"S6L1_tactic.sce"
{
	INT stage

	//unit variables
	INT unit_recno
	INT joan_recno 
	INT charlies_recno
	INT jean_recno
	INT jean_arrow_count
	INT lahire_recno
	INT orleans_recno
	INT alencon_recno

	//first cut scene
	INT horse_recno
	INT joan_team_member_1
	INT joan_team_member_2
	INT joan_team_member_3
	INT joan_team_member_4
	INT joan_team_member_5
	INT joan_team_member_6
	INT joan_team_member_7
	INT joan_team_member_8
	INT joan_team_member_9
	INT jean_team_member_1
	INT jean_team_member_2
	INT jean_team_member_3
	INT jean_team_member_4
	INT jean_team_member_5
	INT jean_team_member_6
	INT jean_team_member_7
	INT jean_team_member_8
	INT jean_team_member_9
	INT lahire_team_member_1
	INT lahire_team_member_2
	INT lahire_team_member_3
	INT lahire_team_member_4
	INT lahire_team_member_5
	INT lahire_team_member_6
	INT lahire_team_member_7
	INT lahire_team_member_8
	INT lahire_team_member_9
	INT orleans_team_member_1
	INT orleans_team_member_2
	INT orleans_team_member_3
	INT orleans_team_member_4
	INT orleans_team_member_5
	INT orleans_team_member_6
	INT orleans_team_member_7
	INT orleans_team_member_8
	INT orleans_team_member_9
	INT alencon_team_member_1
	INT alencon_team_member_2
	INT alencon_team_member_3
	INT alencon_team_member_4
	INT alencon_team_member_5
	INT alencon_team_member_6
	INT alencon_team_member_7
	INT alencon_team_member_8
	INT alencon_team_member_9
	INT charles_team_member_1
	INT charles_team_member_2
	INT charles_team_member_3
	INT charles_team_member_4
	INT charles_team_member_5
	INT charles_team_member_6

	INT citizen_1_id
	INT citizen_2a_id
	INT citizen_2b_id
	INT citizen_3_id
	INT citizen_4a_id
	INT citizen_4b_id
	INT councillor_id
	INT priest_id

	INT earcher_id
	INT earccap_id
	INT elinfant_id
	INT elinfcap_id
	INT ehinfant_id
	INT ehinfcap_id
	INT epoleman_id
	INT epolecap_id
	INT ecrossman_id
	INT ecrosscap_id
	INT emaceman_id
	INT emacecap_id
	INT blinfant_id
	INT blinfcap_id
	INT bhinfant_id
	INT bhinfcap_id
	INT barcher_id
	INT barccap_id

	INT cannon_id
	INT luxembourg_id
	INT earl_id

	INT recruit_id_a
	INT recruit_id_b

	INT interact_unit_recno
	INT interact_item_recno

	//S6L1_1
	INT sector_one_counter
	////unit variables
	INT horse_recno
	INT sector_one_light_cap_recno_a
	INT sector_one_light_cap_recno_b
	INT sector_one_light_cap_recno_c
	INT sector_one_light_cap_recno_d
	INT sector_one_light_cap_recno_e
	INT sector_one_light_cap_recno_f
	INT sector_one_light_cap_recno_g
	INT sector_one_light_cap_recno_h
	INT sector_one_light_cap_recno_i
	INT sector_one_light_cap_recno_j

	INT sector_one_shop_place
	INT sector_one_potion_seller
	INT sector_one_potion_shop
	INT sector_one_potion_list_id
	INT sector_one_weapon_seller
	INT sector_one_weapon_shop
	INT sector_one_weapon_list_id

	INT sector_one_bridge_place
	INT sector_one_find_enemy_place_1
	INT sector_one_find_enemy_place_2
	
	INT sector_one_retreat_place

	INT sector_one_forest_place

	//S6L1_2
	INT sector_two_gate_guard_recno
	INT sector_two_citizen_a
	INT sector_two_citizen_b
	INT sector_two_citizen_c
	INT sector_two_child_a
	INT sector_two_child_b
	INT sector_two_child_c
	INT sector_two_child_d
	INT sector_two_child_e
	INT sector_two_entrance_recno
	INT sector_two_exit_recno
	INT sector_two_trap_gate_recno
	INT key_auxerres_id

	INT sector_two_tower_1_recno
	INT sector_two_tower_2_recno
	INT sector_two_tower_3_recno
	INT sector_two_tower_4_recno

	INT sector_two_wall_1

	////unit variables
	INT william_recno

	INT team_201_cap_recno
	INT team_202_cap_recno
	INT team_203_cap_recno
	INT team_204_cap_recno
	INT team_205_cap_recno
	INT team_206_cap_recno
	INT team_208_cap_recno
	INT team_209_cap_recno
	INT team_210_cap_recno
	INT team_211_cap_recno
	INT team_212_cap_recno
	INT team_213_cap_recno
	INT team_214_cap_recno
	INT team_215_cap_recno
	INT team_216_cap_recno
	INT team_221_cap_recno
	INT team_222_cap_recno
	INT team_223_cap_recno
	INT team_224_cap_recno
	INT team_225_cap_recno
	INT team_226_cap_recno
	INT team_227_cap_recno
	INT team_228_cap_recno

	////place and facility variables
	INT sector_two_trap_children_place_recno
	INT sector_two_after_auxerres_place_recno
	INT sector_two_see_boss_place_recno
	INT sector_two_see_auxerres_place_recno
	INT sector_two_open_gate_place_recno
	INT sector_two_trap_place_recno
	INT sector_two_garrison_recno
	INT sector_two_burgundian_spawn_recno_a
	INT sector_two_burgundian_spawn_recno_b
	INT sector_two_burgundian_spawn_recno_c
	INT sector_two_burgundian_spawn_recno_d
	INT sector_two_burgundian_spawn_recno_e
	INT sector_two_burgundian_spawn_recno_f
	INT sector_two_english_barrack_recno
	INT sector_two_english_spawn_recno_a
	INT sector_two_english_spawn_recno_b
	INT sector_two_english_spawn_recno_c
	INT sector_two_william_command_place_recno
	INT sector_two_william_retreat_place_recno
	INT sector_two_william_move_place_recno
	INT sector_two_william_spawn_a
	INT sector_two_william_spawn_b
	INT sector_two_william_spawn_c
	INT sector_two_barrack_recno
	INT sector_two_barrack_spawn_recno
	INT sector_two_barrack_recruit_recno
	INT sector_two_barrack_recruit_id

	INT sector_two_shop_place
	INT sector_two_weapon_seller
	INT sector_two_weapon_shop
	INT sector_two_weapon_list_id

	INT sector_two_check_enemy_place

	//S6L1_3
	INT counter
	INT sector_three_entrance_recno
	INT sector_three_exit_recno

	INT sector_three_wall_1
	INT sector_three_wall_2

	////unit variables
	INT fastolf_recno

	INT team_301_cap_recno
	INT team_302_cap_recno
	INT team_303_cap_recno
	INT team_304_cap_recno
	INT team_305_cap_recno
	INT team_306_cap_recno
	INT team_307_cap_recno
	INT team_308_cap_recno
	INT team_309_cap_recno
	INT team_310_cap_recno
	INT team_311_cap_recno
	INT team_312_cap_recno
	INT team_313_cap_recno
	INT team_314_cap_recno

	INT team_315_cap_recno
	INT team_316_cap_recno
	INT team_317_cap_recno

	INT crossbow_recno_a
	INT crossbow_guard_recno_a
	INT crossbow_recno_b
	INT crossbow_guard_recno_b

	INT sector_three_citizen_a
	INT sector_three_citizen_b
	INT sector_three_citizen_c
	INT sector_three_citizen_d
	INT sector_three_citizen_e

	INT sector_three_join_troop_a
	INT sector_three_join_troop_b
	INT sector_three_join_troop_c
	INT sector_three_join_troop_d
	INT sector_three_join_troop_e
	INT sector_three_join_troop_f

	////place and facility variables
	INT sector_three_after_troyes_place_recno
	INT sector_three_castle_gate_place_recno
	INT sector_three_join_troop_place_recno
	INT sector_three_follow_joan_place_a
	INT sector_three_follow_joan_place_b
	INT sector_three_spawn_point_a
	INT sector_three_spawn_point_b
	INT sector_three_capture_troyes_place
	INT sector_three_barrack_recno
	INT sector_three_barrack_spawn_recno
	INT sector_three_barrack_recruit_recno
	INT sector_three_barrack_recruit_id

	INT sector_three_shop_place
	INT sector_three_potion_seller
	INT sector_three_potion_shop
	INT sector_three_potion_list_id

	//S6L1_4
	INT can_fire_flag
	INT can_fire_flag_2
	//INT can_move_flag
	////unit and item variables
	INT hill_general_recno
	INT trebuchet_recno
	INT trebuchet_recno_2
	INT troyes_castle_wall_recno

	INT sector_four_approach_camp_place_recno
	INT sector_four_camp_place_recno

	INT enemy_number

	//S6L1_5
	INT camp_entrance_recno
	INT camp_exit_recno
	INT volgue_id
	INT track_id
	////unit variables
	INT cannon_recno_a
	INT cannon_recno_b
	INT cannon_infantry_1a
	INT cannon_infantry_1b
	INT cannon_infantry_2a
	INT cannon_infantry_2b

	INT team_510_cap_recno
	INT team_511_cap_recno
	INT team_512_cap_recno
	INT team_513_cap_recno
	INT team_514_cap_recno
	////place and facility recno
	INT cannon_place_recno

	INT sector_five_shop_place
	INT sector_five_weapon_seller
	INT sector_five_weapon_shop
	INT sector_five_weapon_list_id

	INT sector_five_check_enemy_place

	INT sector_five_destroy_town_place
	INT sector_five_town_place

	//S6L1_6
	INT scales_recno
	INT sector_six_sacred_recno

	INT sector_six_shop_place
	INT sector_six_potion_seller
	INT sector_six_potion_shop
	INT sector_six_potion_list_id

	INT sector_six_farmland_place
	INT sector_six_camp_place

	INT sector_six_trigger_place_1
	INT sector_six_trigger_place_2

	//S6L1_7
	INT key_sacred_id

	INT sector_seven_entrance_recno
	INT sector_seven_exit_recno

	//INT citizen_recno

	INT priest_recno
	INT councillor_recno
	INT sector_seven_citizen_1
	INT sector_seven_citizen_2
	INT sector_seven_citizen_3
	INT sector_seven_citizen_4
	INT sector_seven_citizen_5

	INT sector_seven_citizen_6
	INT sector_seven_citizen_7
	INT sector_seven_citizen_8
	INT sector_seven_citizen_9
	INT sector_seven_citizen_10
	INT sector_seven_citizen_11
	INT sector_seven_citizen_12
	INT sector_seven_citizen_13

	INT philip_recno

	INT joan_sword_recno

	INT team_705_cap_recno
	INT team_706_cap_recno
	INT team_707_cap_recno
	INT team_708_cap_recno
	INT team_709_cap_recno
	INT team_710_cap_recno

	INT sector_seven_camp_entrace_recno

	INT sector_seven_spawn_1
	INT sector_seven_spawn_2
	INT sector_seven_spawn_3
	INT sector_seven_spawn_4
	INT sector_seven_spawn_5
	INT sector_seven_spawn_6
	INT sector_seven_spawn_7
	INT sector_seven_spawn_8
	INT sector_seven_spawn_9
	INT sector_seven_spawn_10
	INT sector_seven_spawn_11
	INT sector_seven_spawn_12
	INT sector_seven_spawn_13
	INT sector_seven_spawn_14
	INT sector_seven_spawn_15

	////place variables
	INT chalon_cannon_place_recno
	INT chalon_cross_place_recno
	INT sector_seven_barrack_recno
	INT sector_seven_barrack_spawn_recno
	INT sector_seven_barrack_recruit_recno
	INT sector_seven_barrack_recruit_id

	INT sector_seven_check_enemy_place

	INT sector_seven_camp_place

	//S6L1_8
	INT joan_sword_id
	INT sector_eight_gate_recno
	////unit variables
	INT sector_eight_citizen_1
	INT sector_eight_citizen_2
	INT sector_eight_citizen_3
	INT sector_eight_citizen_4
	INT sector_eight_citizen_5
	INT sector_eight_citizen_6
	INT sector_eight_citizen_7
	INT sector_eight_citizen_8
	INT sector_eight_citizen_9
	INT sector_eight_citizen_10
	INT sector_eight_citizen_11
	INT sector_eight_citizen_12
	INT sector_eight_citizen_13
	INT sector_eight_citizen_14
	INT sector_eight_citizen_15
	INT sector_eight_citizen_16
	INT sector_eight_citizen_17
	INT sector_eight_citizen_18
	INT sector_eight_citizen_19
	INT sector_eight_citizen_20
	INT sector_eight_citizen_21
	INT sector_eight_citizen_22
	INT sector_eight_citizen_23

	INT team_801_cap_recno
	INT team_802_cap_recno
	INT team_803_cap_recno
	INT team_804_cap_recno
	INT team_805_cap_recno
	INT team_806_cap_recno
	INT team_807_cap_recno
	INT team_808_cap_recno
	INT team_809_cap_recno
	INT team_810_cap_recno
	INT team_811_cap_recno
	INT team_812_cap_recno
	INT team_813_cap_recno
	INT team_814_cap_recno
	INT luxembourg_recno
	INT earl_recno
	//INT team_815_cap_recno
	//INT team_816_cap_recno
	//INT team_817_cap_recno
	//INT team_818_cap_recno
	////place and facility variables
	INT sector_eight_approach_reims_place
	INT sector_eight_approach_reims_place2
	INT sector_eight_gate_place
	INT sector_eight_village_recno
	INT sector_eight_trap_place
	INT sector_eight_retreat_place
	INT sector_eight_spawn_place
	INT sector_eight_spawn_point_1
	INT sector_eight_spawn_point_2
	INT sector_eight_spawn_point_3
	INT sector_eight_spawn_point_4
	INT sector_eight_spawn_point_5
	INT sector_eight_spawn_point_6
	INT sector_eight_spawn_point_7
	INT sector_eight_spawn_point_8
	INT sector_eight_spawn_point_9
	INT sector_eight_spawn_point_10
	INT sector_eight_spawn_point_11
	INT sector_eight_spawn_point_12

	//scenario bit flag
	INT sector_1_arrive_bridge_flag
	INT sector_1_find_enemy_flag
	INT sector_1_kill_enemy_flag
	INT sector_2_see_auxerres_flag
	INT sector_2_talk_citizen_flag
	//INT sector_2_entrance_close_flag
	INT camp_1_capture_flag
	INT sector_3_spawn_a_flag
	INT sector_3_spawn_b_flag
	INT sector_3_follow_a_flag
	INT sector_3_follow_b_flag
	INT troop_stop_follow_joan_flag
	INT sector_3_destroy_gate_flag
	INT sector_4_count_time_flag
	//INT move_on_track_flag
	INT receive_cross_flag
	INT charlies_inside_trap_flag
	INT sector_eight_approach_town_flag
	INT approach_destroy_town_flag
	INT approach_farmland_flag

	INT capture_5_town_flag
	INT capture_5_destroy_town_flag
	INT capture_6_camp_flag
	INT capture_7_camp_flag
	INT capture_8_town_flag

	INT chase_charles_flag
	INT chase_count_time_flag
	INT king_in_danger_flag
	INT king_need_food_flag

	//scenario event bit flag
	INT joan_inside_auxerre_flag
	INT auxerre_see_boss_flag
	INT glasdale_retreat_flag
	INT auxerre_capture_flag
	INT troyes_capture_flag
	INT cannon_camp_capture_flag
	INT chalons_capture_flag
	INT charlies_arrive_gate_flag
	INT defeat_boss_flag
	INT after_auxerres_flag
	INT save_children_flag
	INT join_troop_flag
	INT approach_hill_flag
	INT approach_troyes_flag
	INT approach_cannon_flag
	INT approach_chalons_flag
	INT approach_reims_flag
	INT approach_reims2_flag

	INT charles_reach_auxerre_flag
	INT charles_reach_troyes_flag

	INT inside_chalons_flag


	INT valid_chase_place_a
	INT valid_chase_place_b
	INT valid_chase_place_c
	INT valid_chase_place_d
	INT shortest_distance
	INT temp_distance
	INT chase_facility_1a
	INT chase_facility_1b
	INT chase_facility_1c
	INT chase_facility_1d
	INT chase_facility_2a
	INT chase_facility_2b
	INT chase_facility_2c
	INT chase_facility_2d
	INT chase_facility_3a
	INT chase_facility_3b
	INT chase_facility_3c
	INT chase_facility_3d
	INT chase_facility_4a
	INT chase_facility_4b
	INT chase_facility_4c
	INT chase_facility_4d
	INT chase_facility_5a
	INT chase_facility_5b
	INT chase_facility_5c
	INT chase_facility_5d
	INT chase_facility_6a
	INT chase_facility_6b
	INT chase_facility_6c
	INT chase_facility_6d
	INT chase_facility_7a
	INT chase_facility_7b
	INT chase_facility_7c
	INT chase_facility_7d
	INT chase_facility_8a
	INT chase_facility_8b
	INT chase_facility_8c
	INT chase_facility_8d
	INT chase_facility_9a
	INT chase_facility_9b
	INT chase_facility_9c
	INT chase_facility_9d
	INT chase_facility_10a
	INT chase_facility_10b
	INT chase_facility_10c
	INT chase_facility_10d

	init
	{
		FUNC("set_minimap_rotation" , 1)

		charlies_recno = FUNC("search_unit_by_name", "Karl VII")

		//sector_2_entrance_close_flag = 0
		troop_stop_follow_joan_flag = 0
		sector_3_spawn_a_flag = 1
		sector_3_spawn_b_flag = 2
		sector_3_follow_a_flag = 3
		sector_3_follow_b_flag = 4
		camp_1_capture_flag = 5
		sector_3_destroy_gate_flag = 6
		sector_4_count_time_flag = 7
		//move_on_track_flag = 8
		receive_cross_flag = 8
		charlies_inside_trap_flag = 9
		sector_1_arrive_bridge_flag = 10
		sector_1_find_enemy_flag = 11
		sector_1_kill_enemy_flag = 12
		sector_2_see_auxerres_flag = 13
		sector_2_talk_citizen_flag = 14
		sector_eight_approach_town_flag = 15
		approach_destroy_town_flag = 16
		approach_farmland_flag = 17
		capture_5_town_flag = 18
		capture_5_destroy_town_flag = 19
		capture_6_camp_flag = 20
		capture_7_camp_flag = 21
		capture_8_town_flag = 22

		chase_charles_flag = 23
		chase_count_time_flag = 24
		king_in_danger_flag = 25
		king_need_food_flag = 26

		joan_inside_auxerre_flag = 0
		auxerre_see_boss_flag = 1
		glasdale_retreat_flag = 2
		auxerre_capture_flag = 3
		troyes_capture_flag = 4
		cannon_camp_capture_flag = 5
		chalons_capture_flag = 6
		charlies_arrive_gate_flag = 7
		defeat_boss_flag = 8
		after_auxerres_flag = 9
		save_children_flag = 10
		join_troop_flag = 11
		approach_hill_flag = 12
		approach_troyes_flag = 13
		approach_cannon_flag = 14
		approach_chalons_flag = 15
		approach_reims_flag = 16
		approach_reims2_flag = 17

