET	// géant
		{
			ID		33

			TALK	(9, 10,35, _INV_INDIC)
			BASEDOC	75
		}

		SUJET	// Avallon
		{
			ID		35
			TALK	(11, 12, 34, _INV_INDIC)
			BASEDOC	63

		}

		SUJET	// Morgane
		{
			ID		34
			TALK	(13, 14) (15, 16)
			BASEDOC	55
					}

		GIVE	// pomme d'or
		{
			ID		51
			// BREAK	1
			TALK	(17, 18)
			HEIGHT	"H2"
		}
	}


// Dialogue avec corbeau
DIALOG
	{
		ID		17
		AREA	19
		ENTITE	_CORBEAU
		CAMERA	6
		STATUS	0

		PRIMTRIG
		{
			DIST	200
			ORIENT	"NONE"
			ENTITE	_CORBEAU
		}

		SECTRIG
		{
			DIST	100
			ORIENT	"FACE"
			ENTITE	_CORBEAU
		}
		// !# a voir
		//STAND
		//{
		//	ID		1
		//	TALK	(54, 55)
		//	BASEJEU	9
		//}

		FIN
		{
			ID		1
			TALK	(54, 55)
		}

		RETOUR
		{
			ID		1
			TALK	(54, 55)
		}

		GIVE	// pollen
		{
			ID		53
			TALK	(56, 55)
//			BREAK	1
			HEIGHT	"H1"
		}
	}

// Dialogue avec fee aquatique
DIALOG
	{
		ID		8
		AREA	19
		ENTITE	_FEEAQUA
		STATUS 0
		PRIMTRIG
		{
			DIST	300
			ORIENT	"NONE"
			ENTITE	_FEEAQUA
		}

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_FEEAQUA
		}

		FIN
		{
			ID		1
			TALK	(27, 28)
		}

		RETOUR
		{
			ID		1
			TALK	(25, 26)
		}


		SUJET	// sorcière
		{
			ID		10
			TALK	(29, 30) (31, 32)
		}

		SUJET	// géant
		{
			ID		33
			TALK	(39, 40) (41, 42) (43, 44)
			BASEJEU	7
		}

		SUJET	// Avallon
		{
			ID		35
			TALK	(37, 38)
		}

		SUJET	// Morgane
		{
			ID		34
			TALK	(35, 36)
			BASEDOC	56
		}

		SUJET	// Gauvain
		{
			ID		36
			TALK	(33, 34)
			BASEJEU	3
			BASEDOC	180
		}

		GIVE	// pollen
		{
			ID		53
			TALK	(45, 46)
			HEIGHT	"H2"
		}

		GIVE
		{
			ID		54
			TALK	(45, 46)
			STATUS	0
		}

		GIVE
		{
			ID		55
			TALK	(45, 46)
			STATUS	0
		}

		GIVE
		{
			ID		56
			TALK	(45, 46)
			STATUS	0
		}
	}

	COMMENT
	{
		ID		3
		AREA		103

		PRIMTRIG
		{
			TRIGGER	1
		}

		COMMENT 	300
	}

// evenements use

USE
	{
		ID		21
		AREA	19
		STATUS	1
		ANIM	"use fiole" "boire - pause"
		ENTITE	_LIQUEUR
		ITEM	(52, _INV_OBJET)
		COMMENT	106
	}

// Combat contre Galwich
FIGHT
	{
		ID			1
		AREA		19
		LIST		(0,569,1)
	}

section END


section COMBATS

	FIGHT
	{
		ID		1
		AREA	19
		CAMERA	11
		TARGET	_DUMMY_CBT_GALWICH

		OPPONENT
		{
			ENTITE	_BRADWEN
			BOX		23
			ANIM	"combat 11" "combat 11"
			LWEAPON	676
			RWEAPON 569
			DEAD	1
		}

		OPPONENT
		{
			ENTITE	_GALWICH
			BOX		8
			ANIM	"combat 11" "combat 11"
			RWEAPON	684
			//DEAD	1
			SOUND	"cb11" 100
		}
	}
	FIGHT
	{
		ID		2
		AREA	19
		CAMERA	11
		TARGET	_BRADWEN
//		WIN		1

		OPPONENT
		{
			ENTITE	_BRADWEN
			BOX		20
			ANIM	"combat 1" "decapite geant"
			LWEAPON	569
		}

		OPPONENT
		{
			ENTITE	_GALWICH
			BOX		8
			ANIM	"combat 2" "couper tete"
			RWEAPON	684
			DEAD	1
			SOUND	"cb09" 100
		}
	}

section END



//section d'innitialisation
section INIT

	#BJE_BASIC	(0)

