SCRIPT_CHAPTER

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

section DECLARE

// entites

	_SAXON_ENTREE			2
	_SAXON_COUR			3
	_NOVELIUS			13
	_GARDE_MAGOVENIUM		86
	_ANGLEMAR			235
	_ARMENIUS			394
	_JAMBON				395
	_MIROIR_SALOMON_1		449
	_DUMMY_FRESQUE_1		470
	_DUMMY_FRESQUE_2		471
	_DUMMY_FRESQUE_3		472
	_DUMMY_FRESQUE_4		473
	_DUMMY_FRESQUE_5		474
	_DUMMY_FRESQUE_6		475
	_DUMMY_FRESQUE_7		476
	_MIROIR_SALOMON_2		477
	_MIROIR_SALOMON_3		478
	_MIROIR_SALOMON_4		479
	_MIROIR_SALOMON_5		480
	_MIROIR_SALOMON_6		481
	_MIROIR_SALOMON_7		482
	_BOUCLIER_ST_GEORGES		483
	_EPEE_BRADWEN_PALADIN		569
	_DUMMY_CBT_ANGLEMAR		572
	_DUMMY_RELIQUAIRE		574
	_DUMMY_PRIER_DIEU		599
	_BOUCLIER_BRADWEN_PALADIN	676
	_BOUCLIER_ST_GEORGES_2		812

// items objet

	_IO_EPEE_BRADWEN_PALADIN	0
	_IO_BOUCLIER_ST_GEORGES		168

// items indice

	_II_SAXONS			2
	_II_MORGANOR			13
	_II_GWEN			18
	_II_ST_GEORGES			100

// items destinations

// variables

	$anglemar_vaincu
	$stop_if

// evenements

	// use

	// pick

	_P_BOUCLIER_ST_GEORGES		1

	// explorer

	_E_JAMBON			2
	_E_MIROIR_SALOMON_1		3
	_E_MIROIR_SALOMON_2		4
	_E_MIROIR_SALOMON_3		5
	_E_MIROIR_SALOMON_4		6
	_E_MIROIR_SALOMON_5		7
	_E_MIROIR_SALOMON_6		8
	_E_MIROIR_SALOMON_7		9
	_E_FRESQUE_1			10
	_E_FRESQUE_2			11
	_E_FRESQUE_3			12
	_E_FRESQUE_4			13
	_E_FRESQUE_5			14
	_E_FRESQUE_6			15
	_E_FRESQUE_7			16
	_E_RELIQUAIRE			20

	// commentaires

	// dialogues

	_D_ANGLEMAR			35
	_D_GARDE_MAGOVENIUM		36
	_D_NOVELIUS			37

	// CTR

	_CTR_PRIER_1			50
	_CTR_PRIER_2			51

	// generiques

	_G_BW_PRIE_DIEU			40
	_G_BW_PRIE_ST_GEORGES		41
	_G_BW_ENTREE_MONASTERE		42
	_G_BW_ENTREE_ENTREE_CIRQUE	46
	_G_CRIS_EMEUTE_ENTREE_CIRQUE_1	44
	_G_CRIS_EMEUTE_ENTREE_CIRQUE_2	47
	_G_CRIS_EMEUTE_MONASTERE_1	45
	_G_CRIS_EMEUTE_MONASTERE_2	48

	// options cbts

	_OC_ANGLEMAR			1

	// cbts

	_CBT_ANGLEMAR_PERDU		1
	_CBT_ANGLEMAR_GAGNE		2

	// audio

	// sauvegardes

	_S_AUTO_1			1000

section END


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

section EVENTS

	SAVE
	{
		ID		_S_AUTO_1
		AREA		_ENTREE_CIRQUE

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	9
		}

		PERSIST		1
	}

	PICK
	{
		ID		_P_BOUCLIER_ST_GEORGES
		AREA		_MONASTERE
		HEIGHT		"H1"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_BOUCLIER_ST_GEORGES
		}

		ENTITE		_BOUCLIER_ST_GEORGES
		ITEM		(_IO_BOUCLIER_ST_GEORGES, _INV_OBJET)
		COMMENT		1
		ACTION		1
	}

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

	ACTION
	{
		ID		_G_BW_PRIE_DIEU
		AREA		_MONASTERE

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_PRIER_DIEU
		}

		COMMENT		10
		PERSIST		1
		ACTION		1
		PAUSE		1	// LG
	}

	ACTION
	{
		ID		_G_BW_PRIE_ST_GEORGES
		AREA		_MONASTERE

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_PRIER_DIEU
		}

		COMMENT		11
		ACTION		1
		STATUS		0
		PAUSE		1	// LG
	}

	ACTION
	{
		ID		_G_BW_ENTREE_MONASTERE
		AREA		_MONASTERE

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	9
		}

		PERSIST		1
	}

	ACTION
	{
		ID		_G_BW_ENTREE_ENTREE_CIRQUE
		AREA		_ENTREE_CIRQUE
	}

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

	EXPLORE
	{
		ID		_E_RELIQUAIRE
		AREA		_MONASTERE
		HEIGHT		"H1"