		charles_reach_auxerre_flag = 18
		charles_reach_troyes_flag = 19

		inside_chalons_flag = 20

		chase_facility_1a = FUNC("search_facility_by_name", "Chase Facility 1a")
		FUNC("set_facility_follow_unit_recno", chase_facility_1a, charlies_recno)
		chase_facility_1b = FUNC("search_facility_by_name", "Chase Facility 1b")
		FUNC("set_facility_follow_unit_recno", chase_facility_1b, charlies_recno)
		chase_facility_1c = FUNC("search_facility_by_name", "Chase Facility 1c")
		FUNC("set_facility_follow_unit_recno", chase_facility_1c, charlies_recno)
		chase_facility_1d = FUNC("search_facility_by_name", "Chase Facility 1d")
		FUNC("set_facility_follow_unit_recno", chase_facility_1d, charlies_recno)
		chase_facility_2a = FUNC("search_facility_by_name", "Chase Facility 2a")
		FUNC("set_facility_follow_unit_recno", chase_facility_2a, charlies_recno)
		chase_facility_2b = FUNC("search_facility_by_name", "Chase Facility 2b")
		FUNC("set_facility_follow_unit_recno", chase_facility_2b, charlies_recno)
		chase_facility_2c = FUNC("search_facility_by_name", "Chase Facility 2c")
		FUNC("set_facility_follow_unit_recno", chase_facility_2c, charlies_recno)
		chase_facility_2d = FUNC("search_facility_by_name", "Chase Facility 2d")
		FUNC("set_facility_follow_unit_recno", chase_facility_2d, charlies_recno)
		chase_facility_3a = FUNC("search_facility_by_name", "Chase Facility 3a")
		FUNC("set_facility_follow_unit_recno", chase_facility_3a, charlies_recno)
		chase_facility_3b = FUNC("search_facility_by_name", "Chase Facility 3b")
		FUNC("set_facility_follow_unit_recno", chase_facility_3b, charlies_recno)
		chase_facility_3c = FUNC("search_facility_by_name", "Chase Facility 3c")
		FUNC("set_facility_follow_unit_recno", chase_facility_3c, charlies_recno)
		chase_facility_3d = FUNC("search_facility_by_name", "Chase Facility 3d")
		FUNC("set_facility_follow_unit_recno", chase_facility_3d, charlies_recno)
		chase_facility_4a = FUNC("search_facility_by_name", "Chase Facility 4a")
		FUNC("set_facility_follow_unit_recno", chase_facility_4a, charlies_recno)
		chase_facility_4b = FUNC("search_facility_by_name", "Chase Facility 4b")
		FUNC("set_facility_follow_unit_recno", chase_facility_4b, charlies_recno)
		chase_facility_4c = FUNC("search_facility_by_name", "Chase Facility 4c")
		FUNC("set_facility_follow_unit_recno", chase_facility_4c, charlies_recno)
		chase_facility_4d = FUNC("search_facility_by_name", "Chase Facility 4d")
		FUNC("set_facility_follow_unit_recno", chase_facility_4d, charlies_recno)
		chase_facility_5a = FUNC("search_facility_by_name", "Chase Facility 5a")
		FUNC("set_facility_follow_unit_recno", chase_facility_5a, charlies_recno)
		chase_facility_5b = FUNC("search_facility_by_name", "Chase Facility 5b")
		FUNC("set_facility_follow_unit_recno", chase_facility_5b, charlies_recno)
		chase_facility_5c = FUNC("search_facility_by_name", "Chase Facility 5c")
		FUNC("set_facility_follow_unit_recno", chase_facility_5c, charlies_recno)
		chase_facility_5d = FUNC("search_facility_by_name", "Chase Facility 5d")
		FUNC("set_facility_follow_unit_recno", chase_facility_5d, charlies_recno)
		chase_facility_6a = FUNC("search_facility_by_name", "Chase Facility 6a")
		FUNC("set_facility_follow_unit_recno", chase_facility_6a, charlies_recno)
		chase_facility_6b = FUNC("search_facility_by_name", "Chase Facility 6b")
		FUNC("set_facility_follow_unit_recno", chase_facility_6b, charlies_recno)
		chase_facility_6c = FUNC("search_facility_by_name", "Chase Facility 6c")
		FUNC("set_facility_follow_unit_recno", chase_facility_6c, charlies_recno)
		chase_facility_6d = FUNC("search_facility_by_name", "Chase Facility 6d")
		FUNC("set_facility_follow_unit_recno", chase_facility_6d, charlies_recno)
		chase_facility_7a = FUNC("search_facility_by_name", "Chase Facility 7a")
		FUNC("set_facility_follow_unit_recno", chase_facility_7a, charlies_recno)
		chase_facility_7b = FUNC("search_facility_by_name", "Chase Facility 7b")
		FUNC("set_facility_follow_unit_recno", chase_facility_7b, charlies_recno)
		chase_facility_7c = FUNC("search_facility_by_name", "Chase Facility 7c")
		FUNC("set_facility_follow_unit_recno", chase_facility_7c, charlies_recno)
		chase_facility_7d = FUNC("search_facility_by_name", "Chase Facility 7d")
		FUNC("set_facility_follow_unit_recno", chase_facility_7d, charlies_recno)
		chase_facility_8a = FUNC("search_facility_by_name", "Chase Facility 8a")
		FUNC("set_facility_follow_unit_recno", chase_facility_8a, charlies_recno)
		chase_facility_8b = FUNC("search_facility_by_name", "Chase Facility 8b")
		FUNC("set_facility_follow_unit_recno", chase_facility_8b, charlies_recno)
		chase_facility_8c = FUNC("search_facility_by_name", "Chase Facility 8c")
		FUNC("set_facility_follow_unit_recno", chase_facility_8c, charlies_recno)
		chase_facility_8d = FUNC("search_facility_by_name", "Chase Facility 8d")
		FUNC("set_facility_follow_unit_recno", chase_facility_8d, charlies_recno)
		chase_facility_9a = FUNC("search_facility_by_name", "Chase Facility 9a")
		FUNC("set_facility_follow_unit_recno", chase_facility_9a, charlies_recno)
		chase_facility_9b = FUNC("search_facility_by_name", "Chase Facility 9b")
		FUNC("set_facility_follow_unit_recno", chase_facility_9b, charlies_recno)
		chase_facility_9c = FUNC("search_facility_by_name", "Chase Facility 9c")
		FUNC("set_facility_follow_unit_recno", chase_facility_9c, charlies_recno)
		chase_facility_9d = FUNC("search_facility_by_name", "Chase Facility 9d")
		FUNC("set_facility_follow_unit_recno", chase_facility_9d, charlies_recno)
		chase_facility_10a = FUNC("search_facility_by_name", "Chase Facility 10a")
		FUNC("set_facility_follow_unit_recno", chase_facility_10a, charlies_recno)
		chase_facility_10b = FUNC("search_facility_by_name", "Chase Facility 10b")
		FUNC("set_facility_follow_unit_recno", chase_facility_10b, charlies_recno)
		chase_facility_10c = FUNC("search_facility_by_name", "Chase Facility 10c")
		FUNC("set_facility_follow_unit_recno", chase_facility_10c, charlies_recno)
		chase_facility_10d = FUNC("search_facility_by_name", "Chase Facility 10d")
		FUNC("set_facility_follow_unit_recno", chase_facility_10d, charlies_recno)

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("reset_scenario_event_bit_flag")
			recruit_id_a = FUNC("search_recruit_list_by_code", "default")
			recruit_id_b = FUNC("search_recruit_list_by_code", "default2")
			sector_two_barrack_recruit_id = FUNC("search_recruit_list_by_code", "S6L2_barrack")
			sector_three_barrack_recruit_id = FUNC("search_recruit_list_by_code", "S6L3_barrack")
			sector_seven_barrack_recruit_id = FUNC("search_recruit_list_by_code", "S6L7_barrack")
		}

		citizen_1_id = FUNC("unit_code_to_id", "CITIZEN_01")
		FUNC("add_unit_ref", "CITIZEN_01")
		citizen_2a_id = FUNC("unit_code_to_id", "CITIZEN_02A")
		FUNC("add_unit_ref", "CITIZEN_02A")
		citizen_2b_id = FUNC("unit_code_to_id", "CITIZEN_02B")
		FUNC("add_unit_ref", "CITIZEN_02B")
		citizen_3_id = FUNC("unit_code_to_id", "CITIZEN_03")
		FUNC("add_unit_ref", "CITIZEN_03")
		citizen_4a_id = FUNC("unit_code_to_id", "CITIZEN_04A")
		FUNC("add_unit_ref", "CITIZEN_04A")
		citizen_4b_id = FUNC("unit_code_to_id", "CITIZEN_04B")
		FUNC("add_unit_ref", "CITIZEN_04B")
		councillor_id = FUNC("unit_code_to_id", "COUNCIL_01")
		FUNC("add_unit_ref", "COUNCIL_01")
		priest_id = FUNC("unit_code_to_id", "PRIEST_01")
		FUNC("add_unit_ref", "PRIEST_01")

		earcher_id = FUNC("unit_code_to_id", "ENGLISH_ARCHER") 
		FUNC("add_unit_ref", "ENGLISH_ARCHER")
		earccap_id = FUNC("unit_code_to_id", "ENGLISH_ARCHER_CAPTAIN") 
		FUNC("add_unit_ref", "ENGLISH_ARCHER_CAPTAIN")
		elinfant_id = FUNC("unit_code_to_id", "ENGLISH_LIGHT_INFANTRY") 
		FUNC("add_unit_ref", "ENGLISH_LIGHT_INFANTRY") 
		ehinfant_id = FUNC("unit_code_to_id", "ENGLISH_HEAVY_INFANTRY") 
		FUNC("add_unit_ref", "ENGLISH_HEAVY_INFANTRY") 
		ehinfcap_id = FUNC("unit_code_to_id", "ENGLISH_HEAVY_INFANTRY_CAPTAIN")
		FUNC("add_unit_ref", "ENGLISH_HEAVY_INFANTRY_CAPTAIN") 
		elinfcap_id = FUNC("unit_code_to_id", "ENGLISH_LIGHT_INFANTRY_CAPTAIN")
		FUNC("add_unit_ref", "ENGLISH_LIGHT_INFANTRY_CAPTAIN") 
		epoleman_id = FUNC("unit_code_to_id", "ENGLISH_POLEMAN")
		FUNC("add_unit_ref", "ENGLISH_POLEMAN") 
		epolecap_id = FUNC("unit_code_to_id", "ENGLISH_POLEMAN_CAPTAIN")
		FUNC("add_unit_ref", "ENGLISH_POLEMAN_CAPTAIN") 
		ecrossman_id = FUNC("unit_code_to_id", "ENGLISH_CROSSBOW_MAN")
		FUNC("add_unit_ref", "ENGLISH_CROSSBOW_MAN") 
		ecrosscap_id = FUNC("unit_code_to_id", "ENGLISH_CROSSBOW_MAN_CAPTAIN")
		FUNC("add_unit_ref", "ENGLISH_CROSSBOW_MAN_CAPTAIN") 
		emaceman_id = FUNC("unit_code_to_id", "ENGLISH_MACEMAN")
		FUNC("add_unit_ref", "ENGLISH_MACEMAN") 
		emacecap_id = FUNC("unit_code_to_id", "ENGLISH_MACEMAN_CAPTAIN")
		FUNC("add_unit_ref", "ENGLISH_MACEMAN_CAPTAIN") 

		blinfant_id = FUNC("unit_code_to_id", "BUR_LIGHTINFANTRY") 
		FUNC("add_unit_ref", "BUR_LIGHTINFANTRY") 
		blinfcap_id = FUNC("unit_code_to_id", "BUR_LIGHTINFANTRY_CAPTAIN")
		FUNC("add_unit_ref", "BUR_LIGHTINFANTRY_CAPTAIN") 
		bhinfant_id = FUNC("unit_code_to_id", "BUR_HEAVYINFANTRY") 
		FUNC("add_unit_ref", "BUR_HEAVYINFANTRY") 
		bhinfcap_id = FUNC("unit_code_to_id", "BUR_HEAVYINFANTRY_CAPTAIN")
		FUNC("add_unit_ref", "BUR_HEAVYINFANTRY_CAPTAIN") 
		barcher_id = FUNC("unit_code_to_id", "BUR_ARCHER")
		FUNC("add_unit_ref", "BUR_ARCHER") 
		barccap_id = FUNC("unit_code_to_id", "BUR_ARCHER_CAPTAIN")
		FUNC("add_unit_ref", "BUR_ARCHER_CAPTAIN") 

		cannon_id = FUNC("unit_code_to_id", "HUMAN_CANNON1")
		FUNC("add_unit_ref", "HUMAN_CANNON1") 
		earl_id = FUNC("unit_code_to_id", "WILLIAM_DE_LA_POLE")
		FUNC("add_unit_ref", "WILLIAM_DE_LA_POLE") 
		luxembourg_id = FUNC("unit_code_to_id", "LUXEMBOURG")
		FUNC("add_unit_ref", "LUXEMBOURG") 
		FUNC("add_unit_ref", "WILLIAM_GLASDALE")
		FUNC("add_unit_ref", "JEAN_DE_METZ")
		FUNC("add_unit_ref", "LAHIRE")
		FUNC("add_unit_ref", "ORLEAN")
		FUNC("add_unit_ref", "CHARLIE7")
		FUNC("add_unit_ref", "JOAN_OF_ARC")
		FUNC("add_unit_ref", "ALENCON")

		FUNC("add_unit_ref", "FRENCH_HEAVY_INFANTRY")
		FUNC("add_unit_ref", "FRENCH_POLEMAN")
		FUNC("add_unit_ref", "FRENCH_LIGHT_INFANTRY")
		FUNC("add_unit_ref", "FRENCH_MACEMAN")
		FUNC("add_unit_ref", "FRENCH_ARCHER")
		FUNC("add_unit_ref", "FRENCH_CROSSBOW_MAN")
		FUNC("add_unit_ref", "CAMP_HORSE")

		//S6L1_1
		joan_recno = FUNC("search_unit_by_name", "Jeanne d'Arc") 
		jean_recno = FUNC("search_unit_by_name", "Jean von Metz")
		FUNC("set_unit_retreat", jean_recno, 1)
		if( FUNC("get_scenario_stage") == 0 )
		{
			jean_arrow_count = FUNC("get_item_quantity_in_unit_inventory", FUNC("item_code_to_id", "arrow"), jean_recno)
			if ( jean_arrow_count < 90 )
			{
				FUNC("give_item_to_unit", "arrow", 1, ( 90 - jean_arrow_count ), jean_recno)
			}
		}
		lahire_recno = FUNC("search_unit_by_name", "La Hire")
		FUNC("set_unit_retreat", lahire_recno, 1)
		orleans_recno = FUNC("search_unit_by_name", "Bastard von Orleans")
		FUNC("set_unit_retreat", orleans_recno, 1)
		alencon_recno = FUNC("search_unit_by_name", "Herzog von Alençon")
		horse_recno = FUNC("search_unit_by_name", "Charlies Horse")

		sector_one_light_cap_recno_a = FUNC("search_unit_by_name", "Guy Challener")
		sector_one_light_cap_recno_b = FUNC("search_unit_by_name", "Leonard Barfot")
		sector_one_light_cap_recno_c = FUNC("search_unit_by_name", "Randulph Schephyrd")
		sector_one_light_cap_recno_d = FUNC("search_unit_by_name", "Willielmus Clipsham")
		sector_one_light_cap_recno_e = FUNC("search_unit_by_name", "Olyver Fraunk")
		sector_one_light_cap_recno_f = FUNC("search_unit_by_name", "Albredus Palmer")
		sector_one_light_cap_recno_g = FUNC("search_unit_by_name", "Collyng Pynder")
		sector_one_light_cap_recno_h = FUNC("search_unit_by_name", "Grimbaldus Towyn")
		sector_one_light_cap_recno_i = FUNC("search_unit_by_name", "Mayew Harby")
		sector_one_light_cap_recno_j = FUNC("search_unit_by_name", "Eustace Lyndon")
		sector_one_counter = 0
		if(sector_one_light_cap_recno_a > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_b > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_c > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_d > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_e > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_f > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_g > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_h > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_i > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}
		if(sector_one_light_cap_recno_j > 0)
		{
			sector_one_counter = ( sector_one_counter + 1 )
		}

		sector_one_weapon_shop = FUNC("search_facility_by_name" , "S6L1_1_Weapon_Shop") 
		sector_one_weapon_list_id = FUNC("search_item_sell_list_by_code" , "S6L1_weapon") 
		sector_one_weapon_seller = FUNC("search_unit_by_name", "Boniface Natier")
		FUNC("set_can_interact_flag", sector_one_weapon_seller, 1)
		ACTION("give_task", sector_one_weapon_seller, "IDLE", 1, 0, 0, 0, 0) 
		sector_one_potion_shop = FUNC("search_facility_by_name" , "S6L1_1_Potion_Shop") 
		sector_one_potion_list_id = FUNC("search_item_sell_list_by_code" , "S6L1_potion") 
		sector_one_potion_seller = FUNC("search_unit_by_name", "Gerard Vintre")
		FUNC("set_can_interact_flag", sector_one_potion_seller, 1)
		ACTION("give_task", sector_one_potion_seller, "IDLE", 1, 0, 0, 0, 0) 

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("shop_set_sell_item_list", sector_one_weapon_shop, sector_one_weapon_list_id) 
			FUNC("shop_set_sell_item_list", sector_one_potion_shop, sector_one_potion_list_id) 
			FUNC("set_can_regen_sell_item", sector_one_potion_shop, 1)
		}

		sector_one_bridge_place = FUNC("search_place_by_name", "S6L1_1_Bridge_Place")
		sector_one_find_enemy_place_1 = FUNC("search_place_by_name", "S6L1_1_Find_Enemy_Place1")
		sector_one_find_enemy_place_2 = FUNC("search_place_by_name", "S6L1_1_Find_Enemy_Place2")

		sector_one_retreat_place = FUNC("search_place_by_name", "S6L1_1_Retreat_Place")
		sector_one_forest_place = FUNC("search_place_by_name", "S6L1_1_Forest_Place")

		//S6L1_2
		william_recno = FUNC("search_unit_by_name", "Sir William Glasdale")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC( "give_item_to_unit", "fd_fish", 1, 3, william_recno )
		}

		sector_two_gate_guard_recno = FUNC("search_unit_by_name", "Auxerres Gate Guard")
		sector_two_citizen_a = FUNC("search_unit_by_name", "Richard Bufetier")
		sector_two_citizen_b = FUNC("search_unit_by_name", "Olivia Espinguier")
		sector_two_citizen_c = FUNC("search_unit_by_name", "Bernard Maignen")
		sector_two_child_a = FUNC("search_unit_by_name", "Elder Citizens")
		sector_two_child_b = FUNC("search_unit_by_name", "Child 2")
		sector_two_child_c = FUNC("search_unit_by_name", "Child 3")
		sector_two_child_d = FUNC("search_unit_by_name", "Child 4")
		sector_two_child_e = FUNC("search_unit_by_name", "Child 5")

		team_201_cap_recno = FUNC("search_unit_by_name", "Henry Moldeson")
		team_202_cap_recno = FUNC("search_unit_by_name", "Raulfe Prudmay")
		team_203_cap_recno = FUNC("search_unit_by_name", "William Kotler")
		team_204_cap_recno = FUNC("search_unit_by_name", "Asfrid Mykelham")
		team_205_cap_recno = FUNC("search_unit_by_name", "Gregory Wylyngham")
		team_206_cap_recno = FUNC("search_unit_by_name", "Hastulphus Moubray")
		team_214_cap_recno = FUNC("search_unit_by_name", "Osbert Carter")
		team_215_cap_recno = FUNC("search_unit_by_name", "Rouland Burle")
		team_216_cap_recno = FUNC("search_unit_by_name", "Boniface Chapman")
		team_221_cap_recno = FUNC("search_unit_by_name", "Theobald Gocelyn")
		team_222_cap_recno = FUNC("search_unit_by_name", "Thomas Casterton")
		team_223_cap_recno = FUNC("search_unit_by_name", "Paulinus Astan")
		team_224_cap_recno = FUNC("search_unit_by_name", "Morys Ade")
		team_225_cap_recno = FUNC("search_unit_by_name", "Alvered Gunne")

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_control_flag", sector_two_gate_guard_recno, 0 )
			FUNC("set_control_flag", team_201_cap_recno, 0 )
			FUNC("set_control_flag", team_202_cap_recno, 0 )
			FUNC("set_control_flag", team_203_cap_recno, 0 )
			FUNC("set_control_flag", team_204_cap_recno, 0 )
			FUNC("set_control_flag", team_205_cap_recno, 0 )
			FUNC("set_control_flag", team_206_cap_recno, 0 )
			FUNC("set_control_flag", team_214_cap_recno, 0 )
			FUNC("set_control_flag", team_215_cap_recno, 0 )
			FUNC("set_control_flag", team_216_cap_recno, 0 )
			FUNC("set_control_flag", team_221_cap_recno, 0 )
			FUNC("set_control_flag", team_222_cap_recno, 0 )
			FUNC("set_control_flag", team_223_cap_recno, 0 )
			FUNC("set_control_flag", team_224_cap_recno, 0 )
			FUNC("set_control_flag", team_225_cap_recno, 0 )

			ACTION("give_task", sector_two_gate_guard_recno, "IDLE", 1, 0, 0, 0, 0) 
			FUNC("set_can_interact_flag", sector_two_citizen_a, 1)
			FUNC("set_can_interact_flag", sector_two_citizen_b, 1)
			FUNC("set_can_interact_flag", sector_two_citizen_c, 1)
			//ACTION("give_task", sector_two_citizen_a, "IDLE", 1, 0, 0, 0, 0) 
			//ACTION("give_task", sector_two_citizen_b, "IDLE", 1, 0, 0, 0, 0) 
			//ACTION("give_task", sector_two_citizen_c, "IDLE", 1, 0, 0, 0, 0) 
			FUNC("set_interact_stage", sector_two_citizen_a, 0)
			FUNC("set_interact_stage", sector_two_citizen_b, 0)
			FUNC("set_interact_stage", sector_two_citizen_c, 0)

			ACTION("give_task", sector_two_child_a, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_two_child_b, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_two_child_c, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_two_child_d, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_two_child_e, "IDLE", 1, 0, 0, 0, 0) 

			FUNC("set_territory_nation", "Auxerres", "Neutral")
		}

		sector_two_entrance_recno = FUNC("search_item_by_name", "S6L1_2_Entrance_Gate")
		sector_two_exit_recno = FUNC("search_item_by_name", "S6L1_2_Exit_Gate")
		sector_two_trap_gate_recno = FUNC("search_item_by_name", "S6L1_2_Trap_Gate")
		key_auxerres_id = FUNC( "item_code_to_id", "keyS6_01")

		sector_two_tower_1_recno = FUNC("search_item_by_name", "S6L1_2_Tower1")
		sector_two_tower_2_recno = FUNC("search_item_by_name", "S6L1_2_Tower2")
		sector_two_tower_3_recno = FUNC("search_item_by_name", "S6L1_2_Tower3")
		sector_two_tower_4_recno = FUNC("search_item_by_name", "S6L1_2_Tower4")
		sector_two_wall_1 = FUNC("search_item_by_name", "S6L1_2_Wall1")

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_item_nation", sector_two_tower_1_recno, "FRENCH")
			FUNC("set_item_nation", sector_two_tower_2_recno, "FRENCH")
			FUNC("set_item_nation", sector_two_tower_3_recno, "FRENCH")
			FUNC("set_item_nation", sector_two_tower_4_recno, "FRENCH")
			FUNC("set_item_nation", sector_two_wall_1, "FRENCH")
			FUNC("set_item_nation", sector_two_exit_recno, "FRENCH")
			FUNC("set_item_nation", sector_two_entrance_recno, "FRENCH")