	// initialisation objets

	// personnages

	#OBJ_LOAD(_GALWICH,8, 19, 1, 1, 1)
	#OBJ_LOAD(_FEEAQUA,11,19,0,1,0)
	#OBJ_LOAD(_POMME,12,19,1,1,0)
	#OBJ_LOAD(_CORWYN,17,19,0,1,1)
	#OBJ_LOAD(599,66,19,1,0,0)
	#OBJ_DISABLECOLLIOBJ(599)

	// Objets
	#OBJ_LOAD(_CHAMPI,10,19,0,1,0)
	#OBJ_LOAD(_LIQUEUR,3,19,0,1,0)
	#OBJ_LOAD(_PIERRE1,5,19,1,1,0)
	#OBJ_LOAD(_PIERRE2,6,19,1,1,0)
	#OBJ_LOAD(_PIERRE3,7,19,0,1,0)

	// Animaux
	#OBJ_LOAD(_SANGLIER,8,19,0,1,1)
	#OBJ_LOAD(_CORBEAU,7,19,1,1,0)
	#OBJ_LOAD(172,11,19,1,1,0)

	//Dummys
	#OBJ_LOAD(_DUMMY1,58,19,1,0,0)
	#OBJ_LOAD(_DUMMY2,3,19,1,0,0)
	#OBJ_DISABLECOLLIOBJ(_DUMMY1)
	#OBJ_DISABLECOLLIOBJ(_DUMMY2)
	#OBJ_LOAD(_DUMMY_CBT_GALWICH, 24, 19, 1, 0, 0)


	#OBJ_DISABLECOLLIOBJ(_DUMMY1)
	#OBJ_DISABLECOLLIOBJ(_DUMMY2)

	// Status corwyn
	set $pub3,1

	// ---------------------------------------------------------------
	// obj col
	// ---------------------------------------------------------------

	#COL_ENABLE		(18, 19)

	// ---------------------------------------------------------------
	// FXs
	// ---------------------------------------------------------------

	#VFX_LOADLINK		(_FX_CYCLIF_P_1, _PIERRE1, "GeoSphere01", 0)
	#VFX_LOADLINK		(_FX_CYCLIF_P_2, _PIERRE2, "GeoSphere01", 0)
	#VFX_LOADLINK		(_FX_CYCLIF_P_3, _PIERRE3, "GeoSphere01", 0)

	#VFX_START		(_FX_CYCLIF_P_1)
	#VFX_START		(_FX_CYCLIF_P_2)

	#VFX_LOADLINK		(_FX_CYCLIPF_FEE_AQUA, _FEEAQUA, "bassin", 0)

	#VFX_LOAD		(_FX_METAMF1_POISSON, _POISSON, 0)
	#VFX_LOADLINK		(_FX_METAMF2_POISSON, _POISSON, "bassin", 0)
	#VFX_LOAD		(_FX_METAMF3_FEE, _FEEAQUA, 0)

	#VFX_LOADFLOAT		(_FX_METAMF2_BRADWEN)
	#VFX_LOAD		(_FX_METAMF3_SANGLIER, _SANGLIER, 0)

	#VFX_LOAD		(_FX_METAMF1_GALWICH, _GALWICH, 0)
	#VFX_LOADLINK		(_FX_METAMF2_GALWICH, _GALWICH, "bassin", 0)

	#VFX_LOAD		(_FX_METAMF1_CORWYN, _CORWYN, 0)
	#VFX_LOADLINK		(_FX_METAMF2_CORWYN, _CORWYN, "bassin", 0)
	#VFX_LOAD		(_FX_METAMF3_CHAMPIGNON, _CHAMPI, 0)

	#VFX_LOADLINK		(_FX_DISPARF1_FEEAQUA, _FEEAQUA, "bassin", 0)

	#VFX_LOADBOX		(_FX_FEUMOF_1, 80, 19, 0)
	#VFX_START		(_FX_FEUMOF_1)

section END


// -----------------------
// gestion des evenements
//------------------------
section LOOP

if @INV_OWNPL	(0, _INV_OBJET) = 0 & $stop_if = 0
{
	#INV_PUTPLQ(0, _INV_OBJET)	// épée
	add	$stop_if, 1
}

if @INV_OWNPL	(10, _INV_INDIC) = 0 & $stop_if_2 = 0
{
	#INV_PUTPL(10, _INV_INDIC)	// sorcière
	add	$stop_if_2, 1
}