		PRIMTRIG
		{
			DIST	250
			ORIENT	"TO"
			ENTITE	_DUMMY_RELIQUAIRE
		}

		COMMENT		39
		DELAY		10
		PERSIST		1
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_JAMBON
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_JAMBON
		}

		DELAY		10
		PERSIST		1
		COMMENT		701
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_1
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_1
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_2
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_2
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_3
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_3
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_4
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_4
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_5
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_5
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_6
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_6
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_MIROIR_SALOMON_7
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	200
			ORIENT	"TO"
			ENTITE	_MIROIR_SALOMON_7
		}

		DELAY		10
		PERSIST		1
		COMMENT		700
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_1
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_1
		}

		DELAY		10
		PERSIST		1
		COMMENT		3
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_2
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_2
		}

		DELAY		10
		PERSIST		1
		COMMENT		4
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_3
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_3
		}

		DELAY		10
		PERSIST		1
		COMMENT		5
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_4
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_4
		}

		DELAY		10
		PERSIST		1
		COMMENT		6
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_5
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_5
		}

		DELAY		10
		PERSIST		1
		COMMENT		7
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_6
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_6
		}

		DELAY		10
		PERSIST		1
		COMMENT		8
		ACTION		1
	}

	EXPLORE
	{
		ID		_E_FRESQUE_7
		AREA		_MONASTERE
		HEIGHT		"H2"