			FUNC("disable_team_drop_item", 216)
			FUNC("disable_team_drop_item", 223)
			FUNC("disable_team_drop_item", 203)
			FUNC("disable_team_drop_item", 205)
		}

		sector_two_trap_children_place_recno = FUNC("search_place_by_name", "S6L1_2_Trap_Children_Place")
		sector_two_after_auxerres_place_recno = FUNC("search_place_by_name", "S6L1_2_After_Auxerres_Place")
		sector_two_see_boss_place_recno = FUNC("search_place_by_name", "S6L1_2_See_Boss_Place")
		sector_two_see_auxerres_place_recno = FUNC("search_place_by_name", "S6L1_2_See_Auxerres_Place")
		sector_two_open_gate_place_recno = FUNC("search_place_by_name", "S6L1_2_Open_Gate_Place")
		sector_two_trap_place_recno = FUNC("search_place_by_name", "S6L1_2_Auxerre_Trap_Place")

		sector_two_garrison_recno = FUNC("search_place_by_name", "S6L1_2_Burgundian_Garrison")
		sector_two_burgundian_spawn_recno_a = FUNC("search_facility_by_name", "S6L1_2_Bur_Spawn_Point_1")
		sector_two_burgundian_spawn_recno_b = FUNC("search_facility_by_name", "S6L1_2_Bur_Spawn_Point_2")
		sector_two_burgundian_spawn_recno_c = FUNC("search_facility_by_name", "S6L1_2_Bur_Spawn_Point_3")
		sector_two_burgundian_spawn_recno_d = FUNC("search_facility_by_name", "S6L1_2_Bur_Spawn_Point_4")
		sector_two_burgundian_spawn_recno_e = FUNC("search_facility_by_name", "S6L1_2_Bur_Spawn_Point_5")
		sector_two_burgundian_spawn_recno_f = FUNC("search_facility_by_name", "S6L1_2_Bur_Spawn_Point_6")

		sector_two_english_barrack_recno = FUNC("search_place_by_name", "S6L1_2_English_Barrack")
		sector_two_english_spawn_recno_a = FUNC("search_facility_by_name", "S6L1_2_English_Spawn_Point_1")
		sector_two_english_spawn_recno_b = FUNC("search_facility_by_name", "S6L1_2_English_Spawn_Point_2")
		sector_two_english_spawn_recno_c = FUNC("search_facility_by_name", "S6L1_2_English_Spawn_Point_3")

		sector_two_william_command_place_recno = FUNC("search_place_by_name", "S6L1_2_William_Command_Place")
		sector_two_william_retreat_place_recno = FUNC("search_place_by_name", "S6L1_2_William_Retreat_Place")
		sector_two_william_move_place_recno = FUNC("search_place_by_name", "S6L1_2_William_Move_Place")

		sector_two_william_spawn_a = FUNC("search_facility_by_name", "S6L1_2_William_Spawn_1")
		sector_two_william_spawn_b = FUNC("search_facility_by_name", "S6L1_2_William_Spawn_2")
		sector_two_william_spawn_c = FUNC("search_facility_by_name", "S6L1_2_William_Spawn_3")

		sector_two_barrack_recno = FUNC("search_place_by_name", "S6L1_2_Barrack_Place")
		sector_two_barrack_recruit_recno = FUNC("search_facility_by_name", "S6L1_2_Recruit")
		sector_two_barrack_spawn_recno = FUNC("search_facility_by_name", "S6L1_2_Barrack")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_recruit_level", sector_two_barrack_recruit_recno, 15)
			FUNC("barrack_set_recruit_list", sector_two_barrack_recruit_recno, sector_two_barrack_spawn_recno, sector_two_barrack_recruit_id, sector_two_barrack_recruit_id) 
		}

		sector_two_weapon_shop = FUNC("search_facility_by_name" , "S6L1_2_Weapon_Shop") 
		sector_two_weapon_list_id = FUNC("search_item_sell_list_by_code" , "S6L2_weapon") 
		sector_two_weapon_seller = FUNC("search_unit_by_name", "Thibaut Fanier")
		FUNC("set_can_interact_flag", sector_two_weapon_seller, 1)
		ACTION("give_task", sector_two_weapon_seller, "IDLE", 1, 0, 0, 0, 0) 

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("shop_set_sell_item_list", sector_two_weapon_shop, sector_two_weapon_list_id)
		}

		//if( FUNC("get_scenario_event_bit_flag", auxerre_capture_flag) == 1 )
		//{
		//	FUNC("set_minimap_rectangular_vision_area_enable", 1, 20981, 21179, 29789, 28091)
		//}

		sector_two_check_enemy_place = FUNC("search_place_by_name", "S6L1_2_Check_Enemy_Place")

		if( FUNC("get_scenario_event_bit_flag", auxerre_capture_flag) == 0)
		{
			if( FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 0 )
			{
				FUNC("set_minimap_icon_display_enable", "fcastle_s6l2", 1)
				FUNC("set_minimap_icon_display_enable", "ecastle_s6l2", 0)
			}
			else
			{
				FUNC("set_minimap_icon_display_enable", "fcastle_s6l2", 0)
				FUNC("set_minimap_icon_display_enable", "ecastle_s6l2", 1)
			}
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "fcastle_s6l2", 1)
			FUNC("set_minimap_icon_display_enable", "ecastle_s6l2", 0)
		}


		//S6L1_3
		sector_three_entrance_recno = FUNC("search_item_by_name", "S6L1_3_Entrance_Gate")
		sector_three_exit_recno = FUNC("search_item_by_name", "S6L1_3_Exit_Gate")
		sector_three_wall_1 = FUNC("search_item_by_name", "S6L1_3_Wall1")
		sector_three_wall_2 = FUNC("search_item_by_name", "S6L1_3_Wall2")

		fastolf_recno = FUNC("search_unit_by_name", "Sir John Fastolf")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC( "give_item_to_unit", "fd_fish", 1, 4, fastolf_recno )
		}
		//FUNC("set_unit_retreat", fastolf_recno, 1)

		team_301_cap_recno = FUNC("search_unit_by_name", "Matthew Parker")
		team_302_cap_recno = FUNC("search_unit_by_name", "Everard Sente")
		team_303_cap_recno = FUNC("search_unit_by_name", "Conand Wardley")
		team_304_cap_recno = FUNC("search_unit_by_name", "Ornereus Seaton")
		team_305_cap_recno = FUNC("search_unit_by_name", "Edmond Walpole")
		team_306_cap_recno = FUNC("search_unit_by_name", "Bartholomew Hemstile")
		team_307_cap_recno = FUNC("search_unit_by_name", "Sewel Uppingham")
		team_308_cap_recno = FUNC("search_unit_by_name", "Iuo Lindesey")
		team_309_cap_recno = FUNC("search_unit_by_name", "Laurenci Tickencote")
		team_310_cap_recno = FUNC("search_unit_by_name", "Philip Milner")
		team_311_cap_recno = FUNC("search_unit_by_name", "Paul Walteri")
		team_312_cap_recno = FUNC("search_unit_by_name", "Hugone Fox")
		team_313_cap_recno = FUNC("search_unit_by_name", "David Napier")
		team_314_cap_recno = FUNC("search_unit_by_name", "Johanne Petri")
		team_315_cap_recno = FUNC("search_unit_by_name", "Simon Framton")
		team_316_cap_recno = FUNC("search_unit_by_name", "Willlelm Rog")
		team_317_cap_recno = FUNC("search_unit_by_name", "Herbert Bothe")

		crossbow_recno_a = FUNC("search_unit_by_name", "Crossbow 1")
		crossbow_guard_recno_a = FUNC("search_unit_by_name", "Crossbow Guard 2")
		crossbow_recno_b = FUNC("search_unit_by_name", "Crossbow 2")
		crossbow_guard_recno_b = FUNC("search_unit_by_name", "Crossbow Guard 1")

		if( FUNC("get_scenario_stage") == 0 )
		{
			ACTION("give_task", team_315_cap_recno, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", team_316_cap_recno, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", team_317_cap_recno, "IDLE", 1, 0, 0, 0, 0) 

			ACTION("give_task", crossbow_guard_recno_a, "LARGE_WEAPON_PUSH", 10, crossbow_recno_a, 1, 0, 0)
			ACTION("give_task", crossbow_guard_recno_b, "LARGE_WEAPON_PUSH", 10, crossbow_recno_b, 1, 0, 0)

			ACTION("give_task", crossbow_recno_a, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", crossbow_recno_b, "IDLE", 1, 0, 0, 0, 0)
		}

		sector_three_citizen_a = FUNC("search_unit_by_name", "Hugues Cornetier")
		sector_three_citizen_b = FUNC("search_unit_by_name", "Noelle Fouacier")
		sector_three_citizen_c = FUNC("search_unit_by_name", "Alard Marinier")
		sector_three_citizen_d = FUNC("search_unit_by_name", "Marjolaina Soufletier")
		sector_three_citizen_e = FUNC("search_unit_by_name", "Mathieu Poletier")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_can_interact_flag", sector_three_citizen_a, 1)
			FUNC("set_can_interact_flag", sector_three_citizen_b, 1)
			FUNC("set_can_interact_flag", sector_three_citizen_c, 1)
			FUNC("set_can_interact_flag", sector_three_citizen_d, 1)
			FUNC("set_can_interact_flag", sector_three_citizen_e, 1)
			ACTION("give_task", sector_three_citizen_a, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_three_citizen_b, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_three_citizen_c, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_three_citizen_d, "IDLE", 1, 0, 0, 0, 0) 
			ACTION("give_task", sector_three_citizen_e, "IDLE", 1, 0, 0, 0, 0) 
			FUNC("set_interact_stage", sector_three_citizen_a, 0)
			FUNC("set_interact_stage", sector_three_citizen_b, 0)
			FUNC("set_interact_stage", sector_three_citizen_c, 0)
			FUNC("set_interact_stage", sector_three_citizen_d, 0)
			FUNC("set_interact_stage", sector_three_citizen_e, 0)
		}

		//counter = 0
		//if(team_301_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_302_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_303_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_304_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_305_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_306_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_307_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_308_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_309_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_310_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_311_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_312_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_313_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//if(team_314_cap_recno > 0)
		//{
		//	counter = ( counter + 1 )
		//}
		//team_315_cap_recno = FUNC("search_unit_by_name", "Luke Kok")
		//team_316_cap_recno = FUNC("search_unit_by_name", "Nichola Stephani")

		sector_three_after_troyes_place_recno = FUNC("search_place_by_name", "S6L1_3_After_Troyes_Place")
		sector_three_castle_gate_place_recno = FUNC("search_place_by_name", "S6L1_3_Castle_Gate_Place")
		sector_three_join_troop_place_recno = FUNC("search_place_by_name", "S6L1_3_Join_Troop_Place")
		sector_three_follow_joan_place_a = FUNC("search_place_by_name", "S6L1_3_Follow_Joan_Place_1")
		sector_three_follow_joan_place_b = FUNC("search_place_by_name", "S6L1_3_Follow_Joan_Place_2")
		sector_three_spawn_point_a = FUNC("search_facility_by_name", "S6L1_3_English_Spawn_Point_1")
		sector_three_spawn_point_b = FUNC("search_facility_by_name", "S6L1_3_English_Spawn_Point_2")

		sector_three_capture_troyes_place = FUNC("search_place_by_name", "S6L1_3_Capture_Troyes_Place")

		sector_three_barrack_recno = FUNC("search_place_by_name", "S6L1_3_Barrack_Place")
		sector_three_barrack_recruit_recno = FUNC("search_facility_by_name", "S6L1_3_Recruit")
		sector_three_barrack_spawn_recno = FUNC("search_facility_by_name", "S6L1_3_Barrack")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_recruit_level", sector_three_barrack_recruit_recno, 15)
			FUNC("barrack_set_recruit_list", sector_three_barrack_recruit_recno, sector_three_barrack_spawn_recno, sector_three_barrack_recruit_id, sector_three_barrack_recruit_id)
		}

		sector_three_potion_shop = FUNC("search_facility_by_name" , "S6L1_3_Potion_Shop") 
		sector_three_potion_list_id = FUNC("search_item_sell_list_by_code" , "S6L3_potion") 
		sector_three_potion_seller = FUNC("search_unit_by_name", "Foucaud Telier")
		FUNC("set_can_interact_flag", sector_three_potion_seller, 1)
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_interact_stage", sector_three_potion_seller, 0)
		}
		ACTION("give_task", sector_three_potion_seller, "IDLE", 1, 0, 0, 0, 0) 

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("shop_set_sell_item_list", sector_three_potion_shop, sector_three_potion_list_id) 
			FUNC("set_can_regen_sell_item", sector_three_potion_shop, 1)
		}

		//if( FUNC("get_scenario_event_bit_flag", troyes_capture_flag) == 1 )
		//{
		//	FUNC("set_minimap_rectangular_vision_area_enable", 2, 38409, 17825, 44425, 23841)
		//}

		FUNC("set_minimap_icon_display_enable", "ftown_s6l3", 1)
		FUNC("set_minimap_icon_display_enable", "etown_s6l3", 0)

		if( FUNC("get_scenario_event_bit_flag", troyes_capture_flag) == 0)
		{
			FUNC("set_minimap_icon_display_enable", "fcastle_s6l3", 0)
			FUNC("set_minimap_icon_display_enable", "ecastle_s6l3", 1)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "fcastle_s6l3", 1)
			FUNC("set_minimap_icon_display_enable", "ecastle_s6l3", 0)
		}


		//S6L1_4
		trebuchet_recno = FUNC("search_unit_by_name", "Trebuchet")
		trebuchet_recno_2 = FUNC("search_unit_by_name", "Trebuchet 2")

		hill_general_recno = FUNC("search_unit_by_name", "Luke Fraunkeleyn")
		if( FUNC("get_scenario_stage") == 0 )
		{
			ACTION("give_task", hill_general_recno, "IDLE", 1, 0, 0, 0, 0) 
		}

		troyes_castle_wall_recno = FUNC("search_item_by_name", "S6L1_3_Wall3")

		sector_four_approach_camp_place_recno = FUNC("search_place_by_name", "S6L1_4_Approach_Camp_Place")
		sector_four_camp_place_recno = FUNC("search_place_by_name", "S6L1_4_Camp_Place")

		if( FUNC("get_scenario_bit_flag", camp_1_capture_flag) == 0)
		{
			FUNC("set_minimap_icon_display_enable", "fcampS6L4", 0)
			FUNC("set_minimap_icon_display_enable", "e_campS6L4", 1)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "fcampS6L4", 1)
			FUNC("set_minimap_icon_display_enable", "e_campS6L4", 0)
		}

		//S6L1_5
		camp_entrance_recno = FUNC("search_item_by_name", "Camp Entrance Gate")
		camp_exit_recno = FUNC("search_item_by_name", "Camp Exit Gate")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("add_gate_trigger", camp_entrance_recno, 0)
			//FUNC("add_gate_trigger", camp_exit_recno, 0)
		}
		cannon_recno_a = FUNC("search_unit_by_name", "Cannon 1")
		cannon_recno_b = FUNC("search_unit_by_name", "Cannon 2")
		cannon_infantry_1a = FUNC("search_unit_by_name", "Cannon Infantry 1a")
		cannon_infantry_1b = FUNC("search_unit_by_name", "Cannon Infantry 1b")
		cannon_infantry_2a = FUNC("search_unit_by_name", "Cannon Infantry 2a")
		cannon_infantry_2b = FUNC("search_unit_by_name", "Cannon Infantry 2b")
		if( FUNC("get_scenario_stage") == 0 )
		{
			ACTION("give_task", cannon_infantry_1a, "LARGE_WEAPON_PUSH", 10, cannon_recno_a, 1, 0, 0)
			ACTION("give_task", cannon_infantry_1b, "LARGE_WEAPON_PUSH", 10, cannon_recno_a, 1, 0, 0)
			ACTION("give_task", cannon_infantry_2a, "LARGE_WEAPON_PUSH", 10, cannon_recno_b, 1, 0, 0)
			ACTION("give_task", cannon_infantry_2b, "LARGE_WEAPON_PUSH", 10, cannon_recno_b, 1, 0, 0)
		}

		cannon_place_recno = FUNC("search_place_by_name", "S6L1_5_Cannon_Place")

		track_id = FUNC("unit_track_to_id", cannon_recno_a, "Track01") 

		team_510_cap_recno = FUNC("search_unit_by_name", "Lyell Galfridi")
		team_511_cap_recno = FUNC("search_unit_by_name", "Lewys Fenne")
		team_512_cap_recno = FUNC("search_unit_by_name", "Oliver Comb")
		team_513_cap_recno = FUNC("search_unit_by_name", "Anselin Freston")
		team_514_cap_recno = FUNC("search_unit_by_name", "Stephen Hamund")

		if( FUNC("get_scenario_stage") == 0 )
		{
			volgue_id = FUNC("item_code_to_id", "pa_volgue")
			FUNC("set_unit_drop_item_id", team_514_cap_recno, volgue_id)
		}

		sector_five_weapon_shop = FUNC("search_facility_by_name" , "S6L1_5_Weapon_Shop") 
		sector_five_weapon_list_id = FUNC("search_item_sell_list_by_code" , "S6L5_weapon") 
		sector_five_weapon_seller = FUNC("search_unit_by_name", "Aubert Lanier")
		FUNC("set_can_interact_flag", sector_five_weapon_seller, 1)
		ACTION("give_task", sector_five_weapon_seller, "IDLE", 1, 0, 0, 0, 0) 

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("shop_set_sell_item_list", sector_five_weapon_shop, sector_five_weapon_list_id) 
		}

		sector_five_check_enemy_place = FUNC("search_place_by_name", "S6L1_5_Check_Enemy_Place")

		sector_five_destroy_town_place = FUNC("search_place_by_name", "S6L1_5_Destroy_Town_Place")
		sector_five_town_place = FUNC("search_place_by_name", "S6L1_5_Town_Place")

		if( FUNC("get_scenario_event_bit_flag", cannon_camp_capture_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "fcampS6L5", 0)
			FUNC("set_minimap_icon_display_enable", "e_campS6L5", 1)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "fcampS6L5", 1)
			FUNC("set_minimap_icon_display_enable", "e_campS6L5", 0)
		}
		if( FUNC("get_scenario_bit_flag", capture_5_town_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l5", 1)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l5", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l5", 0)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l5", 1)
		}
		if( FUNC("get_scenario_bit_flag", capture_5_destroy_town_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l5_2", 1)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l5_2", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l5_2", 0)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l5_2", 1)
		}

		//S6L1_6
		scales_recno = FUNC("search_unit_by_name", "Lord Scales")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC( "give_item_to_unit", "fd_chicken", 1, 1, scales_recno )
			ACTION("give_task", scales_recno, "IDLE", 1, 0, 0, 0, 0) 
		}
		//FUNC("set_unit_retreat", scales_recno, 1)

		sector_six_sacred_recno = FUNC("search_item_by_name", "SacredChest")

		sector_six_potion_shop = FUNC("search_facility_by_name" , "S6L1_6_Potion_Shop") 
		sector_six_potion_list_id = FUNC("search_item_sell_list_by_code" , "S6L6_potion") 
		sector_six_potion_seller = FUNC("search_unit_by_name", "Simon Joelier")
		FUNC("set_can_interact_flag", sector_six_potion_seller, 1)
		ACTION("give_task", sector_six_potion_seller, "IDLE", 1, 0, 0, 0, 0) 

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("shop_set_sell_item_list", sector_six_potion_shop, sector_six_potion_list_id) 
		}

		sector_six_farmland_place = FUNC("search_place_by_name", "S6L1_6_Farmland_Place")
		sector_six_camp_place = FUNC("search_place_by_name", "S6L1_6_Camp_Place")

		sector_six_trigger_place_1 = FUNC("search_place_by_name", "S6L1_6_Trigger_Place_1")
		sector_six_trigger_place_2 = FUNC("search_place_by_name", "S6L1_6_Trigger_Place_2")

		if( FUNC("get_end_condition_finish", 10) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l6", 1)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l6", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l6", 0)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l6", 1)
		}
		if( FUNC("get_scenario_bit_flag", capture_6_camp_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "ecamp_s6l6", 1)
			FUNC("set_minimap_icon_display_enable", "fcamp_s6l6", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "ecamp_s6l6", 0)
			FUNC("set_minimap_icon_display_enable", "fcamp_s6l6", 1)
		}


		//S6L1_7
		key_sacred_id = FUNC("item_code_to_id", "keyS6_sacredkey")

		sector_seven_entrance_recno = FUNC("search_item_by_name", "S6L1_7_Entrance_Gate")
		sector_seven_exit_recno = FUNC("search_item_by_name", "S6L1_7_Exit_Gate")

		//citizen_recno = FUNC("search_unit_by_name", "Cross Citizen")
		//ACTION("give_task", citizen_recno, "IDLE", 1, 0, 0, 0, 0)
		//FUNC("set_can_interact_flag", citizen_recno, 0)
		//FUNC("set_interact_stage", citizen_recno, 0)

		philip_recno = FUNC("search_unit_by_name", "Herzog Borgundholm")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC( "give_item_to_unit", "fd_chicken", 1, 2, philip_recno )
		}

		priest_recno = FUNC("search_unit_by_name", "Mathieu Chandelier")
		councillor_recno = FUNC("search_unit_by_name", "Archimbaud Mesgeicier")
		if( FUNC("get_scenario_stage") == 0 )
		{
			ACTION("give_task", philip_recno, "IDLE", 1, 0, 0, 0, 0) 

			ACTION("give_task", councillor_recno, "IDLE", 1, 0, 0, 0, 0) 
			FUNC("set_can_interact_flag", councillor_recno, 1)
			FUNC("set_interact_stage", councillor_recno, 0)
			ACTION("give_task", priest_recno, "IDLE", 1, 0, 0, 0, 0) 
			FUNC("set_can_interact_flag", priest_recno, 1)
			FUNC("set_interact_stage", priest_recno, 0)
		}

		team_705_cap_recno = FUNC("search_unit_by_name", "Remund Pickworth")
		team_706_cap_recno = FUNC("search_unit_by_name", "Asfrid Schyrrewater")
		team_707_cap_recno = FUNC("search_unit_by_name", "Hubert Tixover")
		team_708_cap_recno = FUNC("search_unit_by_name", "Mauger Ordyng")
		team_709_cap_recno = FUNC("search_unit_by_name", "Richard Schapman")
		team_710_cap_recno = FUNC("search_unit_by_name", "Gyles Teigh")

		sector_seven_camp_entrace_recno = FUNC("search_item_by_name", "S6L1_7_Camp_Entrance_Gate")
		sector_seven_spawn_1 = FUNC("search_facility_by_name", "S6L1_7_Spawn_1")
		sector_seven_spawn_2 = FUNC("search_facility_by_name", "S6L1_7_Spawn_2")
		sector_seven_spawn_3 = FUNC("search_facility_by_name", "S6L1_7_Spawn_3")
		sector_seven_spawn_4 = FUNC("search_facility_by_name", "S6L1_7_Spawn_4")
		sector_seven_spawn_5 = FUNC("search_facility_by_name", "S6L1_7_Spawn_5")
		sector_seven_spawn_6 = FUNC("search_facility_by_name", "S6L1_7_Spawn_6")
		sector_seven_spawn_7 = FUNC("search_facility_by_name", "S6L1_7_Spawn_7")
		sector_seven_spawn_8 = FUNC("search_facility_by_name", "S6L1_7_Spawn_8")
		sector_seven_spawn_9 = FUNC("search_facility_by_name", "S6L1_7_Spawn_9")
		sector_seven_spawn_10 = FUNC("search_facility_by_name", "S6L1_7_Spawn_10")
		sector_seven_spawn_11 = FUNC("search_facility_by_name", "S6L1_7_Spawn_11")
		sector_seven_spawn_12 = FUNC("search_facility_by_name", "S6L1_7_Spawn_12")
		sector_seven_spawn_13 = FUNC("search_facility_by_name", "S6L1_7_Spawn_13")
		sector_seven_spawn_14 = FUNC("search_facility_by_name", "S6L1_7_Spawn_14")
		sector_seven_spawn_15 = FUNC("search_facility_by_name", "S6L1_7_Spawn_15")