OnEvent		99
{
	#VFX_LOAD	(_FX_METAMF1_BRADWEN, _BRADWEN, 0)
	#VFX_LINK	(_FX_METAMF2_BRADWEN, _BRADWEN, "bassin")
}

OnEvent		999
{
	ENDC
}


OnEvent		23
{
	#VFX_STOP	(_FX_CYCLIF_P_1)
}

OnEvent		24
{
	#VFX_STOP	(_FX_CYCLIF_P_2)
}

OnEvent		28
{
	#VFX_STOP	(_FX_CYCLIF_P_3)
}
OnDialog 8 sujet 33
{
	#DLG_ENABLEGIV	(8, 19, 54)
	#DLG_ENABLEGIV	(8, 19, 55)
	#DLG_ENABLEGIV	(8, 19, 56)
}
OnDialog 8 FIN 1
{
#EVT_DISABLE(11)
#EVT_ENABLE(50)
set $pub3, 2
}
OnEvent 50
{
#BJE_EVENT	(4, 50)
}
OnEvent 16
{
#EVT_DISABLE(16)
#EVT_ENABLE(17)
}

// Brad mange pomme
OnEvent 12
{
run 15
over 2
}
OnEvent 13
{
#BJE_EVENT	(10, 13)
}
OnEvent 21
{
#EVT_ENABLE (13)
#EVT_DISABLE (12)
}

OnFight 1
{
	#OBJ_DISABLECOLLIOBJ (40)
	#EVT_DISABLE	(2)
	over 0
}

OnDialog 2 give 51
{
//fin chapitre
run 25
#EVT_ENABLE	(999)
}


//OnEvent 27
//{
//#EVT_ENABLE(28)
//}

OnEvent 7
{
#EVT_DISABLE(6)
run 100
run 101
#EVT_ENABLE(8)
}

OnDialog 17 give 53
{
#EVT_DISABLE	(17)
run 27
}
OnDialog 17 retour 1
{
	#BJE_EVENT	(9, 16)
}
OnDialog 8 give 54
{
	add $pierre,1
}

OnDialog 8 give 55
{
 add $pierre,1
}

OnDialog 8 give 56
{
 add $pierre,1
}

if $pierre=3
{
set	$pierre, 0
#EVT_DISABLE	(8)
run 102
}

OnEvent 10
{
	#EVT_DISABLE(10)
	#EVT_ENABLE(6)
}

OnEvent 6
{
	#EVT_DISABLE(6)
	#EVT_ENABLE(7)
}

OnEvent 1
{
	#EVT_ENABLE	(2)
}

section END

section CTR

	CTR		// Bradwen mange la pomme et se transforme en sanglier
	{
		ID		15

		PROG
		{
			#CAM_FORCE(6,1)
			SyncState _BRADWEN "pause"
			// prend la pomme
			#OBJ_SENDEVENT (_BRADWEN, "pick 3")
			SyncState _BRADWEN "pause - pick 3"

			#NAR_COMMENT (48)
			#OBJ_DISABLE (_POMME)
			SyncState _BRADWEN "pick 3 - pause"

			// la mange
			#OBJ_SENDEVENT (_BRADWEN, "use apple")
			SyncState _BRADWEN "manger"
			Synctime 1
			#VFX_START	(_FX_METAMF1_BRADWEN)
			#VFX_START	(_FX_METAMF2_BRADWEN)
			SyncFx		_FX_METAMF1_BRADWEN 0
			#OBJ_DISABLE (_BRADWEN)
			#OBJ_MOVETOOBJ (_SANGLIER, _BRADWEN)
			#OBJ_ENABLE (_SANGLIER)
			#VFX_START	(_FX_METAMF3_SANGLIER)
			SyncFx		_FX_METAMF3_SANGLIER 0
			Synctime 2
		}
	}


	CTR		// le poisson se transforme en fée
	{
		ID		100

		PROG
		{
			#NAR_COMMENT	(52)
			SyncComm
			#VFX_START	(_FX_METAMF1_POISSON)
			#VFX_START	(_FX_METAMF2_POISSON)
			SyncFx		_FX_METAMF1_POISSON 0
			#OBJ_DISABLE 	(_POISSON)
			#OBJ_ENABLE 	(_FEEAQUA)
			#VFX_START	(_FX_CYCLIPF_FEE_AQUA)
			#VFX_START	(_FX_METAMF3_FEE)
			SyncFx		_FX_METAMF3_FEE 0
			#VFX_UNLOAD	(_FX_METAMF3_FEE)