		PRIMTRIG
		{
			DIST	400
			ORIENT	"TO"
			ENTITE	_DUMMY_FRESQUE_7
		}

		DELAY		10
		PERSIST		1
		COMMENT		9
		ACTION		1
	}

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

	DIALOG
	{
		ID		_D_ANGLEMAR
		AREA		_ENTREE_CIRQUE
		ENTITE		_ANGLEMAR

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_ANGLEMAR
		}

		PRIMTRIG
		{
			DIST	300
			ORIENT	"NONE"
			ENTITE	_ANGLEMAR
		}

		STAND
		{
			ID	1
			TALK	(705, 703)
			FIGHT	1
		}

		FIN
		{
			ID	1
			TALK	(704, 702)
			FIGHT	1
		}

		RETOUR
		{
			ID	1
			TALK	(705, 703)
			FIGHT	1
		}
	}

	DIALOG
	{
		ID		_D_GARDE_MAGOVENIUM
		AREA		_MONASTERE
		ENTITE		_GARDE_MAGOVENIUM

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_GARDE_MAGOVENIUM
		}

		PRIMTRIG
		{
			DIST	250
			ORIENT	"NONE"
			ENTITE	_GARDE_MAGOVENIUM
		}

		STAND
		{
			ID	1
			TALK	(708, 14)
			BASEJEU	12
		}

		FIN
		{
			ID	1
			TALK	(706, 16)
		}

		RETOUR
		{
			ID	1
			TALK	(17, 18)
		}
	}

	DIALOG
	{
		ID		_D_NOVELIUS
		AREA		_MONASTERE
		ENTITE		_NOVELIUS

		SECTRIG
		{
			DIST	200
			ORIENT	"FACE"
			ENTITE	_NOVELIUS
		}

		PRIMTRIG
		{
			DIST	300
			ORIENT	"NONE"
			ENTITE	_NOVELIUS
		}

		STAND
		{
			ID	1
			TALK	(707, 20) (21, 22, _II_MORGANOR, _INV_INDIC)
			BASEJEU	11
		}

		FIN
		{
			ID	1
			TALK	(23, 24)
		}

		RETOUR
		{
			ID	1
			TALK	(17, 25)
		}

		SUJET
		{
			ID	_II_GWEN
			TALK	(26, 27) (28, 25)
			BASEJEU	13
		}

		SUJET
		{
			ID	_II_SAXONS
			TALK	(29, 30) (31, 32)
		}

		SUJET
		{
			ID	_II_ST_GEORGES
			TALK	(35, 36) (37, 38)
			BASEJEU	10
		}

		SUJET
		{
			ID	_II_MORGANOR
			TALK	(33, 34)
			BASEJEU	14
		}
	}

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

	ACTION
	{
		ID		_G_CRIS_EMEUTE_MONASTERE_1
		AREA		_MONASTERE

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	10
		}

		PERSIST		1
	}

	ACTION
	{
		ID		_G_CRIS_EMEUTE_MONASTERE_2
		AREA		_MONASTERE

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	11
		}
		
		PERSIST		1
	}

	ACTION
	{
		ID		_G_CRIS_EMEUTE_ENTREE_CIRQUE_1
		AREA		_ENTREE_CIRQUE

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	11
		}
		
		PERSIST		1
	}

	ACTION
	{
		ID		_G_CRIS_EMEUTE_ENTREE_CIRQUE_2
		AREA		_ENTREE_CIRQUE

		PRIMTRIG
		{
			ORIENT	"NONE"
			TRIGGER	10
		}
		
		PERSIST		1
	}

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

	FIGHT
	{
		ID		_OC_ANGLEMAR
		AREA		_ENTREE_CIRQUE
		LIST		(_IO_EPEE_BRADWEN_PALADIN, _EPEE_BRADWEN_PALADIN, _CBT_ANGLEMAR_PERDU) (_IO_BOUCLIER_ST_GEORGES, _EPEE_BRADWEN_PALADIN, _CBT_ANGLEMAR_GAGNE)
	}

section END


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

section COMBATS

	FIGHT
	{
		ID		_CBT_ANGLEMAR_PERDU
		AREA		_ENTREE_CIRQUE

		OPPONENT
		{
			ENTITE	_BRADWEN
			BOX	6
			ANIM	"combat 18" "combat 18"
			LWEAPON	_BOUCLIER_BRADWEN_PALADIN
			DEAD	1
			SOUND	"cb18" 100
		}

		OPPONENT
		{
			ENTITE	_ANGLEMAR
			BOX	1
			ANIM	"combat 18" "combat 18"
		}

		CAMERA		7
		TARGET		_DUMMY_CBT_ANGLEMAR
	}

	FIGHT
	{
 		ID		_CBT_ANGLEMAR_GAGNE
		AREA		_ENTREE_CIRQUE

		OPPONENT
		{
			ENTITE	_BRADWEN
			BOX	6
			ANIM	"combat 17" "combat 17"
			LWEAPON	_BOUCLIER_ST_GEORGES_2
			SOUND	"cb17" 100
		}

		OPPONENT
		{
			ENTITE	_ANGLEMAR
			BOX	1
			ANIM	"combat 17" "combat 17"
			DEAD	1
		}

		CAMERA		7
		TARGET		_DUMMY_CBT_ANGLEMAR
	}

section END

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

section INIT

// desactivation sorties non permises

// timer

	#TIM_ADD		(1)

// entree cirque

	#OBJ_LOAD		(_SAXON_ENTREE,		 2, _ENTREE_CIRQUE, 1, 1, 1)
	#OBJ_LOAD		(_SAXON_COUR,		 3, _ENTREE_CIRQUE, 1, 1, 1)
	#OBJ_LOAD		(_ANGLEMAR,		 9, _ENTREE_CIRQUE, 1, 1, 1)
	#OBJ_LOAD		(_DUMMY_CBT_ANGLEMAR,	 7, _ENTREE_CIRQUE, 1, 0, 0)

// ruines

	#OBJ_LOAD		(_ARMENIUS,		 5, _RUINES, 1, 1, 1)

// monastere

	#OBJ_LOAD		(_NOVELIUS,		17, _MONASTERE, 1, 1, 1)
	#OBJ_LOAD		(_GARDE_MAGOVENIUM,	 1, _MONASTERE, 1, 1, 1)
	#OBJ_LOAD		(_BOUCLIER_ST_GEORGES,	20, _MONASTERE, 0, 1, 0)
	#OBJ_LOAD		(_JAMBON,		 2, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_1,	 3, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_2,	 4, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_3,	 5, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_4,	 6, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_5,	 7, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_6,	 8, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_MIROIR_SALOMON_7,	 9, _MONASTERE, 1, 1, 0)
	#OBJ_LOAD		(_DUMMY_PRIER_DIEU,	20, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_1,	10, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_2,	11, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_3,	12, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_4,	13, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_5,	14, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_6,	15, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_FRESQUE_7,	16, _MONASTERE, 1, 0, 0)
	#OBJ_LOAD		(_DUMMY_RELIQUAIRE,	32, _MONASTERE, 1, 0, 0)

// objets flottants

	#OBJ_LOADACCESS		(_EPEE_BRADWEN_PALADIN, 1)