		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("add_gate_trigger", sector_seven_camp_entrace_recno, 0)
		}

		chalon_cannon_place_recno = FUNC("search_place_by_name", "S6L1_7_Cannon_Place")
		chalon_cross_place_recno = FUNC("search_place_by_name", "S6L1_7_Cross_Place")

		sector_seven_camp_place = FUNC("search_place_by_name", "S6L1_7_Camp_Place")

		sector_seven_barrack_recno = FUNC("search_place_by_name", "S6L1_7_Barrack_Place")
		sector_seven_barrack_recruit_recno = FUNC("search_facility_by_name", "S6L1_7_Recruit")
		sector_seven_barrack_spawn_recno = FUNC("search_facility_by_name", "S6L1_7_Barrack")
		if( FUNC("get_scenario_stage") == 0 )
		{
			FUNC("set_recruit_level", sector_seven_barrack_recruit_recno, 15)
			FUNC("barrack_set_recruit_list", sector_seven_barrack_recruit_recno, sector_seven_barrack_spawn_recno, sector_seven_barrack_recruit_id, sector_seven_barrack_recruit_id) 
		}

		//if( FUNC("get_scenario_event_bit_flag", chalons_capture_flag) == 1 )
		//{
			//FUNC("set_minimap_quadrilateral_vision_area_enable", 3, 69789, 22549, 72189, 19609, 76089, 22949, 73664, 25823)
		//}

		sector_seven_check_enemy_place = FUNC("search_place_by_name", "S6L1_7_Check_Enemy_Place")

		if( FUNC("get_scenario_bit_flag", capture_7_camp_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "ecamp_s6l7", 1)
			FUNC("set_minimap_icon_display_enable", "fcamp_s6l7", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "ecamp_s6l7", 0)
			FUNC("set_minimap_icon_display_enable", "fcamp_s6l7", 1)
		}

		if( FUNC("get_scenario_event_bit_flag", chalons_capture_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "ecastle_s6l7", 1)
			FUNC("set_minimap_icon_display_enable", "fcastle_s6l7", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "ecastle_s6l7", 0)
			FUNC("set_minimap_icon_display_enable", "fcastle_s6l7", 1)
		}

		//S6L1_8
		sector_eight_gate_recno = FUNC("search_item_by_name", "S6L1_8_Gate")
		//if(FUNC("get_scenario_stage") == 0)
		//{
		//	FUNC("add_gate_trigger", sector_eight_gate_recno, 0)
		//}
		FUNC("set_item_can_interact_flag", sector_eight_gate_recno, 0)

		sector_eight_citizen_1 = FUNC("search_unit_by_name", "S6L1_8_Citizen_1")
		sector_eight_citizen_2 = FUNC("search_unit_by_name", "S6L1_8_Citizen_2")
		sector_eight_citizen_3 = FUNC("search_unit_by_name", "S6L1_8_Citizen_3")
		sector_eight_citizen_4 = FUNC("search_unit_by_name", "S6L1_8_Citizen_4")
		sector_eight_citizen_5 = FUNC("search_unit_by_name", "S6L1_8_Citizen_5")
		sector_eight_citizen_6 = FUNC("search_unit_by_name", "S6L1_8_Citizen_6")
		sector_eight_citizen_7 = FUNC("search_unit_by_name", "S6L1_8_Citizen_7")
		sector_eight_citizen_8 = FUNC("search_unit_by_name", "S6L1_8_Citizen_8")
		sector_eight_citizen_9 = FUNC("search_unit_by_name", "S6L1_8_Citizen_9")
		sector_eight_citizen_10 = FUNC("search_unit_by_name", "S6L1_8_Citizen_10")
		sector_eight_citizen_11 = FUNC("search_unit_by_name", "S6L1_8_Citizen_11")
		sector_eight_citizen_12 = FUNC("search_unit_by_name", "S6L1_8_Citizen_12")
		sector_eight_citizen_13 = FUNC("search_unit_by_name", "S6L1_8_Citizen_13")
		sector_eight_citizen_14 = FUNC("search_unit_by_name", "S6L1_8_Citizen_14")
		sector_eight_citizen_15 = FUNC("search_unit_by_name", "S6L1_8_Citizen_15")
		sector_eight_citizen_16 = FUNC("search_unit_by_name", "S6L1_8_Citizen_16")
		sector_eight_citizen_17 = FUNC("search_unit_by_name", "S6L1_8_Citizen_17")
		sector_eight_citizen_18 = FUNC("search_unit_by_name", "S6L1_8_Citizen_18")
		sector_eight_citizen_19 = FUNC("search_unit_by_name", "S6L1_8_Citizen_19")
		sector_eight_citizen_20 = FUNC("search_unit_by_name", "S6L1_8_Citizen_20")
		sector_eight_citizen_21 = FUNC("search_unit_by_name", "S6L1_8_Citizen_21")
		sector_eight_citizen_22 = FUNC("search_unit_by_name", "S6L1_8_Citizen_22")
		sector_eight_citizen_23 = FUNC("search_unit_by_name", "S6L1_8_Citizen_23")

		if( FUNC("get_scenario_stage") == 0 )
		{
			ACTION("give_task", sector_eight_citizen_1, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_2, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_3, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_4, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_5, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_6, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_7, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_8, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_9, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_10, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_11, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_12, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_13, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_14, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_15, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_16, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_17, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_18, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_19, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_20, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_21, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_22, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", sector_eight_citizen_23, "IDLE", 1, 0, 0, 0, 0)
		}

		team_801_cap_recno = FUNC("search_unit_by_name", "Mayew Walraneue")
		team_802_cap_recno = FUNC("search_unit_by_name", "Henric Otheflores")
		team_803_cap_recno = FUNC("search_unit_by_name", "Aslin Romphare")
		team_804_cap_recno = FUNC("search_unit_by_name", "Roul Marchaund")
		team_805_cap_recno = FUNC("search_unit_by_name", "Godfrey Karpong")
		team_806_cap_recno = FUNC("search_unit_by_name", "Owaine Reuelyng")
		team_807_cap_recno = FUNC("search_unit_by_name", "Reginaldus Framton")
		team_808_cap_recno = FUNC("search_unit_by_name", "Gouen Gunthorpe")
		team_809_cap_recno = FUNC("search_unit_by_name", "Simon Tannator")
		team_810_cap_recno = FUNC("search_unit_by_name", "Gybon Page")
		team_811_cap_recno = FUNC("search_unit_by_name", "John Loyden")
		team_812_cap_recno = FUNC("search_unit_by_name", "Andrew Sprode")
		team_813_cap_recno = FUNC("search_unit_by_name", "Eustace Wace")
		team_814_cap_recno = FUNC("search_unit_by_name", "Robert Horn")
		luxembourg_recno = FUNC("search_unit_by_name", "Jean de Luxembourg")
		//FUNC("set_unit_retreat", luxembourg_recno, 1)
		earl_recno = FUNC("search_unit_by_name", "William de la Pole")
		FUNC("set_unit_retreat", earl_recno, -2)

		if( FUNC("get_scenario_stage") == 0 )
		{
			ACTION("give_task", team_809_cap_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", team_810_cap_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", team_811_cap_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", team_812_cap_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", team_813_cap_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", team_814_cap_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", luxembourg_recno, "IDLE", 1, 0, 0, 0, 0)
			ACTION("give_task", earl_recno, "IDLE", 1, 0, 0, 0, 0)

			FUNC( "give_item_to_unit", "fd_fish", 1, 3, earl_recno )
			FUNC( "give_item_to_unit", "fd_meat", 1, 3, luxembourg_recno )
		}

		//team_815_cap_recno = FUNC("search_unit_by_name", "S6L1_8_TEAM815_CAP")
		//team_816_cap_recno = FUNC("search_unit_by_name", "S6L1_8_TEAM816_CAP")
		//team_817_cap_recno = FUNC("search_unit_by_name", "S6L1_8_TEAM817_CAP")
		//team_818_cap_recno = FUNC("search_unit_by_name", "S6L1_8_TEAM818_CAP")

		sector_eight_approach_reims_place = FUNC("search_place_by_name", "S6L1_8_Approach_Reims_Place")
		sector_eight_approach_reims_place2 = FUNC("search_place_by_name", "S6L1_8_Approach_Reims_Place2")
		sector_eight_village_recno = FUNC("search_place_by_name", "S6L1_8_Village_Place")
		sector_eight_trap_place = FUNC("search_place_by_name", "S6L1_8_King_Trap_Place")
		sector_eight_retreat_place = FUNC("search_place_by_name", "S6L1_8_King_Retreat_Place")
		sector_eight_spawn_place = FUNC("search_place_by_name", "S6L1_8_English_Spawn_Place")
		sector_eight_gate_place = FUNC("search_place_by_name", "S6L1_8_Gate_Place")
		sector_eight_spawn_point_1 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_1")
		sector_eight_spawn_point_2 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_2")
		sector_eight_spawn_point_3 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_3")
		sector_eight_spawn_point_4 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_4")
		sector_eight_spawn_point_5 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_5")
		sector_eight_spawn_point_6 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_6")
		sector_eight_spawn_point_7 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_7")
		sector_eight_spawn_point_8 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_8")
		sector_eight_spawn_point_9 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_9")
		sector_eight_spawn_point_10 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_10")
		sector_eight_spawn_point_11 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_11")
		sector_eight_spawn_point_12 = FUNC("search_facility_by_name", "S6L1_8_Spawn_Point_12")

		if( FUNC("get_scenario_bit_flag", capture_8_town_flag) == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l8", 1)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l8", 0)
		}
		else
		{
			FUNC("set_minimap_icon_display_enable", "etown_s6l8", 0)
			FUNC("set_minimap_icon_display_enable", "ftown_s6l8", 1)
		}
	}

	stage = FUNC("get_scenario_stage")

	if( stage == 1 )
	{
		if( FUNC("get_unit_riding_recno", charlies_recno) == 0 )
		{
			FUNC("set_unit_ride_horse", charlies_recno, horse_recno)
		}
		joan_team_member_1 = FUNC("search_unit_by_name", "Joan Guard 1")
		joan_team_member_2 = FUNC("search_unit_by_name", "Joan Guard 2")
		joan_team_member_3 = FUNC("search_unit_by_name", "Joan Guard 3")
		joan_team_member_4 = FUNC("search_unit_by_name", "Joan Guard 4")
		joan_team_member_5 = FUNC("search_unit_by_name", "Joan Guard 5")
		joan_team_member_6 = FUNC("search_unit_by_name", "Joan Guard 6")
		joan_team_member_7 = FUNC("search_unit_by_name", "Joan Guard 7")
		joan_team_member_8 = FUNC("search_unit_by_name", "Joan Guard 8")
		joan_team_member_9 = FUNC("search_unit_by_name", "Joan Guard 9")
		jean_team_member_1 = FUNC("search_unit_by_name", "Jean Guard 1")
		jean_team_member_2 = FUNC("search_unit_by_name", "Jean Guard 2")
		jean_team_member_3 = FUNC("search_unit_by_name", "Jean Guard 3")
		jean_team_member_4 = FUNC("search_unit_by_name", "Jean Guard 4")
		jean_team_member_5 = FUNC("search_unit_by_name", "Jean Guard 5")
		jean_team_member_6 = FUNC("search_unit_by_name", "Jean Guard 6")
		jean_team_member_7 = FUNC("search_unit_by_name", "Jean Guard 7")
		jean_team_member_8 = FUNC("search_unit_by_name", "Jean Guard 8")
		jean_team_member_9 = FUNC("search_unit_by_name", "Jean Guard 9")
		lahire_team_member_1 = FUNC("search_unit_by_name", "La Hire Guard 1")
		lahire_team_member_2 = FUNC("search_unit_by_name", "La Hire Guard 2")
		lahire_team_member_3 = FUNC("search_unit_by_name", "La Hire Guard 3")
		lahire_team_member_4 = FUNC("search_unit_by_name", "La Hire Guard 4")
		lahire_team_member_5 = FUNC("search_unit_by_name", "La Hire Guard 5")
		lahire_team_member_6 = FUNC("search_unit_by_name", "La Hire Guard 6")
		lahire_team_member_7 = FUNC("search_unit_by_name", "La Hire Guard 7")
		lahire_team_member_8 = FUNC("search_unit_by_name", "La Hire Guard 8")
		lahire_team_member_9 = FUNC("search_unit_by_name", "La Hire Guard 9")
		orleans_team_member_1 = FUNC("search_unit_by_name", "Orleans Guard 1")
		orleans_team_member_2 = FUNC("search_unit_by_name", "Orleans Guard 2")
		orleans_team_member_3 = FUNC("search_unit_by_name", "Orleans Guard 3")
		orleans_team_member_4 = FUNC("search_unit_by_name", "Orleans Guard 4")
		orleans_team_member_5 = FUNC("search_unit_by_name", "Orleans Guard 5")
		orleans_team_member_6 = FUNC("search_unit_by_name", "Orleans Guard 6")
		orleans_team_member_7 = FUNC("search_unit_by_name", "Orleans Guard 7")
		orleans_team_member_8 = FUNC("search_unit_by_name", "Orleans Guard 8")
		orleans_team_member_9 = FUNC("search_unit_by_name", "Orleans Guard 9")
		alencon_team_member_1 = FUNC("search_unit_by_name", "Alencon Guard 1")
		alencon_team_member_2 = FUNC("search_unit_by_name", "Alencon Guard 2")
		alencon_team_member_3 = FUNC("search_unit_by_name", "Alencon Guard 3")
		alencon_team_member_4 = FUNC("search_unit_by_name", "Alencon Guard 4")
		alencon_team_member_5 = FUNC("search_unit_by_name", "Alencon Guard 5")
		alencon_team_member_6 = FUNC("search_unit_by_name", "Alencon Guard 6")
		alencon_team_member_7 = FUNC("search_unit_by_name", "Alencon Guard 7")
		alencon_team_member_8 = FUNC("search_unit_by_name", "Alencon Guard 8")
		alencon_team_member_9 = FUNC("search_unit_by_name", "Alencon Guard 9")
		charles_team_member_1 = FUNC("search_unit_by_name", "Charles Guard 1")
		charles_team_member_2 = FUNC("search_unit_by_name", "Charles Guard 2")
		charles_team_member_3 = FUNC("search_unit_by_name", "Charles Guard 3")
		charles_team_member_4 = FUNC("search_unit_by_name", "Charles Guard 4")
		charles_team_member_5 = FUNC("search_unit_by_name", "Charles Guard 5")
		charles_team_member_6 = FUNC("search_unit_by_name", "Charles Guard 6")
		FUNC("set_unit_team", joan_team_member_1, 1 )
		FUNC("set_unit_team", joan_team_member_2, 1 )
		FUNC("set_unit_team", joan_team_member_3, 1 )
		FUNC("set_unit_team", joan_team_member_4, 1 )
		FUNC("set_unit_team", joan_team_member_5, 1 )
		FUNC("set_unit_team", joan_team_member_6, 1 )
		FUNC("set_unit_team", joan_team_member_7, 1 )
		FUNC("set_unit_team", joan_team_member_8, 1 )
		FUNC("set_unit_team", joan_team_member_9, 1 )
		FUNC("set_unit_team", jean_team_member_1, 2 )
		FUNC("set_unit_team", jean_team_member_2, 2 )
		FUNC("set_unit_team", jean_team_member_3, 2 )
		FUNC("set_unit_team", jean_team_member_4, 2 )
		FUNC("set_unit_team", jean_team_member_5, 2 )
		FUNC("set_unit_team", jean_team_member_6, 2 )
		FUNC("set_unit_team", jean_team_member_7, 2 )
		FUNC("set_unit_team", jean_team_member_8, 2 )
		FUNC("set_unit_team", jean_team_member_9, 2 )
		FUNC("set_unit_team", lahire_team_member_1, 3 )
		FUNC("set_unit_team", lahire_team_member_2, 3 )
		FUNC("set_unit_team", lahire_team_member_3, 3 )
		FUNC("set_unit_team", lahire_team_member_4, 3 )
		FUNC("set_unit_team", lahire_team_member_5, 3 )
		FUNC("set_unit_team", lahire_team_member_6, 3 )
		FUNC("set_unit_team", lahire_team_member_7, 3 )
		FUNC("set_unit_team", lahire_team_member_8, 3 )
		FUNC("set_unit_team", lahire_team_member_9, 3 )
		FUNC("set_unit_team", orleans_team_member_1, 4 )
		FUNC("set_unit_team", orleans_team_member_2, 4 )
		FUNC("set_unit_team", orleans_team_member_3, 4 )
		FUNC("set_unit_team", orleans_team_member_4, 4 )
		FUNC("set_unit_team", orleans_team_member_5, 4 )
		FUNC("set_unit_team", orleans_team_member_6, 4 )
		FUNC("set_unit_team", orleans_team_member_7, 4 )
		FUNC("set_unit_team", orleans_team_member_8, 4 )
		FUNC("set_unit_team", orleans_team_member_9, 4 )
		FUNC("set_unit_team", charles_team_member_1, 5 )
		FUNC("set_unit_team", charles_team_member_2, 5 )
		FUNC("set_unit_team", charles_team_member_3, 5 )
		FUNC("set_unit_team", charles_team_member_4, 5 )
		FUNC("set_unit_team", charles_team_member_5, 5 )
		FUNC("set_unit_team", charles_team_member_6, 5 )
		FUNC("set_unit_team", alencon_team_member_1, 6 )
		FUNC("set_unit_team", alencon_team_member_2, 6 )
		FUNC("set_unit_team", alencon_team_member_3, 6 )
		FUNC("set_unit_team", alencon_team_member_4, 6 )
		FUNC("set_unit_team", alencon_team_member_5, 6 )
		FUNC("set_unit_team", alencon_team_member_6, 6 )
		FUNC("set_unit_team", alencon_team_member_7, 6 )
		FUNC("set_unit_team", alencon_team_member_8, 6 )
		FUNC("set_unit_team", alencon_team_member_9, 6 )

		//cut scene
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)
		FUNC("set_unit_can_process_in_cut_scene", charlies_recno, 1)
		FUNC("set_unit_can_process_in_cut_scene", horse_recno, 1)
		FUNC("set_unit_can_process_in_cut_scene", orleans_recno, 1)
		FUNC("set_idle", charlies_recno)
		FUNC("set_unit_dir", charlies_recno, 0)
		WAIT
		{ 
			FUNC("start_cut_scene", 0, 0, 2720, 20351, 415, 350, 180, 46)
			FUNC("set_end_cut_scene_type", 1)
		}
		WAIT { DIALOG("add_dialog", lahire_recno, "[0001N]This has been the moment we have all been waiting for: the enemy has capitulated and is retreating at this very minute. Even their supplies are nearing depletion.") }
		WAIT { FUNC("change_camera_in_cut_scene", 0, 2434, 20700, 132, 350, -136, 9) }
		WAIT { DIALOG("add_dialog", orleans_recno, "[0002N]We have fared admirably in the face of adversity. Our chance to crown our dauphin is nigh. Escort our king to Reims we must, for this is what we have struggled for!") }
		WAIT { FUNC("change_camera_in_cut_scene", 0, 1631, 19843, 361, 350, 50, 27) }
		WAIT { DIALOG("add_dialog", jean_recno, "[0003N]Our dauphin's loyal subjects are awaiting our arrival in Reims. The road is a long and desolate one, and we should expect to meet with enemies along the path.") }
		WAIT { FUNC("change_camera_in_cut_scene", 0, 2698, 20470, 56, 350, -176, 9) }
		WAIT { DIALOG("add_dialog", alencon_recno, "[0004N]But we should still be aware of the perils that lie ahead, for it will be a foolish enemy indeed that does not take their chance to attack our future king as we escort him to his coronation.") }
		WAIT { FUNC("change_camera_in_cut_scene", 0, 2186, 20507, 22, 350, -126, 14) }
		ACTION("give_order" , orleans_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , orleans_recno, alencon_recno) , 0 , 0 , 0, 2500)
		WAIT { DIALOG("add_dialog", orleans_recno, "[0005N]True. True. The enemy must be sending troops to patrol the region, looking for any stray opportunity to attack and kill our dauphin. That is why we must not leave our king behind.") }
		ACTION("give_order" , orleans_recno, "TURN" , 5 , 0 , 0 , 0 , 0 , 0, 2500)
		WAIT { FUNC("change_camera_in_cut_scene", 0, 2720, 20351, 415, 350, 180, 46) }
		WAIT { DIALOG("add_dialog", jean_recno, "[0006N]Most valuable advice, Orléans. Very well, then, let us proceed. We should stay close - there is strength in numbers and if we stand together, we will fare much better in protecting our future king.") }

		DIALOG("del_all_dialog") 
		FUNC("set_unit_can_process_in_cut_scene", 0, 1)
		FUNC("end_cut_scene_2", 0, 1)
		WAIT{ FUNC("is_cut_scene_status_black_screen") }
		WAIT{ FUNC("show_scenario_brief") }


		FUNC("set_scenario_stage", 2)
		FUNC("reset_scenario_event_bit_flag")


		FUNC("set_charmove_detect_block_flag", 0)