		}
	}


	CTR		// fée transforme Corwyn en champignon
	{
		ID		101

		PROG
		{
			#OBJ_SENDEVENT	(_FEEAQUA, "break")
			SyncState	_FEEAQUA "pause"
			#OBJ_ORIENTE (_FEEAQUA,_BRADWEN)
			Synctime 1
			#OBJ_SENDEVENT (_BRADWEN,"dlg nor")
			#NAR_COMMENT(19)
			#BDC_ENABLE	(66)
			Synccomm
			#OBJ_SENDEVENT (_FEEAQUA,"dlg nor")
			#NAR_COMMENT(20)
			Synccomm
			#OBJ_SENDEVENT (_BRADWEN,"dlg nor")
			#NAR_COMMENT(21)
			Synccomm
			#OBJ_SENDEVENT (_FEEAQUA,"dlg nor")
			#NAR_COMMENT(22)
			#INV_PUTPL (36, _INV_INDIC)
			#BJE_BASIC (2)
			Synccomm

			#OBJ_ENABLE	(_CORWYN)
			#OBJ_SENDEVENT	(_BRADWEN,"dlg nor")
			#NAR_COMMENT(23)
			Synccomm
			#OBJ_SENDEVENT (_FEEAQUA,"dlg nor")
			#OBJ_GOTOBOX(_CORWYN,10,0)
			Synctime 3

			#OBJ_ORIENTE	(_BRADWEN, _CORWYN)
			#OBJ_ORIENTE	(_CORWYN, _FEEAQUA)
			#CAM_TRACK	(599)
			#CAM_RETARGET	(1)
			Synctime 1

			#NAR_COMMENT(24)
			Synccomm
			#OBJ_SENDEVENT(_FEEAQUA,"aspec 1")
			#OBJ_SENDEVENT (_BRADWEN, "down")
			SyncState	_BRADWEN "pause"
			#OBJ_ORIENTE (_BRADWEN, _CORWYN)
			#VFX_START	(_FX_METAMF1_CORWYN)
			#VFX_START	(_FX_METAMF2_CORWYN)
			SyncFx		_FX_METAMF1_CORWYN 0
			#CAM_TRACK	(_BRADWEN)
			#OBJ_DISABLE	(_CORWYN)
			#OBJ_ENABLE	(_CHAMPI)
			#VFX_START	(_FX_METAMF3_CHAMPIGNON)
			SyncFx		_FX_METAMF3_CHAMPIGNON 0
			#CAM_RETARGET	(1)
			#OBJ_ORIENTE	(_BRADWEN, _FEEAQUA)
			SyncTime	2
			#OBJ_SENDEVENT	(_BRADWEN,"dlg agr")
			#NAR_COMMENT	(25)
			Synccomm
			#OBJ_SENDEVENT	(_FEEAQUA,"dlg nor")
			#NAR_COMMENT	(26)
			Synccomm
		}
	}


	CTR		// corbeau s'envole et laisse pierre de vie 3
	{
		ID		27

		PROG

		{
			#EVT_DISABLE	(28)
			//#OBJ_ENABLE (_PIERRE3)
			SyncState _CORBEAU "pause"

			#OBJ_SENDEVENT (_CORBEAU, "aspec 1")	// envol
			#OBJ_ENABLE (_PIERRE3)
			#VFX_START (_FX_CYCLIF_P_3)
			SyncState _CORBEAU "vol"

			#OBJ_DISABLE (_CORBEAU)
			#EVT_ENABLE	(28)

		}
	}


	CTR		// la fée fait un commentaire, donne la fiole et s'en va
	{
		ID		102

		PROG
		{
			#NAR_COMMENT (47)
			#OBJ_ENABLE (_LIQUEUR)
			#EVT_DISABLE (19)		// commentaire pierre sacrée
			Synccomm
			#BJE_CTR	(8, 102)
			#VFX_LOAD	(_FX_DISPARF2_FEEAQUA, _FEEAQUA, 0)
			#VFX_START	(_FX_DISPARF1_FEEAQUA)
			#VFX_START	(_FX_DISPARF2_FEEAQUA)
			SyncFx		_FX_DISPARF1_FEEAQUA 0
			#VFX_STOP	(_FX_CYCLIPF_FEE_AQUA)
			#OBJ_DISABLE 	(_FEEAQUA)
		}
	}


	CTR		// Galwich se transforme en sanglier
	{
		ID		25

		PROG
		{
			#EVT_DISABLE	(2)
			SyncTime 1
			#VFX_START	(_FX_METAMF1_GALWICH)
			#VFX_START	(_FX_METAMF2_GALWICH)
			SyncFx		_FX_METAMF1_GALWICH 0
			#OBJ_DISABLE 	(_GALWICH)
			#OBJ_ENABLE 	(_SANGLIER)
			#VFX_START	(_FX_METAMF3_SANGLIER)
			SyncFx		_FX_METAMF3_SANGLIER 0
			Synctime 1
			#COL_DISABLE	(18, 19)
			#VFX_STOP	(_FX_FEUMOF_1)
			#BJE_CTR	(11, 25)
		}
	}


section END