// verouillage portes

	#DOO_LOCK		(_PORTE_CIRQUE_EXT_N1, _ENTREE_CIRQUE)
	#DOO_LOCK		(_PORTE_MONASTERE_INT_N1, _MONASTERE)
	#DOO_LOCK		(_PORTE_DIONICUS_N1, _MONASTERE)
	#DOO_LOCK		(_PORTE_CORNELIUS_N1, _MONASTERE)

// FXs

	// monastere

	#VFX_LOADBOX		(_FX_APPARD1_BOUCLIER, 20, _MONASTERE, 0)
	#VFX_LOAD		(_FX_APPARD2_BOUCLIER, _BOUCLIER_ST_GEORGES, 0)


// accessoire

	#OBJ_LOADACCESS		(_BOUCLIER_ST_GEORGES_2, 1)

	// entree cirque

	#VFX_LOADFLOAT		(_FX_FLASHD_ECLAIR_BOUCLIER)

// colli dummy

	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_1)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_2)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_3)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_4)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_5)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_6)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_FRESQUE_7)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_CBT_ANGLEMAR)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_RELIQUAIRE)
	#OBJ_DISABLECOLLIOBJ	(_DUMMY_PRIER_DIEU)

section END

section LOOP

	if @OBJ_ENMAIND (_BRADWEN) = 1 & $stop_if = 0
	{
		#EVT_DISABLE	(_D_ANGLEMAR)
		#TIM_START	(1)
		add		$stop_if, 1
	}

	if @TIM_VALUE	(1) > 4400 & $stop_if = 1 & @OBJ_ENMAIN (_BOUCLIER_ST_GEORGES_2) = 1
	{
		#VFX_START	(_FX_FLASHD_ECLAIR_BOUCLIER)
		add		$stop_if, 1
	}

	OnDialog _D_NOVELIUS sujet _II_ST_GEORGES
	{
		#EVT_DISABLE	(_G_BW_PRIE_DIEU)
		#EVT_ENABLE	(_G_BW_PRIE_ST_GEORGES)
	}

	OnEvent		_G_BW_ENTREE_ENTREE_CIRQUE
	{
		#VFX_LINK	(_FX_FLASHD_ECLAIR_BOUCLIER, _BRADWEN, "mainG")
	}

	OnEvent		_E_FRESQUE_1
	{
		#BDC_ENABLE	(59)
	}

	OnEvent		_E_FRESQUE_3
	{
		#BDC_ENABLE	(60)
	}

	OnEvent		_E_FRESQUE_7
	{
		#BJE_EVENT	(9, _E_FRESQUE_7)
		#BDC_ENABLE	(62)
		#INV_PUTPL	(_II_ST_GEORGES, _INV_INDIC)
	}

	OnEvent		_G_BW_PRIE_ST_GEORGES
	{
		RUN		51
	}

	OnEvent		_G_BW_PRIE_DIEU
	{
		RUN		50
	}

	OnFight		_CBT_ANGLEMAR_PERDU
	{
		#OBJ_DISABLECOLLIOBJ	(_ANGLEMAR)
		#EVT_DISABLE	(_D_ANGLEMAR)
		over 0
	}

	OnFight		_CBT_ANGLEMAR_GAGNE
	{
		#OBJ_DISABLE	(_SAXON_ENTREE)
		#OBJ_DISABLE	(_SAXON_COUR)
		
		#OBJ_DISABLE	(1085)
		#OBJ_DISABLE	(1087)
		#OBJ_DISABLE	(1098)
		#OBJ_DISABLE	(1099)
		#OBJ_DISABLE	(1100)
		#OBJ_DISABLE	(1179)
		#OBJ_DISABLE	(1182)
		#OBJ_DISABLE	(1184)
		#OBJ_DISABLE	(1180)
		#OBJ_DISABLE	(1183)
		#OBJ_DISABLE	(1181)
		#OBJ_DISABLE	(1185)
		
		#NAR_COMMENT	(12)
		#BJE_OPTION	(16, 1, _CBT_ANGLEMAR_GAGNE)
		add		$anglemar_vaincu, 1
		
		#SND_DISABLEDEC		( 9, _LANDSCAPE_MAGO)
		#SND_DISABLEDEC		(14, _LANDSCAPE_MAGO)
		#SND_DISABLEDEC		(19, _LANDSCAPE_MAGO)
		#SND_DISABLEDEC		(24, _LANDSCAPE_MAGO)
		#SND_DISABLEDEC		(29, _LANDSCAPE_MAGO)
		
		#SND_DISABLEDEC		(9, _ENTREE_CIRQUE)
		