		FUNC("turn_camera")
		exit		
	}

	//fog distance
	if( FUNC("is_unit_inside_place", sector_one_forest_place, unit_recno) )
	{
		FUNC("set_fog_distance", 2048)
	}
	else
	{
		FUNC("set_fog_distance", 4096)
	}

	if( FUNC("is_unit_inside_place", sector_one_forest_place, joan_recno) )
	{
		FUNC("set_unit_team_vision_range", joan_recno, 1000)
	}
	else
	{
		FUNC("set_unit_team_vision_range", joan_recno, 2000)
	}
	if( FUNC("is_unit_inside_place", sector_one_forest_place, jean_recno) )
	{
		FUNC("set_unit_team_vision_range", jean_recno, 1000)
	}
	else
	{
		FUNC("set_unit_team_vision_range", jean_recno, 2000)
	}
	if( FUNC("is_unit_inside_place", sector_one_forest_place, lahire_recno) )
	{
		FUNC("set_unit_team_vision_range", lahire_recno, 1000)
	}
	else
	{
		FUNC("set_unit_team_vision_range", lahire_recno, 2000)
	}
	if( FUNC("is_unit_inside_place", sector_one_forest_place, orleans_recno) )
	{
		FUNC("set_unit_team_vision_range", orleans_recno, 1000)
	}
	else
	{
		FUNC("set_unit_team_vision_range", orleans_recno, 2000)
	}
	if( FUNC("is_unit_inside_place", sector_one_forest_place, alencon_recno) )
	{
		FUNC("set_unit_team_vision_range", alencon_recno, 1000)
	}
	else
	{
		FUNC("set_unit_team_vision_range", alencon_recno, 2000)
	}
	if( FUNC("is_unit_inside_place", sector_one_forest_place, charlies_recno) )
	{
		FUNC("set_unit_team_vision_range", charlies_recno, 1000)
	}
	else
	{
		FUNC("set_unit_team_vision_range", charlies_recno, 2000)
	}


	//--------script for enemies chasing Charles VII------------
	if( FUNC("get_scenario_bit_flag", chase_count_time_flag) == 0 )
	{
		FUNC("set_scenario_count_time")
		FUNC("set_scenario_bit_flag", chase_count_time_flag, 1)
	}
	else
	{
		if( FUNC("get_scenario_count_time") > 900000)
		{
			if( FUNC("get_unit_dist", unit_recno, charlies_recno) > 11585 )
			{
				shortest_distance = 65535
				//find valid place to spawn
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_1a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_1a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_1a
						valid_chase_place_b = chase_facility_1b
						valid_chase_place_c = chase_facility_1c
						valid_chase_place_d = chase_facility_1d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_2a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_2a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_2a
						valid_chase_place_b = chase_facility_2b
						valid_chase_place_c = chase_facility_2c
						valid_chase_place_d = chase_facility_2d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_3a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_3a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_3a
						valid_chase_place_b = chase_facility_3b
						valid_chase_place_c = chase_facility_3c
						valid_chase_place_d = chase_facility_3d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_4a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_4a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_4a
						valid_chase_place_b = chase_facility_4b
						valid_chase_place_c = chase_facility_4c
						valid_chase_place_d = chase_facility_4d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_5a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_5a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_5a
						valid_chase_place_b = chase_facility_5b
						valid_chase_place_c = chase_facility_5c
						valid_chase_place_d = chase_facility_5d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_6a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_6a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_6a
						valid_chase_place_b = chase_facility_6b
						valid_chase_place_c = chase_facility_6c
						valid_chase_place_d = chase_facility_6d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_7a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_7a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_7a
						valid_chase_place_b = chase_facility_7b
						valid_chase_place_c = chase_facility_7c
						valid_chase_place_d = chase_facility_7d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_8a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_8a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_8a
						valid_chase_place_b = chase_facility_8b
						valid_chase_place_c = chase_facility_8c
						valid_chase_place_d = chase_facility_8d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_9a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_9a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_9a
						valid_chase_place_b = chase_facility_9b
						valid_chase_place_c = chase_facility_9c
						valid_chase_place_d = chase_facility_9d
						shortest_distance = temp_distance
					}
				}
				temp_distance = FUNC("get_unit_facility_distance", unit_recno, chase_facility_10a)
				if( temp_distance > 11585 )
				{
					temp_distance = FUNC("get_unit_facility_distance", charlies_recno, chase_facility_10a)
					if( temp_distance < shortest_distance )
					{
						valid_chase_place_a = chase_facility_10a
						valid_chase_place_b = chase_facility_10b
						valid_chase_place_c = chase_facility_10c
						valid_chase_place_d = chase_facility_10d
						shortest_distance = temp_distance
					}
				}

				FUNC("facility_barrack_add_member", valid_chase_place_a, elinfant_id, 9999, 5, 22)
				FUNC("facility_barrack_add_member", valid_chase_place_b, ehinfant_id, 9999, 5, 22)
				FUNC("facility_barrack_add_member", valid_chase_place_c, earcher_id, 9999, 5, 22)
				FUNC("facility_barrack_add_member", valid_chase_place_d, ecrossman_id, 9999, 5, 22)

				FUNC("attention_call_message_2", "[0007N]The enemy is forever encroaching upon my position - I fear an ambush, and seek the support of my generals!", charlies_recno )
				FUNC("set_scenario_bit_flag", chase_count_time_flag, 0)
			}
		}
	}

	if( FUNC("is_in_danger", charlies_recno) )
	{
		if( FUNC("get_scenario_bit_flag", king_in_danger_flag) == 0 )
		{
			FUNC("attention_call_message_2", "[0008N]My health is waning - to aid my recovery I need the generals to supply some provisions, or my life will hang on a perilous thread!", charlies_recno )
			FUNC("set_scenario_bit_flag", king_in_danger_flag, 1)
		}
		if( FUNC("get_scenario_bit_flag", king_need_food_flag) == 0 )
		{
			FUNC("attention_call_message", "[0009N]Always replenish Charles VII's food stores in his inventory so he may stand a better chance of surviving any enemy ambushes.")
			FUNC("set_scenario_bit_flag", king_need_food_flag, 1)
		}
	}
	else
	{
		FUNC("set_scenario_bit_flag", king_in_danger_flag, 0)
	}
	//----------------------------------------------------------

	//jean de metz retreat
	if(FUNC("get_unit_retreat", jean_recno) == -1)
	{
		if( FUNC("get_unit_dist", jean_recno, unit_recno ) < 4000 )
		{
			FUNC("start_cut_scene_2", 1, 0, jean_recno, 200, ( 180 - FUNC("get_unit_dir", jean_recno) ), 10, 1)
			FUNC("set_unit_can_process_in_cut_scene", 0, 0)
			FUNC("set_unit_can_process_in_cut_scene", jean_recno, 1)

			FUNC("set_idle", jean_recno)
			FUNC("stop_curr_task", jean_recno)
			ACTION("give_task", jean_recno, "IDLE", 1, 1, 0, 0, 0)
			ACTION("stop_all_order", jean_recno)
						
			WAIT{ FUNC("pause_script", 1) }
			ACTION("give_task", jean_recno, "IDLE", 1, 1, 0, 0, 0)
			ACTION("stop_all_order", jean_recno)
			FUNC("set_idle", jean_recno)

			WAIT{ FUNC("is_cut_scene_status_black_screen") }
			FUNC("change_camera_in_cut_scene", 0, jean_recno, 200, ( 180 - FUNC("get_unit_dir", jean_recno) ), 10)

			WAIT{ DIALOG("add_dialog", jean_recno, "[0010N]Mademoiselle, I am afraid I cannot assist you further! My weakening health no longer allows me to fight!") }

			FUNC("enable_unit_bounding_volume", jean_recno, 0)

			WAIT{ ACTION("give_order", jean_recno, "APPROACH_PLACE", 1, 1, sector_one_retreat_place, 0, 0, 0, 3000) }

			DIALOG("del_all_dialog") 
			FUNC("end_cut_scene_2", 0, 1)
			WAIT{ FUNC("is_cut_scene_status_black_screen") }
			FUNC("del_unit_team", 2)
			WAIT{ FUNC("is_cut_scene_finished") }
		}
		else
		{
			FUNC("attention_call_message_2", "[0011N]Milady, I can assist you no longer, my weakening health no longer allows me to fight!", jean_recno )
			FUNC("del_unit_team", 2)
		}

		jean_recno = 0
	}
	//la hire retreat
	if(FUNC("get_unit_retreat", lahire_recno) == -1)
	{
		if( FUNC("get_unit_dist", lahire_recno, unit_recno ) < 4000 )
		{
			FUNC("start_cut_scene_2", 1, 0, lahire_recno, 200, ( 180 - FUNC("get_unit_dir", lahire_recno) ), 10, 1)
			FUNC("set_unit_can_process_in_cut_scene", 0, 0)
			FUNC("set_unit_can_process_in_cut_scene", lahire_recno, 1)

			FUNC("set_idle", lahire_recno)
			FUNC("stop_curr_task", lahire_recno)
			ACTION("give_task", lahire_recno, "IDLE", 1, 1, 0, 0, 0)
			ACTION("stop_all_order", lahire_recno)

			WAIT{ FUNC("pause_script", 1) }
			ACTION("give_task", lahire_recno, "IDLE", 1, 1, 0, 0, 0)
			ACTION("stop_all_order", lahire_recno)
			FUNC("set_idle", lahire_recno)

			WAIT{ FUNC("is_cut_scene_status_black_screen") }
			FUNC("change_camera_in_cut_scene", 0, lahire_recno, 200, ( 180 - FUNC("get_unit_dir", lahire_recno) ), 10)

			WAIT{ DIALOG("add_dialog", lahire_recno, "[0012N]Joan, the enemy has inflicted grave hurt upon me! I'm afraid I can battle no longer!") }

			FUNC("enable_unit_bounding_volume", lahire_recno, 0)

			WAIT{ ACTION("give_order", lahire_recno, "APPROACH_PLACE", 1, 1, sector_one_retreat_place, 0, 0, 0, 3000) }

			DIALOG("del_all_dialog") 
			FUNC("end_cut_scene_2", 0, 1)
			WAIT{ FUNC("is_cut_scene_status_black_screen") }
			FUNC("del_unit_team", 3)
			WAIT{ FUNC("is_cut_scene_finished") }
		}
		else
		{
			FUNC("attention_call_message_2", "[0013N]Joan, the enemy has inflicted grave damage on my body! I'm afraid I can battle no longer!", lahire_recno )
			FUNC("del_unit_team", 3)
		}

		lahire_recno = 0
	}
	//orleans retreat
	if(FUNC("get_unit_retreat", orleans_recno) == -1)
	{
		if( FUNC("get_unit_dist", orleans_recno, unit_recno ) < 4000 )
		{
			FUNC("start_cut_scene_2", 1, 0, orleans_recno, 200, ( 180 - FUNC("get_unit_dir", orleans_recno) ), 10, 1)
			FUNC("set_unit_can_process_in_cut_scene", 0, 0)
			FUNC("set_unit_can_process_in_cut_scene", orleans_recno, 1)

			FUNC("set_idle", orleans_recno)
			FUNC("stop_curr_task", orleans_recno)
			ACTION("give_task", orleans_recno, "IDLE", 1, 1, 0, 0, 0)
			ACTION("stop_all_order", orleans_recno)

			WAIT{ FUNC("pause_script", 1) }
			ACTION("give_task", orleans_recno, "IDLE", 1, 1, 0, 0, 0)
			ACTION("stop_all_order", orleans_recno)
			FUNC("set_idle", orleans_recno)

			WAIT{ FUNC("is_cut_scene_status_black_screen") }
			FUNC("change_camera_in_cut_scene", 0, orleans_recno, 200, ( 180 - FUNC("get_unit_dir", orleans_recno) ), 10)

			WAIT{ DIALOG("add_dialog", orleans_recno, "[0014N]Joan you must carry on without me, my wounds allow me to fight no more!") }

			FUNC("enable_unit_bounding_volume", orleans_recno, 0)

			WAIT{ ACTION("give_order", orleans_recno, "APPROACH_PLACE", 1, 1, sector_one_retreat_place, 0, 0, 0, 3000) }

			DIALOG("del_all_dialog") 
			FUNC("end_cut_scene_2", 0, 1)
			WAIT{ FUNC("is_cut_scene_status_black_screen") }
			FUNC("del_unit_team", 4)
			WAIT{ FUNC("is_cut_scene_finished") }
		}
		else
		{
			FUNC("attention_call_message_2", "[0015N]Joan, you shall have to carry on without me, for my wounds allow me to fight no more!", orleans_recno )
			FUNC("del_unit_team", 4)
		}

		orleans_recno = 0
	}
	if(alencon_recno > 0)
	{
		if( FUNC("is_unit_dead", alencon_recno) == 1 )
		{
			alencon_recno = 0
		}
	}

	if( fastolf_recno > 0 )
	{
		if( FUNC("is_unit_dead", fastolf_recno) > 0 )
		{
			FUNC("attention_call_message", "[0016N]Lord Fastolf has finally been brought down by the military prowess of the French!")
			fastolf_recno = 0
			FUNC("set_end_condition_finish" , 14, "WIN")
		}
	}
//	//fastolf retreat
//	if(FUNC("get_unit_retreat", fastolf_recno) == -1)
//	{
//		FUNC("start_cut_scene_2", 1, 0, fastolf_recno, 200, ( 180 - FUNC("get_unit_dir", fastolf_recno) ), 10, 1)
//		FUNC("set_unit_can_process_in_cut_scene", 0, 0)
//		FUNC("set_unit_can_process_in_cut_scene", fastolf_recno, 1)
//
//		FUNC("set_idle", fastolf_recno)
//		FUNC("stop_curr_task", fastolf_recno)
//		ACTION("give_task", fastolf_recno, "IDLE", 1, 1, 0, 0, 0)
//		ACTION("stop_all_order", fastolf_recno)
//
//		WAIT{ FUNC("pause_script", 1) }
//		ACTION("give_task", fastolf_recno, "IDLE", 1, 1, 0, 0, 0)
//		ACTION("stop_all_order", fastolf_recno)
//		FUNC("set_idle", fastolf_recno)
//
//		WAIT{ FUNC("is_cut_scene_status_black_screen") }
//		FUNC("change_camera_in_cut_scene", 0, fastolf_recno, 200, ( 180 - FUNC("get_unit_dir", fastolf_recno) ), 10)
//
//		WAIT{ DIALOG("add_dialog", fastolf_recno, "[0001N]You shall have to carry on the fight without me, for wounded I am and neet to seek safer grounds to heal my wounds!") }
//
//		FUNC("enable_unit_bounding_volume", fastolf_recno, 0)
//
//		WAIT{ ACTION("give_order", fastolf_recno, "APPROACH_PLACE", 1, 1, sector_one_retreat_place, 0, 0, 0, 3000) }
//
//		DIALOG("del_all_dialog") 
//		FUNC("end_cut_scene_2", 0, 1)
//		WAIT{ FUNC("is_cut_scene_status_black_screen") }
//		FUNC("del_unit", fastolf_recno)
//		WAIT{ FUNC("is_cut_scene_finished") }
//
//		fastolf_recno = 0
//	}


	if( stage == 2 || ( stage == 3 && FUNC("get_scenario_bit_flag", troop_stop_follow_joan_flag) == 0 ) )
	{
		if( FUNC("is_rts_mode") == 0 )
		{
			//if(jean_recno > 0)
			//{
			//	ACTION("give_task", jean_recno, "FOLLOW_UNIT", 2, joan_recno, 90, 0, 0)
			//}
			//if(orleans_recno > 0)
			//{
			//	ACTION("give_task", orleans_recno, "FOLLOW_UNIT", 2, joan_recno, 180, 0, 0)
			//}
			//if(lahire_recno > 0)
			//{
			//	ACTION("give_task", lahire_recno, "FOLLOW_UNIT", 2, joan_recno, 270, 0, 0)
			//}
			//if(alencon_recno > 0)
			//{
			//	ACTION("give_task", alencon_recno, "FOLLOW_UNIT", 2, orleans_recno, 180, 0, 0)
			//}
			//ACTION("give_task", charlies_recno, "FOLLOW_UNIT", 2, alencon_recno, 135, 0, 0)
		}
	}

	unit_recno = FUNC("get_main_character")
	interact_item_recno = FUNC("get_interact_item_recno", unit_recno)
	interact_unit_recno = FUNC("get_interact_unit_recno", unit_recno)

	//if( citizen_recno > 0 && interact_unit_recno == citizen_recno )
	//{
	//	FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
	//	FUNC("set_unit_can_process_in_cut_scene", citizen_recno, 1)	// all unit can process
	//	ACTION("stop_all_order", unit_recno) 
	//	FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

	//	// set main character to idle
	//	FUNC("set_idle", unit_recno) 

	//	// set weapon seller to idle and rotate him
	//	ACTION("stop_all_order", citizen_recno ) 
	//	ACTION("give_order" , citizen_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , citizen_recno , unit_recno) , 0 , 0 , 0, 2500)
	//	ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , citizen_recno) , 0 , 0 , 0, 2500)

	//	WAIT { DIALOG("add_dialog", citizen_recno, "[0004N]Thanks! Here is the cross.") }
	//	// leave cut scene
	//	DIALOG("del_all_dialog") 

	//	FUNC( "give_item_to_unit", "CROSS_C", 0, 1, unit_recno )

	//	FUNC("set_interact_unit_recno", unit_recno, 0) 
	//	FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
	//	WAIT{ FUNC("is_cut_scene_finished") }

	//	FUNC("set_can_interact_flag", citizen_recno, 0)
	//}

	if( sector_two_citizen_a > 0 && interact_unit_recno == sector_two_citizen_a )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_two_citizen_a, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_two_citizen_a ) 
		FUNC("set_idle", sector_two_citizen_a) 

		ACTION("give_order" , sector_two_citizen_a, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_two_citizen_a , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_two_citizen_a) , 0 , 0 , 0, 2500)

		if( FUNC("get_interact_stage", sector_two_citizen_a) == 0 )
		{
			WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0017N]I am not allowed to talk with you...") }
			FUNC("set_interact_stage", sector_two_citizen_a, 1)
			FUNC("set_can_interact_flag", sector_two_citizen_a, 0)
		}
		else if( FUNC("get_interact_stage", sector_two_citizen_a) == 1 )
		{
			if( FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 1 )
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0018N]I mustn't talk now - can you not see that our lives are in great peril?") }
			}
		}
		else if( FUNC("get_interact_stage", sector_two_citizen_a) == 2 )
		{
			WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0019N]I have yet to see such a display of courage and fortitude from anyone!") }

			if( FUNC("get_scenario_event_bit_flag", save_children_flag) == 0 )
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0020N]My family will be sure to hear of your uncommon display of valor, but they are trapped among the towers! Please see if you can rescue them!") }

				FUNC("set_interact_stage", sector_two_citizen_a, 3)
				FUNC("set_end_condition_enabled", 8, 1)
			}
			else
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0021N]My friends will be sure to hear of your uncommon display of valor! Your exploits here will be remembered long after we have left this earthly realm!") }
				FUNC("set_can_interact_flag", sector_two_citizen_a, 0)
			}
		}
		else
		{
			if( FUNC("get_scenario_event_bit_flag", save_children_flag) == 0 )
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0019N]I have yet to see such a display of courage and fortitude from anyone!") }
				WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0020N]My family will be sure to hear of your uncommon display of valor, but they are trapped among the towers! Please see if you can rescue them!") }
			}
			else
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_a, "[0021N]My friends will be sure to hear of your uncommon display of valor! Your exploits here will be remembered long after we have left this earthly realm!") }
				FUNC("set_can_interact_flag", sector_two_citizen_a, 0)
			}
		}
		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_two_citizen_b > 0 && interact_unit_recno == sector_two_citizen_b )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_two_citizen_b, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_two_citizen_b ) 
		FUNC("set_idle", sector_two_citizen_b) 

		ACTION("give_order" , sector_two_citizen_b, "TURN" , 3 , 0 , FUNC("get_rotation", sector_two_citizen_b, unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation", unit_recno, sector_two_citizen_b) , 0 , 0 , 0, 2500)

		if( FUNC("get_interact_stage", sector_two_citizen_b) == 0 )
		{
			WAIT { DIALOG("add_dialog", sector_two_citizen_b, "[0022N]I - have nothing to say...") }
			FUNC("set_interact_stage", sector_two_citizen_b, 1)
			FUNC("set_can_interact_flag", sector_two_citizen_b, 0)
		}
		else if( FUNC("get_interact_stage", sector_two_citizen_b) == 1 )
		{
			if( FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 1 )
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_b, "[0023N]I cannot talk now - I must run for safety!") }
			}
		}
		else if( FUNC("get_interact_stage", sector_two_citizen_b) == 2 )
		{
			WAIT { DIALOG("add_dialog", sector_two_citizen_b, "[0024N]Praise the Lord! We're saved from the evil Burgundians! They forced us never to reveal their true intentions, otherwise they threatened to kill our elders! That is why we dared not say a word!") }
			if( FUNC("get_scenario_event_bit_flag", save_children_flag) == 0 )
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_b, "[0025N]Please, our castle is freed, but some of our less fortunate elders have been locked in the cells within the castle walls! Please free them!") }
				FUNC("set_end_condition_enabled", 8, 1)
			}
			else
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_b, "[0026N]I thank thee again for saving the innocent elders of this town - Auxerres may once again be in peace!") }
				FUNC("set_can_interact_flag", sector_two_citizen_b, 0)
			}
		}
		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_two_citizen_c > 0 && interact_unit_recno == sector_two_citizen_c )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_two_citizen_c, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_two_citizen_c ) 
		FUNC("set_idle", sector_two_citizen_c) 

		ACTION("give_order" , sector_two_citizen_c, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_two_citizen_c , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_two_citizen_c) , 0 , 0 , 0, 2500)

		if( FUNC("get_interact_stage", sector_two_citizen_c) == 0 )
		{
			WAIT { DIALOG("add_dialog", sector_two_citizen_c, "[0027N]Go away - leave me be!") }
			FUNC("set_interact_stage", sector_two_citizen_c, 1)
			FUNC("set_can_interact_flag", sector_two_citizen_c, 0)
		}
		else if( FUNC("get_interact_stage", sector_two_citizen_c) == 1 )
		{
			if( FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 1 )
			{
				WAIT { DIALOG("add_dialog", sector_two_citizen_c, "[0028N]I must seek refuge from the enemy attacks!") }
			}
		}
		else if( FUNC("get_interact_stage", sector_two_citizen_c) == 2 )
		{
			WAIT { DIALOG("add_dialog", sector_two_citizen_c, "[0029N]I thank thee for liberating our beloved Auxerres from the evil grasp of the Burgundians and English! Please, o warrior of virtue, accept this meager token of gratitude!") }
			FUNC( "give_item_to_unit", "fd_meat", 1, 1, unit_recno )
			FUNC( "give_item_to_unit", "fd_fish", 1, 1, unit_recno )
			FUNC("set_can_interact_flag", sector_two_citizen_c, 0)
			//FUNC("attention_call_message", "[0001N]You have been rewarded a leg of ham and fish to replenish your health.")
		}
		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_three_citizen_a > 0 && interact_unit_recno == sector_three_citizen_a )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_three_citizen_a, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", interact_unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_three_citizen_a ) 

		ACTION("give_order" , sector_three_citizen_a, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_three_citizen_a , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_three_citizen_a) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_three_citizen_a, "[0030N]Bonjour fellow French! You must pass the castle of Troyes on the way to Reims.") }
		WAIT { DIALOG("add_dialog", sector_three_citizen_a, "[0031N]The walls are fortified and the entrance is constantly guarded. You may require the assistance of siege weapons if you wish to pass.") }
		WAIT { DIALOG("add_dialog", sector_three_citizen_a, "[0032N]Follow the path to the right - there is an English camp near la Montagne du Lion which, rumor claims, conceals siege machines.") }
		WAIT { DIALOG("add_dialog", sector_three_citizen_a, "[0033N]You may be able to secure a means to damage the walls to Troyes on top of the hill.") }

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_three_citizen_b > 0 && interact_unit_recno == sector_three_citizen_b )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_three_citizen_b, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_three_citizen_b ) 

		ACTION("give_order" , sector_three_citizen_b, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_three_citizen_b , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_three_citizen_b) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_three_citizen_b, "[0034N]Salutations! Word spreads fast in the countryside - we are all well aware of your procession towards Reims to crown our future king.") }
		WAIT { DIALOG("add_dialog", sector_three_citizen_b, "[0035N]You must have come a long way - should you need provisions for the remainder of your journey, there is a shoppe within the walls of Troyes.") }

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_three_citizen_c > 0 && interact_unit_recno == sector_three_citizen_c )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_three_citizen_c, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_three_citizen_c ) 

		ACTION("give_order" , sector_three_citizen_c, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_three_citizen_c , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_three_citizen_c) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_three_citizen_c, "[0036N]O brave and noble soul, this senseless war has lingered for far too long...") }
		WAIT { FUNC("change_camera_in_cut_scene", 0, 39908, 29407, 699, 350, -116, 29) }
		WAIT { DIALOG("add_dialog", sector_three_citizen_c, "[0037N]...our land lies fallow, our resources scant.") }
		WAIT { FUNC("change_camera_in_cut_scene", 0, unit_recno, 200, ( 180 - FUNC("get_unit_dir", unit_recno) ), 10) }
		WAIT { DIALOG("add_dialog", sector_three_citizen_c, "[0038N]We all long for the day you will bring peace back to France!") }

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_three_citizen_d > 0 && interact_unit_recno == sector_three_citizen_d )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_three_citizen_d, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_three_citizen_d ) 

		ACTION("give_order" , sector_three_citizen_d, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_three_citizen_d , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_three_citizen_d) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_three_citizen_d, "[0039N]We have gathered some foodstuff for your purposes - I hope you find our meager rations acceptable and pray that you may put them to good use.") }
		FUNC( "give_item_to_unit", "fd_fish", 1, 1, unit_recno )
		FUNC( "give_item_to_unit", "fd_chicken", 1, 1, unit_recno )
		FUNC( "give_item_to_unit", "fd_bread_L", 1, 2, unit_recno )
		FUNC("set_can_interact_flag", sector_three_citizen_d, 0)

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_three_citizen_e > 0 && interact_unit_recno == sector_three_citizen_e )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_three_citizen_e, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_three_citizen_e ) 

		ACTION("give_order" , sector_three_citizen_e, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_three_citizen_e , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_three_citizen_e) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_three_citizen_e, "[0040N]Bonjour. If you wish to reach Reims, you shall have to find a way around Troyes, just ahead. Be wary, for there are numerous enemies lurking within the castle walls.") }

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_one_potion_seller > 0 && interact_unit_recno == sector_one_potion_seller )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_one_potion_seller, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_one_potion_seller ) 
		ACTION("give_order" , sector_one_potion_seller, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_one_potion_seller , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_one_potion_seller) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_one_potion_seller, "[0041N]Bienvenue, welcome, please feel free to look around.") }
		// leave cut scene
		DIALOG("del_all_dialog") 
		// change to buy weapon interface, wait until finish buying
		WAIT { FUNC("start_buy_interface", sector_one_potion_shop, sector_one_potion_seller) } 
		WAIT { DIALOG("add_dialog", sector_one_potion_seller, "[0042N]Merci beaucoup!") }
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}

	if( priest_recno > 0 && interact_unit_recno == priest_recno )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", priest_recno, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", priest_recno ) 
		ACTION("give_order" , priest_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , priest_recno , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , priest_recno) , 0 , 0 , 0, 2500)

		if( FUNC("get_interact_stage", priest_recno) == 0 )
		{
			WAIT { DIALOG("add_dialog", priest_recno, "[0043N]We mustn't talk now - our lives are in peril! I suggest you cleanse Chalons of the enemy first!") }
		}
		else
		{
			WAIT { DIALOG("add_dialog", priest_recno, "[0044N]Someone up there is certainly looking after us! We are eternally grateful for your daring success in liberating our enslaved town!") }
			WAIT { DIALOG("add_dialog", priest_recno, "[0045N]I have nothing to give you, except an encouraging word and this key - it unlocks a chest that lies in the farmland, due west from here, straight beyond these gates.") }
			WAIT { DIALOG("add_dialog", priest_recno, "[0046N]You stand a fighting chance to reach the chest and claim its reward - an ancient ruby cross that transcends generations. It has brought me luck, and I prey to God that it will bring luck to you also.") }
			FUNC("set_can_interact_flag", priest_recno, 0)
			FUNC( "give_item_to_unit", "keyS6_sacredkey", 1, 1, unit_recno )
		}
		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( councillor_recno > 0 && interact_unit_recno == councillor_recno )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", councillor_recno, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", councillor_recno ) 
		ACTION("give_order" , councillor_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , councillor_recno , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , councillor_recno) , 0 , 0 , 0, 2500)

		if( FUNC("get_interact_stage", councillor_recno) == 0 )
		{
			WAIT { DIALOG("add_dialog", councillor_recno, "[0047N]There is no time to talk! The enemy is upon us!") }
		}
		else
		{
			//WAIT { DIALOG("add_dialog", councillor_recno, "[0004N]The citizens of Chalons-sur-Marne are overjoyed by your noble deed! They are all in line to pay homage to you and your brave men!") }
			WAIT { DIALOG("add_dialog", councillor_recno, "[0048N]As councillor of Chalons, I would like to express our joy at your noble deed!") }
			WAIT { DIALOG("add_dialog", councillor_recno, "[0049N]I bear gifts from our villagers - only food, I'm afraid, but it is symbolic of our gratitude!") }
			FUNC("set_can_interact_flag", councillor_recno, 0)
			FUNC( "give_item_to_unit", "fd_bread_L", 1, 1, unit_recno )
			FUNC( "give_item_to_unit", "fd_meat", 1, 1, unit_recno )
			FUNC( "give_item_to_unit", "fd_fish", 1, 1, unit_recno )
		}

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_seven_citizen_1 > 0 && interact_unit_recno == sector_seven_citizen_1 )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_seven_citizen_1, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_seven_citizen_1 ) 
		ACTION("give_order" , sector_seven_citizen_1, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_seven_citizen_1 , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_seven_citizen_1) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_seven_citizen_1, "[0050N]Please take this in exchange for our gratitude!") }
		FUNC( "give_item_to_unit", "fd_bread_L", 1, 1, unit_recno )
		FUNC( "give_item_to_unit", "fd_bread_s", 1, 1, unit_recno )

		FUNC("set_can_interact_flag", sector_seven_citizen_1, 0)

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_seven_citizen_2 > 0 && interact_unit_recno == sector_seven_citizen_2 )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_seven_citizen_2, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_seven_citizen_2 ) 
		ACTION("give_order" , sector_seven_citizen_2, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_seven_citizen_2 , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_seven_citizen_2) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_seven_citizen_2, "[0051N]Go on - it's all I have, but I must repay you for bringing freedom to our lands!") }
		FUNC( "give_item_to_unit", "fd_meat", 1, 1, unit_recno )

		FUNC("set_can_interact_flag", sector_seven_citizen_2, 0)

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_seven_citizen_3 > 0 && interact_unit_recno == sector_seven_citizen_3 )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_seven_citizen_3, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_seven_citizen_3 ) 
		ACTION("give_order" , sector_seven_citizen_3, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_seven_citizen_3 , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_seven_citizen_3) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_seven_citizen_3, "[0052N]Accept this small tribute in your honor!") }
		FUNC( "give_item_to_unit", "fd_apple", 1, 1, unit_recno )

		FUNC("set_can_interact_flag", sector_seven_citizen_3, 0)

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_seven_citizen_4 > 0 && interact_unit_recno == sector_seven_citizen_4 )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_seven_citizen_4, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_seven_citizen_4 ) 
		ACTION("give_order" , sector_seven_citizen_4, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_seven_citizen_4 , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_seven_citizen_4) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_seven_citizen_4, "[0053N]I have nothing in the way of food. All I can give you is an encouraging word and this cross - it is an ancient cross that has transpired generations. Perhaps the luck it has brought to me may be passed on to you and your men!") }
		FUNC( "give_item_to_unit", "CROSS_C", 0, 1, unit_recno )

		FUNC("set_can_interact_flag", sector_seven_citizen_4, 0)

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_seven_citizen_5 > 0 && interact_unit_recno == sector_seven_citizen_5 )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_seven_citizen_5, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_seven_citizen_5 ) 
		ACTION("give_order" , sector_seven_citizen_5, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_seven_citizen_5 , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_seven_citizen_5) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_seven_citizen_5, "[0054N]Food is scarce during autumn, but the fish still swim freely! Please accept this offering - I caught it myself!") }
		//FUNC( "give_item_to_unit", "fd_fish", 1, 1, unit_recno )

		FUNC("set_can_interact_flag", sector_seven_citizen_5, 0)

		// leave cut scene
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}

	if( sector_one_weapon_seller > 0 && interact_unit_recno == sector_one_weapon_seller )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_one_weapon_seller, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_one_weapon_seller ) 
		ACTION("give_order" , sector_one_weapon_seller, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_one_weapon_seller , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_one_weapon_seller) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_one_weapon_seller, "[0055N]Hello! Need some weapons, eh? Well, you've come to the right place!") }
		// leave cut scene
		DIALOG("del_all_dialog") 
		// change to buy weapon interface, wait until finish buying
		WAIT { FUNC("start_buy_interface", sector_one_weapon_shop, sector_one_weapon_seller) } 
		WAIT { DIALOG("add_dialog", sector_one_weapon_seller, "[0056N]I bid thee farewell and godspeed in all your endeavors!") }
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_two_weapon_seller > 0 && interact_unit_recno == sector_two_weapon_seller )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_two_weapon_seller, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_two_weapon_seller ) 
		ACTION("give_order" , sector_two_weapon_seller, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_two_weapon_seller , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_two_weapon_seller) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_two_weapon_seller, "[0057N]Greetings! All the finest pain-inflicting weaponry you shall find here!") }
		// leave cut scene
		DIALOG("del_all_dialog") 
		// change to buy weapon interface, wait until finish buying
		WAIT { FUNC("start_buy_interface", sector_two_weapon_shop, sector_two_weapon_seller) } 
		WAIT { DIALOG("add_dialog", sector_two_weapon_seller, "[0058N]May the goddess of victory ever illuminate your path!") }
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_three_potion_seller > 0 && interact_unit_recno == sector_three_potion_seller )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_three_potion_seller, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set seller to idle and rotate him
		ACTION("stop_all_order", sector_three_potion_seller ) 
		ACTION("give_order" , sector_three_potion_seller, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_three_potion_seller , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_three_potion_seller) , 0 , 0 , 0, 2500)

		if( FUNC("get_scenario_event_bit_flag", troyes_capture_flag) == 0 )
		{
			WAIT { DIALOG("add_dialog", sector_three_potion_seller, "[0059N]Monsieur, much as I'd like to serve your needs, if the enemy see me they will have my head! I beg you, rid us of the enemy threat first!") }
		}
		else
		{
			if( FUNC("get_interact_stage", sector_three_potion_seller) == 0 )
			{
				WAIT { DIALOG("add_dialog", sector_three_potion_seller, "[0060N]Bonjour - and indeed, a good day it is without having to service enemy scum!") }
				WAIT { DIALOG("add_dialog", sector_three_potion_seller, "[0061N]I've had a bellyful of their requests - pound on this, sharpen that... At least now I can be of service to the royal Valois cause! Tell me, how can I help you?") }
			}
			else
			{
				WAIT { DIALOG("add_dialog", sector_three_potion_seller, "[0062N]Hello again! I see you require my services once more. Always happy to serve!") }
			}

			// leave cut scene
			DIALOG("del_all_dialog") 
			// change to buy weapon interface, wait until finish buying
			WAIT { FUNC("start_buy_interface", sector_three_potion_shop, sector_three_potion_seller) } 

			if( FUNC("get_interact_stage", sector_three_potion_seller) == 0)
			{
				WAIT { DIALOG("add_dialog", sector_three_potion_seller, "[0063N]Before you go - I was ordered to craft this fine mace for the English general - Bedford, I believe his name is. Anyway, I have no need for it - perhaps you may find it useful?") }
				FUNC( "give_item_to_unit", "LA_HIRE_MACE_LV3", 1, 1, unit_recno )
				FUNC("set_interact_stage", sector_three_potion_seller, 1)
			}
			else
			{
				WAIT { DIALOG("add_dialog", sector_three_potion_seller, "[0064N]It has been a pleasure to serve a fellow citizen - do return anytime!") }
			}
		}

		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_five_weapon_seller > 0 && interact_unit_recno == sector_five_weapon_seller )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_five_weapon_seller, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_five_weapon_seller ) 
		ACTION("give_order" , sector_five_weapon_seller, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_five_weapon_seller , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_five_weapon_seller) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_five_weapon_seller, "[0065N]Do have a look - we are mighty proud of our weapons, that we are!") }
		// leave cut scene
		DIALOG("del_all_dialog") 
		// change to buy weapon interface, wait until finish buying
		WAIT { FUNC("start_buy_interface", sector_five_weapon_shop, sector_five_weapon_seller) } 
		WAIT { DIALOG("add_dialog", sector_five_weapon_seller, "[0066N]Thanks for stopping by!") }
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}
	if( sector_six_potion_seller > 0 && interact_unit_recno == sector_six_potion_seller )
	{
		FUNC("set_unit_can_process_in_cut_scene", 0, 0)	// all unit can process
		FUNC("set_unit_can_process_in_cut_scene", sector_six_potion_seller, 1)	// all unit can process
		ACTION("stop_all_order", unit_recno) 
		FUNC("set_cut_scene_flag" , 1)	// enter cut scene! 

		// set main character to idle
		FUNC("set_idle", unit_recno) 

		// set weapon seller to idle and rotate him
		ACTION("stop_all_order", sector_six_potion_seller ) 
		ACTION("give_order" , sector_six_potion_seller, "TURN" , 3 , 0 , FUNC("get_rotation" , sector_six_potion_seller , unit_recno) , 0 , 0 , 0, 2500)
		ACTION("give_order" , unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , unit_recno , sector_six_potion_seller) , 0 , 0 , 0, 2500)

		WAIT { DIALOG("add_dialog", sector_six_potion_seller, "[0067N]Hello! In times of need, nothing beats a refreshing ration of produce to pacify the pangs of hunger!") }
		// leave cut scene
		DIALOG("del_all_dialog") 
		// change to buy weapon interface, wait until finish buying
		WAIT { FUNC("start_buy_interface", sector_six_potion_shop, sector_six_potion_seller) } 
		WAIT { DIALOG("add_dialog", sector_six_potion_seller, "[0068N]Good luck in the war!") }
		DIALOG("del_all_dialog") 

		FUNC("set_interact_unit_recno", unit_recno, 0) 
		FUNC("set_cut_scene_flag" , 0)	// leave cut scene!
		WAIT{ FUNC("is_cut_scene_finished") }
	}


	// from Gien to forest outside Gien
	if(stage == 2)
	{

		if( FUNC("get_scenario_bit_flag", sector_1_arrive_bridge_flag) == 0 )
		{
			//if( FUNC("is_unit_inside_place", sector_one_bridge_place, joan_recno) == 1 || FUNC("is_unit_inside_place", sector_one_bridge_place, jean_recno) == 1 || FUNC("is_unit_inside_place", sector_one_bridge_place, lahire_recno) == 1 || FUNC("is_unit_inside_place", sector_one_bridge_place, orleans_recno) == 1 || FUNC("is_unit_inside_place", sector_one_bridge_place, alencon_recno) == 1 || FUNC("is_unit_inside_place", sector_one_bridge_place, charlies_recno) == 1 )
			if( FUNC("people_by_nation_exist_in_place", sector_one_bridge_place, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 3940, 23984, 564, 156, 0, 24) }
				WAIT { DIALOG("add_dialog", lahire_recno, "[0069N]Behold - the forest of Gien. It looks ominous and very eerie.") }
				WAIT { FUNC("change_camera_in_cut_scene", 0, 5763, 23797, 193, 156, -179, 9) }
				WAIT { DIALOG("add_dialog", jean_recno, "[0070N]Indeed, many a legend tells of those who have entered it, and were never seen again.") }
				WAIT { DIALOG("add_dialog", orleans_recno, "[0071N]Yet pass through it we must, as this is the only path leading to Reims, and our Dauphin's loyal followers await his arrival, but be alert for enemy ambushes!") }

				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_scenario_bit_flag", sector_1_arrive_bridge_flag, 1)

				FUNC("minimap_set_way_point", 1, 20078.0, 24823.0, 0.0, 1, 0 )
			}
		}

		if( FUNC("get_scenario_bit_flag", sector_1_find_enemy_flag) == 0 )
		{
			//if( FUNC("number_of_enemy_in_place", sector_one_find_enemy_place_1, earl_recno) > 0 || FUNC("number_of_enemy_in_place", sector_one_find_enemy_place_2, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_one_find_enemy_place_1, "FRENCH") > 0 || FUNC("people_by_nation_exist_in_place", sector_one_find_enemy_place_2, "FRENCH") > 0 )
			{
				FUNC("attention_call_message_2", "[0072N]It's the enemy - prepare for combat! We must protect the king at all costs, less he should fall into peril!", jean_recno )
				FUNC("set_scenario_bit_flag", sector_1_find_enemy_flag, 1) 
			}
		}
		if( FUNC("get_scenario_bit_flag", sector_1_kill_enemy_flag) == 0 )
		{
			if( sector_one_counter == 10 )
			{
				if( FUNC("is_unit_dead", sector_one_light_cap_recno_a) == 1 ||  FUNC("is_unit_dead", sector_one_light_cap_recno_g) == 1 )
				{
					//FUNC("attention_call_message_2", "[0001N]We should take heed and proceed with precaution. I fear there are numerous pockets of enemy resistence further into the forest.", charlies_recno )
					FUNC("attention_call_message_2", "[0073N]This is proving to be a most frightful excursion through the forest! Orléans was right - they are intent on killing me!", charlies_recno )
					FUNC("attention_call_message_2", "[0074N]There must be many more enemies lurking among the trees - take heed, gentlemen, and proceed with caution!", charlies_recno )
					if( alencon_recno > 0 )
					{
						FUNC("attention_call_message_2", "[0075N]Remember why we are here - the king must reach Reims, and we must protect him, with our lives if necessary!", alencon_recno )
						FUNC("attention_call_message_2", "[0076N]We must not leave our king behind, for there's no telling when or if enemy units have been dispatched to seek him out and assassinate him!", alencon_recno )
					}
					FUNC("set_scenario_bit_flag", sector_1_kill_enemy_flag, 1)
				}
			}
		}

		if( sector_one_light_cap_recno_a > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_a) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_a = 0
		}
		if( sector_one_light_cap_recno_b > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_b) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_b = 0
		}
		if( sector_one_light_cap_recno_c > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_c) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_c = 0
		}
		if( sector_one_light_cap_recno_d > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_d) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_d = 0
		}
		if( sector_one_light_cap_recno_e > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_e) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_e = 0
		}
		if( sector_one_light_cap_recno_f > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_f) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_f = 0
		}
		if( sector_one_light_cap_recno_g > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_g) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_g = 0
		}
		if( sector_one_light_cap_recno_h > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_h) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_h = 0
		}
		if( sector_one_light_cap_recno_i > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_i) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_i = 0
		}
		if( sector_one_light_cap_recno_j > 0 && FUNC("is_unit_dead", sector_one_light_cap_recno_j) == 1 )
		{
			sector_one_counter = ( sector_one_counter - 1 )
			sector_one_light_cap_recno_j = 0
		}
		
		if( FUNC("get_scenario_bit_flag", sector_2_see_auxerres_flag) == 0 )
		{
			//if( FUNC("number_of_enemy_in_place", sector_two_see_auxerres_place_recno, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_two_see_auxerres_place_recno, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", unit_recno, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 19432, 23379, 596, 188, 39, 9) }
				WAIT { DIALOG("add_dialog", charlies_recno, "[0077N]Ahead lies Auxerres. I believe the English and Burgundians have relinquished command of this castle. Let us march forward - the enemy is present, but they are few and far between - I suspect they will not put up much of a fight.") }
				DIALOG("del_all_dialog") 

				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_scenario_bit_flag", sector_2_see_auxerres_flag, 1)
			}
		}