		#SND_DISABLEDEC		( 8, _RUINES)
		#SND_DISABLEDEC		(13, _RUINES)
		
		#SND_DISABLEDEC		(9, _POTERNE)
		
		#SND_DISABLEDEC		(9, _MONASTERE)
	}

	OnEvent		_G_BW_ENTREE_MONASTERE	PERM
	{
		if $anglemar_vaincu = 1
		{
			if @INV_OWNPL	(_IO_BOUCLIER_ST_GEORGES, _INV_OBJET) = 1
			{
				#INV_REMPL	(_IO_BOUCLIER_ST_GEORGES, _INV_OBJET)
			}
			
			if @INV_OWNPL	(_II_SAXONS, _INV_INDIC) = 1
			{
				#INV_REMPL	(_II_SAXONS, _INV_INDIC)
			}
			
			if @INV_OWNPL	(_II_MORGANOR, _INV_INDIC) = 1
			{
				#INV_REMPL	(_II_MORGANOR, _INV_INDIC)
			}
			
			if @INV_OWNPL	(_II_ST_GEORGES, _INV_INDIC) = 1
			{
				#INV_REMPL	(_II_ST_GEORGES, _INV_INDIC)
			}
			
			#DOO_UNLOCK	(_PORTE_CIRQUE_EXT_N1, _ENTREE_CIRQUE)
			#DOO_UNLOCK	(_PORTE_MONASTERE_INT_N1, _MONASTERE)
			
			ENDC
		}
	}

	OnEvent		_G_CRIS_EMEUTE_ENTREE_CIRQUE_1	PERM
	{
		#EVT_DISABLE	(_G_CRIS_EMEUTE_ENTREE_CIRQUE_1)
		#EVT_ENABLE	(_G_CRIS_EMEUTE_ENTREE_CIRQUE_2)
		#SND_ENABLEDEC	(10, _ENTREE_CIRQUE)
	}
	
	OnEvent		_G_CRIS_EMEUTE_ENTREE_CIRQUE_2	PERM
	{
		#EVT_DISABLE	(_G_CRIS_EMEUTE_ENTREE_CIRQUE_2)
		#EVT_ENABLE	(_G_CRIS_EMEUTE_ENTREE_CIRQUE_1)
		#SND_DISABLEDEC	(10, _ENTREE_CIRQUE)
	}
	
	OnEvent		_G_CRIS_EMEUTE_MONASTERE_1	PERM
	{
		#EVT_DISABLE	(_G_CRIS_EMEUTE_MONASTERE_1)
		#EVT_ENABLE	(_G_CRIS_EMEUTE_MONASTERE_2)
		#SND_ENABLEDEC	(10, _MONASTERE)
	}
	
	OnEvent		_G_CRIS_EMEUTE_MONASTERE_2	PERM
	{
		#EVT_DISABLE	(_G_CRIS_EMEUTE_MONASTERE_2)
		#EVT_ENABLE	(_G_CRIS_EMEUTE_MONASTERE_1)
		#SND_DISABLEDEC	(10, _MONASTERE)
	}


section END

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

section CTR

	CTR
	{
		ID	_CTR_PRIER_1

		PROG
		{
			SyncState	_BRADWEN "pause" WIDE
			#OBJ_SENDEVENT	(_BRADWEN, "aspec 3")
			SyncState	_BRADWEN "pause - degainer"
			#OBJ_ENMAIND	(_BRADWEN, _EPEE_BRADWEN_PALADIN)
			SyncState	_BRADWEN "prier chretien - rengainer"
			#OBJ_SUPMAIND	(_BRADWEN)
			SyncState	_BRADWEN "rengainer - pause"
		}
	}

	CTR
	{
		ID	_CTR_PRIER_2

		PROG
		{
			SyncState	_BRADWEN "pause" WIDE
			#OBJ_SENDEVENT	(_BRADWEN, "aspec 3")
			SyncState	_BRADWEN "pause - degainer"
			#OBJ_ENMAIND	(_BRADWEN, _EPEE_BRADWEN_PALADIN)
			SyncState	_BRADWEN "prier chretien - rengainer"
			#OBJ_SUPMAIND	(_BRADWEN)
			SyncState	_BRADWEN "rengainer - pause"
			#OBJ_ENABLE	(_BOUCLIER_ST_GEORGES)
			#VFX_START	(_FX_APPARD1_BOUCLIER)
			#VFX_START	(_FX_APPARD2_BOUCLIER)
			SyncFx		_FX_APPARD1_BOUCLIER 0
			#NAR_COMMENT	(13)
			#BJE_EVENT	(15, _G_BW_PRIE_ST_GEORGES)
		}
	}

section END