		//if( FUNC("is_unit_inside_place", sector_two_open_gate_place_recno, unit_recno) ) //&& FUNC("get_scenario_event_bit_flag", 0) == 0 )
		//if( FUNC("number_of_fightable_enemy_in_place", sector_two_open_gate_place_recno, earl_recno) > 0 )
		if( FUNC("people_by_nation_exist_in_place", sector_two_open_gate_place_recno, "FRENCH") > 0 )
		{
			//cut scene
			FUNC("set_unit_can_process_in_cut_scene", 0, 0)
			//FUNC("set_unit_can_process_in_cut_scene", unit_recno, 0)
			WAIT { FUNC("start_cut_scene", 0, 0, 18941, 25042, 301, 188, -16, 3) }
			WAIT { DIALOG("add_dialog", sector_two_gate_guard_recno, "[0078N]Halt! Who goes there?") }
			WAIT { DIALOG("add_dialog", sector_two_gate_guard_recno, "[0079N]It appears there are French soldiers wanting to traverse the town - they seek the right of passage!") }
			WAIT { FUNC("change_camera_in_cut_scene", 0, 20847, 24687, 578, 188, 162, 18) }
			WAIT { DIALOG("add_dialog", sector_two_gate_guard_recno, "[0080N]Oy there! We are undergoing full retreat in the region - you shall not encounter resistance here.") }
			WAIT { FUNC("change_camera_in_cut_scene", 0, 18941, 25042, 301, 188, -16, 3) }
			FUNC("add_gate_trigger", sector_two_entrance_recno, 0)
			WAIT { DIALOG("add_dialog", sector_two_gate_guard_recno, "[0081N]Raise the gate! French forces wish to pass!") }

			DIALOG("del_all_dialog") 
			FUNC("set_unit_can_process_in_cut_scene", 0, 1)
			FUNC("end_cut_scene", 0)
			WAIT{ FUNC("is_cut_scene_finished") }

			FUNC("set_scenario_stage", 3)
			FUNC("minimap_set_way_point", 1, 20078.0, 24823.0, 0.0, 0, 0 )
		}
	}

	if(stage == 3)
	{
		// treasure box for the cross
		if ( interact_item_recno == sector_six_sacred_recno && sector_six_sacred_recno > 0 )
		{
			if ( FUNC("get_item_quantity_in_unit_inventory", key_sacred_id, unit_recno) > 0 )
			{
				FUNC("add_gate_trigger", sector_six_sacred_recno, 0)
				FUNC("remove_item_from_unit_inventory", key_sacred_id, unit_recno)
				FUNC("set_item_can_interact_flag", sector_six_sacred_recno, 0)  
			}
			else if ( unit_recno == jean_recno )
			{
				FUNC("attention_call_message", "[0082N]The sacred cross chest can only be opened with the sacred chest key.")
			}
			else
			{
				FUNC("attention_call_message", "[0082N]The sacred cross chest can only be opened with the sacred chest key.")
			}
			interact_item_recno = 0
		}

		if( FUNC("get_scenario_bit_flag", troop_stop_follow_joan_flag) == 0 && FUNC("is_unit_inside_place", sector_two_open_gate_place_recno, joan_recno) )
		{
			//FUNC("stop_curr_task", jean_recno)
			FUNC("stop_curr_task", orleans_recno)
			FUNC("stop_curr_task", lahire_recno)
			FUNC("stop_curr_task", charlies_recno)
			FUNC("stop_curr_task", alencon_recno)
			FUNC("set_scenario_bit_flag", troop_stop_follow_joan_flag, 1)
		}

		// joan come inside the castle
		if(FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 0)
		{
			if( FUNC("get_scenario_bit_flag", sector_2_talk_citizen_flag) == 0 )
			{
				if( FUNC("get_interact_stage", sector_two_citizen_a) == 1 && FUNC("get_interact_stage", sector_two_citizen_b) == 1 && FUNC("get_interact_stage", sector_two_citizen_c) == 1 )
				{
					FUNC("attention_call_message_2", "[0083N]The citizens of Auxerres are behaving rather erratically, don't you think? Anyway, we move on - the coronation ceremony awaits.", charlies_recno )
					FUNC("set_scenario_bit_flag", sector_2_talk_citizen_flag, 1)
				}
			}

			//if(FUNC("is_unit_inside_place", sector_two_trap_place_recno, joan_recno) == 1)
			if( FUNC("number_of_fightable_enemy_in_place", sector_two_trap_place_recno, earl_recno) > 60 )
			{
				FUNC("set_territory_nation", "Auxerres", "English")
				FUNC("set_minimap_icon_display_enable", "fcastle_s6l2", 0)
				FUNC("set_minimap_icon_display_enable", "ecastle_s6l2", 1)
				FUNC("set_item_nation", sector_two_tower_1_recno, "ENGLISH")
				FUNC("set_item_nation", sector_two_tower_2_recno, "ENGLISH")
				FUNC("set_item_nation", sector_two_tower_3_recno, "ENGLISH")
				FUNC("set_item_nation", sector_two_tower_4_recno, "ENGLISH")
				FUNC("set_item_nation", sector_two_wall_1, "ENGLISH")
				FUNC("set_item_nation", sector_two_exit_recno, "ENGLISH")
				FUNC("set_item_nation", sector_two_entrance_recno, "ENGLISH")

				//FUNC("attention_call_message_2", "[0086N]Lower the gates! The French have stumbled into our trap! Destroy them!", "Auxerres Gate Guard")
				//spawn enemy
				FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_a, blinfcap_id, 208, 20, "Aleyn Thistleton", "Thistleton")
				FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_b, blinfcap_id, 209, 20, "Richer Weston", "Weston")
				FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_c, blinfcap_id, 210, 20, "Stephen Vidua", "Vidua")
				FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_d, blinfcap_id, 226, 20, "Waut Bischop", "Bischop")
				FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_e, bhinfcap_id, 227, 20, "Peter Hatter", "Hatter")
				FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_f, barccap_id, 228, 20, "Bertram Strony", "Strony")

				FUNC("facility_barrack_add_leader", sector_two_english_spawn_recno_a, elinfcap_id, 211, 20, "Magnus Roche", "Roche")
				FUNC("facility_barrack_add_leader", sector_two_english_spawn_recno_b, elinfcap_id, 212, 20, "Alward Northiby", "Northiby")
				FUNC("facility_barrack_add_leader", sector_two_english_spawn_recno_c, elinfcap_id, 213, 20, "Baldwin Lambert", "Lambert")

				FUNC("set_unit_team", sector_two_gate_guard_recno, 201)
				FUNC("set_team_nation", 201, "ENGLISH")
				FUNC("set_team_nation", 202, "ENGLISH")
				FUNC("set_team_nation", 203, "ENGLISH")
				FUNC("set_team_nation", 204, "ENGLISH")
				FUNC("set_team_nation", 205, "ENGLISH")
				FUNC("set_team_nation", 206, "ENGLISH")
				FUNC("set_team_nation", 207, "ENGLISH")
				FUNC("set_team_nation", 214, "ENGLISH")
				FUNC("set_team_nation", 215, "ENGLISH")
				FUNC("set_team_nation", 216, "ENGLISH")
				FUNC("set_team_nation", 221, "ENGLISH")
				FUNC("set_team_nation", 222, "ENGLISH")
				FUNC("set_team_nation", 223, "ENGLISH")
				FUNC("set_team_nation", 224, "ENGLISH")
				FUNC("set_team_nation", 225, "ENGLISH")

				ACTION("give_task", team_203_cap_recno, "TOWER_ATTACK", 2, 3000, 0, 0, 0)
				ACTION("give_task", team_205_cap_recno, "TOWER_ATTACK", 2, 3000, 0, 0, 0)
				ACTION("give_task", team_216_cap_recno, "TOWER_ATTACK", 2, 3000, 0, 0, 0)
				ACTION("give_task", team_223_cap_recno, "TOWER_ATTACK", 2, 3000, 0, 0, 0)

				//cut scene
				WAIT { FUNC("pause_script", 1000) }
				FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_a, blinfant_id, 208, 2, 20)
				FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_b, blinfant_id, 209, 2, 20)
				FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_c, blinfant_id, 210, 2, 20)
				FUNC("facility_barrack_add_member", sector_two_english_spawn_recno_a, elinfant_id, 211, 2, 20)
				FUNC("facility_barrack_add_member", sector_two_english_spawn_recno_b, elinfant_id, 212, 2, 20)
				FUNC("facility_barrack_add_member", sector_two_english_spawn_recno_c, elinfant_id, 213, 2, 20)
				FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_d, blinfant_id, 226, 6, 20)
				FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_e, bhinfant_id, 227, 6, 20)
				FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_f, barcher_id, 228, 6, 20)

				team_208_cap_recno = FUNC("search_unit_by_name", "Aleyn Thistleton")
				team_209_cap_recno = FUNC("search_unit_by_name", "Richer Weston")
				team_210_cap_recno = FUNC("search_unit_by_name", "Stephen Vidua")
				team_211_cap_recno = FUNC("search_unit_by_name", "Magnus Roche")
				team_212_cap_recno = FUNC("search_unit_by_name", "Alward Northiby")
				team_213_cap_recno = FUNC("search_unit_by_name", "Baldwin Lambert")

				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 23137, 25799, 315, 188, -149, 26) }
				FUNC("set_unit_can_process_in_cut_scene", team_208_cap_recno, 1 )
				FUNC("set_unit_can_process_in_cut_scene", team_209_cap_recno, 1 )
				FUNC("set_unit_can_process_in_cut_scene", team_210_cap_recno, 1 )

				FUNC("set_unit_track", team_208_cap_recno, "S6L1_2_Track1")
				FUNC("set_unit_track", team_209_cap_recno, "S6L1_2_Track1")
				FUNC("set_unit_track", team_210_cap_recno, "S6L1_2_Track1")
				//FUNC("enable_unit_bounding_volume", team_208_cap_recno, 0)
				//FUNC("enable_unit_bounding_volume", team_209_cap_recno, 0)
				//FUNC("enable_unit_bounding_volume", team_210_cap_recno, 0)
				ACTION("give_task", team_208_cap_recno, "APPROACH_PLACE", 5, sector_two_garrison_recno, 0, 0, 0)
				ACTION("give_task", team_209_cap_recno, "APPROACH_PLACE", 5, sector_two_garrison_recno, 0, 0, 0)
				ACTION("give_task", team_210_cap_recno, "APPROACH_PLACE", 5, sector_two_garrison_recno, 0, 0, 0)
				//ACTION("give_order", team_209_cap_recno, "APPROACH_PLACE", 5, 1, sector_two_garrison_recno, 0, 0, 0, 3000)
				//ACTION("give_order", team_210_cap_recno, "APPROACH_PLACE", 5, 1, sector_two_garrison_recno, 0, 0, 0, 3000)
				//ACTION("give_order", team_208_cap_recno, "APPROACH_PLACE", 5, 1, sector_two_garrison_recno, 0, 0, 0, 3000)
				WAIT { DIALOG("add_dialog", charlies_recno, "[0084N]Something's wrong - something is amiss!") }
				//FUNC("enable_unit_bounding_volume", team_208_cap_recno, 1)
				//FUNC("enable_unit_bounding_volume", team_209_cap_recno, 1)
				//FUNC("enable_unit_bounding_volume", team_210_cap_recno, 1)

				WAIT { FUNC("change_camera_in_cut_scene", 0, 27046, 22870, 358, 188, 118, 30) }
				FUNC("set_unit_track", team_208_cap_recno, "Dummy")
				FUNC("set_unit_track", team_209_cap_recno, "Dummy")
				FUNC("set_unit_track", team_210_cap_recno, "Dummy")
				FUNC("set_unit_track", team_211_cap_recno, "S6L1_2_Track2")
				FUNC("set_unit_track", team_212_cap_recno, "S6L1_2_Track2")
				FUNC("set_unit_track", team_213_cap_recno, "S6L1_2_Track2")
				FUNC("set_unit_can_process_in_cut_scene", team_208_cap_recno, 0 )
				FUNC("set_unit_can_process_in_cut_scene", team_209_cap_recno, 0 )
				FUNC("set_unit_can_process_in_cut_scene", team_210_cap_recno, 0 )
				FUNC("set_unit_can_process_in_cut_scene", team_211_cap_recno, 1 )
				FUNC("set_unit_can_process_in_cut_scene", team_212_cap_recno, 1 )
				FUNC("set_unit_can_process_in_cut_scene", team_213_cap_recno, 1 )
				//FUNC("enable_unit_bounding_volume", team_211_cap_recno, 0)
				//FUNC("enable_unit_bounding_volume", team_212_cap_recno, 0)
				//FUNC("enable_unit_bounding_volume", team_213_cap_recno, 0)
				ACTION("give_task", team_211_cap_recno, "APPROACH_PLACE", 5, sector_two_english_barrack_recno, 0, 0, 0)
				ACTION("give_task", team_212_cap_recno, "APPROACH_PLACE", 5, sector_two_english_barrack_recno, 0, 0, 0)
				ACTION("give_task", team_213_cap_recno, "APPROACH_PLACE", 5, sector_two_english_barrack_recno, 0, 0, 0)
				//ACTION("give_order", team_211_cap_recno, "APPROACH_PLACE", 5, 1, sector_two_english_barrack_recno, 0, 0, 0, 3000)
				//ACTION("give_order", team_212_cap_recno, "APPROACH_PLACE", 5, 1, sector_two_english_barrack_recno, 0, 0, 0, 3000)
				//ACTION("give_order", team_213_cap_recno, "APPROACH_PLACE", 5, 1, sector_two_english_barrack_recno, 0, 0, 0, 3000)
				WAIT { DIALOG("add_dialog", charlies_recno, "[0085N]Careful - It's a trap!") }
				//FUNC("enable_unit_bounding_volume", team_211_cap_recno, 1)
				//FUNC("enable_unit_bounding_volume", team_212_cap_recno, 1)
				//FUNC("enable_unit_bounding_volume", team_213_cap_recno, 1)
				FUNC("set_unit_can_process_in_cut_scene", team_211_cap_recno, 0 )
				FUNC("set_unit_can_process_in_cut_scene", team_212_cap_recno, 0 )
				FUNC("set_unit_can_process_in_cut_scene", team_213_cap_recno, 0 )
				FUNC("set_unit_track", team_211_cap_recno, "Dummy")
				FUNC("set_unit_track", team_212_cap_recno, "Dummy")
				FUNC("set_unit_track", team_213_cap_recno, "Dummy")

				WAIT { FUNC("change_camera_in_cut_scene", 0, 23853, 23595, 722, 188, 146, 26) }
				FUNC("add_gate_trigger", sector_two_entrance_recno, 0)
				WAIT { DIALOG("add_dialog", sector_two_gate_guard_recno, "[0086N]Lower the gates! The French have stumbled into our trap! Destroy them!") }
				DIALOG("del_all_dialog") 

				FUNC("set_scenario_event_bit_flag", joan_inside_auxerre_flag, 1)

				FUNC("set_can_interact_flag", sector_two_citizen_a, 1)
				FUNC("set_can_interact_flag", sector_two_citizen_b, 1)
				FUNC("set_can_interact_flag", sector_two_citizen_c, 1)
 
				FUNC("stop_curr_task", sector_two_gate_guard_recno)

				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_end_condition_enabled", 1, 1)
				FUNC("attention_call_message", "[0087N]The enemy has tended a trap! You will have to eliminate all the enemy units in Auxerres before you can leave the castle!")

				//team_208_cap_recno = FUNC("search_unit_by_name", "Aleyn Thistleton")
				if( team_208_cap_recno > 0 )
				{
					ACTION("give_task", team_208_cap_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)
				}
				//team_209_cap_recno = FUNC("search_unit_by_name", "Richer Weston")
				if( team_209_cap_recno > 0 )
				{
					ACTION("give_task", team_209_cap_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)
				}
				//team_210_cap_recno = FUNC("search_unit_by_name", "Stephen Vidua")
				if( team_210_cap_recno > 0 )
				{
					ACTION("give_task", team_210_cap_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)
				}
				//team_211_cap_recno = FUNC("search_unit_by_name", "Magnus Roche")
				if( team_211_cap_recno > 0 )
				{
					ACTION("give_task", team_211_cap_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)
				}
				//team_212_cap_recno = FUNC("search_unit_by_name", "Alward Northiby")
				if( team_212_cap_recno > 0 )
				{
					ACTION("give_task", team_212_cap_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)
				}
				//team_213_cap_recno = FUNC("search_unit_by_name", "Baldwin Lambert")
				if( team_213_cap_recno > 0 )
				{
					ACTION("give_task", team_213_cap_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)
				}
				team_226_cap_recno = FUNC("search_unit_by_name", "Waut Bischop")
				if( team_226_cap_recno > 0 )
				{
					ACTION("give_task", team_226_cap_recno, "DEFEND_PLACE", 5, sector_two_check_enemy_place, 0, 0, 0)
				}
				team_227_cap_recno = FUNC("search_unit_by_name", "Peter Hatter")
				if( team_227_cap_recno > 0 )
				{
					ACTION("give_task", team_227_cap_recno, "DEFEND_PLACE", 5, sector_two_check_enemy_place, 0, 0, 0)
				}
				team_228_cap_recno = FUNC("search_unit_by_name", "Bertram Strony")
				if( team_228_cap_recno > 0 )
				{
					ACTION("give_task", team_228_cap_recno, "DEFEND_PLACE", 5, sector_two_check_enemy_place, 0, 0, 0)
				}


			}
		}

		// gate door closed
		//if( FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 1 && FUNC("get_scenario_event_bit_flag", auxerre_spawn_enemy_flag) == 0 )
		//{
		//	if( FUNC("get_scenario_count_time") > 10000 && FUNC("get_scenario_bit_flag", sector_2_entrance_close_flag) == 0)
		//	{
		//		FUNC("add_gate_trigger", sector_two_entrance_recno, 0)
		//		FUNC("set_scenario_bit_flag", sector_2_entrance_close_flag, 1)
		//	}

		//	if( FUNC("get_gate_state", sector_two_entrance_recno) == 0 )
		//	{
		//		FUNC("attention_call_message", "[0001N]The castle gate is closed!")

		//		//spawn enemy
		//		FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_a, blinfcap_id, 208, 20, "Aleyn Thistleton", "Thistleton")
		//		FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_a, blinfant_id, 208, 2, 20)
		//		FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_b, blinfcap_id, 209, 20, "Richer Weston", "Weston")
		//		FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_b, blinfant_id, 209, 2, 20)
		//		FUNC("facility_barrack_add_leader", sector_two_burgundian_spawn_recno_c, blinfcap_id, 210, 20, "Stephen Vidua", "Vidua")
		//		FUNC("facility_barrack_add_member", sector_two_burgundian_spawn_recno_c, blinfant_id, 210, 2, 20)

		//		FUNC("facility_barrack_add_leader", sector_two_english_spawn_recno_a, elinfcap_id, 211, 20, "Magnus Roche", "Roche")
		//		FUNC("facility_barrack_add_member", sector_two_english_spawn_recno_a, elinfant_id, 211, 2, 20)
		//		FUNC("facility_barrack_add_leader", sector_two_english_spawn_recno_b, elinfcap_id, 212, 20, "Alward Northiby", "Northiby")
		//		FUNC("facility_barrack_add_member", sector_two_english_spawn_recno_b, elinfant_id, 212, 2, 20)
		//		FUNC("facility_barrack_add_leader", sector_two_english_spawn_recno_c, elinfcap_id, 213, 20, "Baldwin Lambert", "Lambert")
		//		FUNC("facility_barrack_add_member", sector_two_english_spawn_recno_c, elinfant_id, 213, 2, 20)

		//		FUNC("set_scenario_count_time")
		//		FUNC("set_scenario_event_bit_flag", auxerre_spawn_enemy_flag, 1)
		//	}
		//	exit
		//}

		if(FUNC("get_scenario_event_bit_flag", joan_inside_auxerre_flag) == 1)
		{
			if( FUNC("get_wall_hp", sector_two_tower_1_recno) == 0 )
			{
				FUNC("del_unit_team", 216)
			}
			if( FUNC("get_wall_hp", sector_two_tower_2_recno) == 0 )
			{
				FUNC("del_unit_team", 223)
			}
			if( FUNC("get_wall_hp", sector_two_tower_3_recno) == 0 )
			{
				FUNC("del_unit_team", 203)
			}
			if( FUNC("get_wall_hp", sector_two_tower_4_recno) == 0 )
			{
				FUNC("del_unit_team", 205)
			}

			if( william_recno > 0 && FUNC("is_unit_dead", william_recno) == 1 )
			{
				FUNC("attention_call_message", "[0088N]Sir William Glasdale has been slain! The enemy is vulnerable without their leader! Take this opportunity to eliminate all remaining enemies within Auxerres to assure the safety of its inhabitants!")
				william_recno = 0
				FUNC("set_end_condition_finish" , 13, "WIN")	
				FUNC("add_reputation", 3)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 3) )
			}

			if(william_recno > 0 && FUNC("get_scenario_event_bit_flag", auxerre_see_boss_flag) == 0)
			{
				//if(FUNC("number_of_fightable_enemy_in_place", sector_two_see_boss_place_recno, earl_recno) > 0 )
				if( FUNC("people_by_nation_exist_in_place", sector_two_see_boss_place_recno, "FRENCH") > 0 )
				{
					//cut scene
					FUNC("set_unit_can_process_in_cut_scene", 0, 0)
					FUNC("set_unit_team_can_process_in_cut_scene", william_recno, 1)	// all unit can process
					FUNC("stop_curr_task", william_recno)
					ACTION("stop_all_order", william_recno) 
					ACTION("give_task", william_recno, "IDLE", 1, 0, 0, 0, 0) 
					WAIT { FUNC("start_cut_scene", 0, 0, 28574, 24014, 52, 188, -29, 17) }

					WAIT { DIALOG("add_dialog", william_recno, "[0090N]It amuses me to see how your ignorance has led you thus far! You are now trapped in Auxerres, and the only way out is over my cadaver!") }
					ACTION("give_order" , william_recno, "TURN" , 3 , 0 , 0 , 0 , 0 , 0, 2500)
					WAIT { DIALOG("add_dialog", william_recno, "[0091N]Good soldiers, lay waste to all the French units in Auxerres! If the king stands within these walls, assure that his life is not spared under any circumstances!") }
					DIALOG("del_all_dialog") 
					ACTION("give_order" , william_recno, "TURN" , 3 , 0 , 180 , 0 , 0 , 0, 2500)
					WAIT { FUNC("pause_script", 1000) }
					ACTION("give_task", william_recno, "APPROACH_PLACE", 5, sector_two_william_move_place_recno, 0, 0, 0) 

					WAIT { FUNC("pause_script", 2000) }
					FUNC("set_unit_can_process_in_cut_scene", 0, 1)
					FUNC("end_cut_scene", 0)
					WAIT{ FUNC("is_cut_scene_finished") }

					//ACTION("give_task", william_recno, "DEFEND_PLACE", 10, sector_two_william_command_place_recno, 0, 0, 0)
					FUNC("stop_curr_task", william_recno)
					ACTION("stop_all_order", william_recno) 
					ACTION("give_task", william_recno, "DEFEND_PLACE", 10, sector_two_check_enemy_place, 0, 0, 0)

					FUNC("set_scenario_event_bit_flag", auxerre_see_boss_flag, 1)
				}
			}

			//if( william_recno > 0 )
			//{
				//if( FUNC("is_in_danger", william_recno) == 1 )
				//{
				//	ACTION("give_task", william_recno, "APPROACH_PLACE", 10, sector_two_william_retreat_place_recno, 0, 0, 0)
				//}
				//else if(FUNC("is_unit_inside_place", sector_two_william_retreat_place_recno, william_recno) == 0)
				//{
				//	//William is in danger, he will try to retreat to the city wall
				//	ACTION("give_order" , william_recno, "APPROACH_PLACE" , 99 , 1 , sector_two_william_retreat_place_recno , 0 , 0 , 0, 10000)
				//	exit
				//}

				//if(FUNC("get_scenario_event_bit_flag", glasdale_retreat_flag) == 0)
				//{
				//	if(FUNC("is_unit_inside_place", sector_two_william_retreat_place_recno, william_recno) == 1)
				//	{
				//		FUNC("reset_unit_hp", william_recno)
				//		//spawn unit
				//		FUNC("facility_barrack_add_member", sector_two_william_spawn_a, elinfant_id, 207, 2, 22)
				//		FUNC("facility_barrack_add_member", sector_two_william_spawn_b, ehinfant_id, 207, 2, 22)
				//		FUNC("facility_barrack_add_member", sector_two_william_spawn_c, epoleman_id, 207, 2, 22)
				//		ACTION("give_task", william_recno, "DEFEND_PLACE", 20, sector_two_william_retreat_place_recno, 0, 0, 0)
				//		FUNC("set_scenario_event_bit_flag", glasdale_retreat_flag, 1)
				//	}
				//}

				//if(FUNC("get_scenario_event_bit_flag", glasdale_retreat_flag) == 1)
				//{
				//	ACTION("give_task", william_recno, "DEFEND_PLACE", 10, sector_two_william_retreat_place_recno, 0, 0, 0)
				//	exit
				//}
			//}

			//if( william_recno == 0 && FUNC("get_scenario_event_bit_flag", auxerre_capture_flag) == 0 )
			//if( FUNC("number_of_enemy_in_place", sector_two_check_enemy_place, joan_recno) == 0 && FUNC("get_scenario_event_bit_flag", auxerre_capture_flag) == 0 )
			if( FUNC("get_scenario_event_bit_flag", auxerre_capture_flag) == 0 )
			{
				if( FUNC("people_by_nation_exist_in_place", sector_two_check_enemy_place, "ENGLISH") == 0 )
				{
					FUNC("attention_call_message", "[0092N]Auxerre has been captured.")
					FUNC("set_barrack_captured", sector_two_barrack_recruit_recno, 1)
					FUNC("set_item_nation", sector_two_tower_1_recno, "FRENCH")
					FUNC("set_item_nation", sector_two_tower_2_recno, "FRENCH")
					FUNC("set_item_nation", sector_two_tower_3_recno, "FRENCH")
					FUNC("set_item_nation", sector_two_tower_4_recno, "FRENCH")
					FUNC("set_item_nation", sector_two_wall_1, "FRENCH")
					FUNC("set_item_nation", sector_two_exit_recno, "FRENCH")
					FUNC("set_item_nation", sector_two_entrance_recno, "FRENCH")
					if( FUNC("get_gate_state", sector_two_exit_recno) == 0 )
					{
						FUNC("add_gate_trigger", sector_two_exit_recno, 0)
					}
					if( FUNC("get_gate_state", sector_two_entrance_recno) == 0 )
					{
						FUNC("add_gate_trigger", sector_two_entrance_recno, 0)
					}

					//FUNC("reset_scenario_event_bit_flag")
					//FUNC("set_scenario_bit_flag", sector_2_entrance_close_flag, 0)
					//FUNC("set_scenario_bit_flag", troop_stop_follow_joan_flag, 0)
					FUNC("set_scenario_count_time")
					//FUNC("set_scenario_stage", 4)
					FUNC("set_scenario_event_bit_flag", auxerre_capture_flag, 1)
					FUNC("set_minimap_icon_display_enable", "fcastle_s6l2", 1)
					FUNC("set_minimap_icon_display_enable", "ecastle_s6l2", 0)

					//FUNC("set_minimap_rectangular_vision_area_enable", 1, 20981, 21179, 29789, 28091)
					FUNC("set_territory_nation", "Auxerres", "French")

					FUNC("set_interact_stage", sector_two_citizen_a, 2)
					FUNC("set_interact_stage", sector_two_citizen_b, 2)
					FUNC("set_interact_stage", sector_two_citizen_c, 2)

					FUNC("add_reputation", 5)
					FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 5) )
				}
			}
			else if( FUNC("get_end_condition_finish", 1) == 0 )
			{
				if( FUNC("is_unit_inside_place", sector_two_check_enemy_place, charlies_recno) || FUNC("get_scenario_event_bit_flag", charles_reach_auxerre_flag) == 1 )
				{
					FUNC("set_end_condition_finish" , 1, "WIN")	
				}
			}

			if( FUNC("get_scenario_event_bit_flag", save_children_flag) == 0 )
			{
				if ( interact_item_recno == sector_two_trap_gate_recno )
				{
					if ( FUNC("get_item_quantity_in_unit_inventory", key_auxerres_id, unit_recno) > 0 )
					{
						FUNC("add_gate_trigger", sector_two_trap_gate_recno, 0)
						FUNC("remove_item_from_unit_inventory", key_auxerres_id, unit_recno)
						FUNC("set_item_can_interact_flag", sector_two_trap_gate_recno, 0)  
					}
					else if ( unit_recno == jean_recno )
					{
						FUNC("add_gate_trigger", sector_two_trap_gate_recno, 0)
						FUNC("set_item_can_interact_flag", sector_two_trap_gate_recno, 0)  
					}
					else
					{
						FUNC("attention_call_message", "[0093N]You need a key to open this gate.")
					}
				}

				//if( FUNC("number_of_fightable_enemy_in_place", sector_two_trap_children_place_recno, earl_recno) > 0 )
				if( FUNC("people_by_nation_exist_in_place", sector_two_trap_children_place_recno, "FRENCH") > 0 )
				{
					FUNC("set_unit_can_process_in_cut_scene", 0, 0)
					WAIT { FUNC("start_cut_scene", 0, 0, 29625, 23034, 1243, 58, -32, 14) }
					WAIT { DIALOG("add_dialog", sector_two_child_a, "[0094N]Thank you for releasing me from my prison! You are most courageous for risking your own safety for that of ours!") }
					DIALOG("del_all_dialog") 
					FUNC("set_unit_can_process_in_cut_scene", 0, 1)
					FUNC("end_cut_scene_2", 0, 1)
					WAIT{ FUNC("is_cut_scene_status_black_screen") }
					FUNC("del_unit", sector_two_child_a)
					FUNC("del_unit", sector_two_child_b)
					FUNC("del_unit", sector_two_child_c)
					FUNC("del_unit", sector_two_child_d)
					FUNC("del_unit", sector_two_child_e)
					WAIT{ FUNC("is_cut_scene_finished") }

					FUNC("attention_call_message", "[0095N]You have freed the elders trapped within the castle walls - now they can return to the comfort of their families!")
					FUNC("set_end_condition_enabled", 8, 1)
					FUNC("set_end_condition_finish" , 8, "WIN")	
					//FUNC("add_unit_experience", FUNC("get_main_character"), 5000 )
					FUNC("set_scenario_event_bit_flag", save_children_flag, 1)

					FUNC("add_reputation", 2)
					FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 2) )
				}
			}
		}

		if( FUNC("get_scenario_event_bit_flag", after_auxerres_flag) == 0 )
		{
			//if( FUNC("number_of_fightable_enemy_in_place", sector_two_after_auxerres_place_recno, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_two_after_auxerres_place_recno, "FRENCH") > 0 )
			{
				//cut scene
				//FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				//WAIT { FUNC("start_cut_scene", 0, 0, 31121, 25464, 1043, 350, -180, 46) }
				//WAIT { DIALOG("add_dialog", charlies_recno, "[0096N]Our enemy has proved to be devious and cunning - we should exercise more caution when entering unfamiliar territory. We should not risk ourselves again in such a way that the enemy may ambush us at will!") }
				//WAIT { DIALOG("add_dialog", charlies_recno, "[0004N]Although it is indeed true that our foes are retreating as we speak, they will nevertheless take any opportunity to stave off our advance towards Reims.") }
				// leave cut scene
				//DIALOG("del_all_dialog") 
				//FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				//FUNC("end_cut_scene", 0)
				//WAIT{ FUNC("is_cut_scene_finished") }
				FUNC("attention_call_message_2", "[0096N]Our enemy has proved to be devious and cunning - we should exercise more caution when entering unfamiliar territory. We should not risk ourselves again in such a way that the enemy may ambush us at will!", charlies_recno )
				FUNC("attention_call_message_2", "[0097N]Although it is indeed true that our foes are retreating, they will nevertheless take any opportunity to stave off our advance towards Reims.", charlies_recno )
				FUNC("set_scenario_event_bit_flag", after_auxerres_flag, 1)
			}
		}

		if( FUNC("get_scenario_event_bit_flag", charles_reach_auxerre_flag) == 0 )
		{
			if( FUNC("is_unit_inside_place", sector_two_after_auxerres_place_recno, charlies_recno) )
			{
				FUNC("set_scenario_event_bit_flag", charles_reach_auxerre_flag, 1)
			}
		}

	//}
	//if(stage == 4)
	//{
		//check if the captains have been killed or not
		//if(team_301_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_301_cap_recno) )
		//	{
		//		team_301_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_302_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_302_cap_recno) )
		//	{
		//		team_302_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_303_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_303_cap_recno) )
		//	{
		//		team_303_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_304_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_304_cap_recno) )
		//	{
		//		team_304_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_305_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_305_cap_recno) )
		//	{
		//		team_305_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_306_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_306_cap_recno) )
		//	{
		//		team_306_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_307_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_307_cap_recno) )
		//	{
		//		team_307_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_308_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_308_cap_recno) )
		//	{
		//		team_308_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_309_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_309_cap_recno) )
		//	{
		//		team_309_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_310_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_310_cap_recno) )
		//	{
		//		team_310_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_311_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_311_cap_recno) )
		//	{
		//		team_311_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_312_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_312_cap_recno) )
		//	{
		//		team_312_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_313_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_313_cap_recno) )
		//	{
		//		team_313_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}
		//if(team_314_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_314_cap_recno) )
		//	{
		//		team_314_cap_recno = 0
		//		counter = ( counter - 1 )
		//	}
		//}

		//if(team_315_cap_recno == 0)
		//{
		//	team_315_cap_recno = FUNC("search_unit_by_name", "Waulter Scissor")
		//}
		//if(team_316_cap_recno == 0)
		//{
		//	team_316_cap_recno = FUNC("search_unit_by_name", "Peter Machoun")
		//}

		//spawn enemy check
		//if( FUNC("is_unit_dead", team_315_cap_recno) )
		//{
		//	team_315_cap_recno = 0
		//	FUNC("set_scenario_bit_flag", sector_3_spawn_a_flag, 0)
		//}
		//if( FUNC("is_unit_dead", team_316_cap_recno) )
		//{
		//	team_316_cap_recno = 0
		//	FUNC("set_scenario_bit_flag", sector_3_spawn_b_flag, 0)
		//}

		if( FUNC("is_unit_inside_place", sector_three_follow_joan_place_a, joan_recno) == 1)
		{
			ACTION("give_task", team_301_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_302_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_303_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_304_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_305_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_306_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			FUNC("set_scenario_bit_flag", sector_3_follow_a_flag, 1)
		}
		if( FUNC("is_unit_inside_place", sector_three_follow_joan_place_b, joan_recno) == 1)
		{
			ACTION("give_task", team_307_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_308_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_309_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_310_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			ACTION("give_task", team_311_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
			FUNC("set_scenario_bit_flag", sector_3_follow_b_flag, 1)
		}

		//if( counter > 0 )
		//{
		//	//spawn enemy...
		//	if(team_315_cap_recno == 0 && FUNC("get_scenario_bit_flag", sector_3_follow_a_flag) == 1 && FUNC("get_spawning_count", sector_three_spawn_point_a) == 0)
		//	{
		//		if(FUNC("get_scenario_bit_flag", sector_3_spawn_a_flag) == 0)
		//		{
		//			FUNC("facility_barrack_add_leader", sector_three_spawn_point_a, elinfcap_id, 315, 21, "Waulter Scissor", "Scissor")
		//			FUNC("facility_barrack_add_member", sector_three_spawn_point_a, elinfant_id, 315, 2, 21)
		//			FUNC("set_scenario_bit_flag", sector_3_spawn_a_flag, 1)
		//		}
		//	}
		//	if(team_316_cap_recno == 0 && FUNC("get_scenario_bit_flag", sector_3_follow_b_flag) == 1 && FUNC("get_spawning_count", sector_three_spawn_point_b) == 0)
		//	{
		//		if(FUNC("get_scenario_bit_flag", sector_3_spawn_b_flag) == 0)
		//		{
		//			FUNC("facility_barrack_add_leader", sector_three_spawn_point_b, elinfcap_id, 316, 21, "Peter Machoun", "Machoun")
		//			FUNC("facility_barrack_add_member", sector_three_spawn_point_b, elinfant_id, 316, 2, 21)
		//			FUNC("set_scenario_bit_flag", sector_3_spawn_b_flag, 1)
		//		}
		//	}
		//}

		//if(team_315_cap_recno > 0)
		//{
		//	ACTION("give_task", team_315_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
		//}
		//if(team_316_cap_recno > 0)
		//{
		//	ACTION("give_task", team_316_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
		//}

		if( FUNC("get_scenario_event_bit_flag", join_troop_flag) == 0 )
		{
			if( FUNC("get_scenario_event_bit_flag", approach_troyes_flag) == 1 )
			{
				FUNC("minimap_set_way_point", 1, 36639.0, 17038.0, 0.0, 1, 0 )
			}

			//if( FUNC("number_of_fightable_enemy_in_place", sector_three_join_troop_place_recno, earl_recno) > 0 )
			if( FUNC("get_scenario_event_bit_flag", troyes_capture_flag) == 1 )
			{
				FUNC("set_scenario_event_bit_flag", join_troop_flag, 1)

				FUNC("minimap_set_way_point", 1, 36639.0, 17038.0, 0.0, 0, 0 )
			}
			else if( FUNC("people_by_nation_exist_in_place", sector_three_join_troop_place_recno, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("set_unit_can_process_in_cut_scene", unit_recno, 0)
				FUNC("set_idle", unit_recno)
				FUNC("start_cut_scene_2", 1, 0, 36991, 17572, 95, 188, -142, 11, 1)
				
				WAIT{ FUNC("is_cut_scene_status_black_screen") }
				FUNC("change_camera_in_cut_scene", 0, 36991, 17572, 95, 188, -142, 11)

				//add units here
				sector_three_join_troop_a = FUNC("add_unit", "FRENCH_LIGHT_INFANTRY", "FRENCH") 
				sector_three_join_troop_b = FUNC("add_unit", "FRENCH_LIGHT_INFANTRY", "FRENCH") 
				sector_three_join_troop_c = FUNC("add_unit", "FRENCH_LIGHT_INFANTRY", "FRENCH") 
				sector_three_join_troop_d = FUNC("add_unit", "FRENCH_LIGHT_INFANTRY", "FRENCH") 
				sector_three_join_troop_e = FUNC("add_unit", "FRENCH_LIGHT_INFANTRY", "FRENCH") 
				sector_three_join_troop_f = FUNC("add_unit", "FRENCH_LIGHT_INFANTRY", "FRENCH") 
				FUNC("set_unit_level", sector_three_join_troop_a, 17)
				FUNC("set_unit_level", sector_three_join_troop_b, 17)
				FUNC("set_unit_level", sector_three_join_troop_c, 17)
				FUNC("set_unit_level", sector_three_join_troop_d, 17)
				FUNC("set_unit_level", sector_three_join_troop_e, 17)
				FUNC("set_unit_level", sector_three_join_troop_f, 17)
				FUNC("set_unit_pos", sector_three_join_troop_a, 36636.0, 17154.0, 0.0)
				FUNC("set_unit_pos", sector_three_join_troop_b, 36699.0, 17154.0, 0.0)
				FUNC("set_unit_pos", sector_three_join_troop_c, 36762.0, 17154.0, 0.0)
				FUNC("set_unit_pos", sector_three_join_troop_d, 36636.0, 17234.0, 0.0)
				FUNC("set_unit_pos", sector_three_join_troop_e, 36699.0, 17234.0, 0.0)
				FUNC("set_unit_pos", sector_three_join_troop_f, 36762.0, 17234.0, 0.0)
				FUNC("set_unit_dir", sector_three_join_troop_a, 120) 
				FUNC("set_unit_dir", sector_three_join_troop_b, 120) 
				FUNC("set_unit_dir", sector_three_join_troop_c, 120) 
				FUNC("set_unit_dir", sector_three_join_troop_d, 120) 
				FUNC("set_unit_dir", sector_three_join_troop_e, 120) 
				FUNC("set_unit_dir", sector_three_join_troop_f, 120) 
				FUNC("set_unit_ranking", sector_three_join_troop_a, "INFANTRY")
				FUNC("set_unit_ranking", sector_three_join_troop_b, "INFANTRY")
				FUNC("set_unit_ranking", sector_three_join_troop_c, "INFANTRY")
				FUNC("set_unit_ranking", sector_three_join_troop_d, "INFANTRY")
				FUNC("set_unit_ranking", sector_three_join_troop_e, "INFANTRY")
				FUNC("set_unit_ranking", sector_three_join_troop_f, "INFANTRY")
				FUNC("set_unit_team", sector_three_join_troop_a, 7)
				FUNC("set_unit_team", sector_three_join_troop_b, 7)
				FUNC("set_unit_team", sector_three_join_troop_c, 7)
				FUNC("set_unit_team", sector_three_join_troop_d, 7)
				FUNC("set_unit_team", sector_three_join_troop_e, 7)
				FUNC("set_unit_team", sector_three_join_troop_f, 7)
				FUNC("set_unit_name", sector_three_join_troop_d, "Baudouin Coquillier")
				FUNC("set_unit_name", sector_three_join_troop_e, "Eustache Tabletier")
				FUNC("set_unit_name", sector_three_join_troop_f, "Jocelin Pignier")

				FUNC("set_unit_can_process_in_cut_scene", sector_three_join_troop_d, 1)
				FUNC("set_unit_can_process_in_cut_scene", sector_three_join_troop_e, 1)
				FUNC("set_unit_can_process_in_cut_scene", sector_three_join_troop_f, 1)
				ACTION("give_task", sector_three_join_troop_d, "IDLE", 1, 0, 0, 0, 0)
				ACTION("give_task", sector_three_join_troop_e, "IDLE", 1, 0, 0, 0, 0)
				ACTION("give_task", sector_three_join_troop_f, "IDLE", 1, 0, 0, 0, 0)

				//FUNC("set_unit_dir", sector_three_join_troop_d, 30)
				ACTION("give_order" , sector_three_join_troop_d, "TURN" , 3 , 0 , 30 , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", sector_three_join_troop_d, "[0098N]Sur l'alerte, gentlemen! A king's general is in our presence!") }
				//FUNC("set_unit_dir", sector_three_join_troop_d, 120)
				FUNC("change_camera_in_cut_scene", 0, 36705, 17147, 17, 350, -62, 12)
				ACTION("give_order" , sector_three_join_troop_d, "TURN" , 3 , 0 , 120 , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", sector_three_join_troop_d, "[0099N]We have been stranded here for many a moon, ever since our commander perished in battle in our efforts to claim Troyes.") }
				ACTION("give_order" , sector_three_join_troop_e, "MOVE_TO_TARGET", 10, 1, 36683, 17268, 0, 0, 2500)
				ACTION("give_order" , sector_three_join_troop_e, "TURN" , 3 , 0 , 124 , 0 , 0 , 0, 5000)
				WAIT { DIALOG("add_dialog", sector_three_join_troop_e, "[0100N]True, true! And let me tell you comrades, Troyes is a tough nut to crack!") }
				ACTION("give_order" , sector_three_join_troop_f, "MOVE_TO_TARGET", 10, 1, 36746, 17285, 0, 0, 2500)
				ACTION("give_order" , sector_three_join_troop_f, "TURN" , 3 , 0 , 128 , 0 , 0 , 0, 5000)
				WAIT { DIALOG("add_dialog", sector_three_join_troop_f, "[0101N]We intended to go up to De la Montagne du Lion just ahead, to capture the enemy's trebuchet to help us launch our offensive against the enemy within.") }
				WAIT { DIALOG("add_dialog", sector_three_join_troop_e, "[0102N]But alas, we have been reduced to the very units you see in front of you.") }
				WAIT { DIALOG("add_dialog", sector_three_join_troop_d, "[0103N]If you are able to secure la montagne du lion, we shall do our part to assist you in operating the trebuchet - you will need at least three to operate that beast!") }
				DIALOG("del_all_dialog") 
				FUNC("end_cut_scene_2", 0, 1)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_unit_can_process_in_cut_scene", 0, 1)	// all unit can process
				FUNC("stop_curr_task", sector_three_join_troop_d)

				FUNC("set_scenario_event_bit_flag", join_troop_flag, 1)

				FUNC("minimap_set_way_point", 1, 36639.0, 17038.0, 0.0, 0, 0 )

				if( charlies_recno > 0 )
				{
					FUNC("attention_call_message_2", "[0104N]Behold - we are in the presence of the formidable castle of Troyes.", charlies_recno )
					FUNC("attention_call_message_2", "[0105N]Be wary, for without siege weapons the undertaking of a siege will prove a difficult task to undertake.", charlies_recno )
					FUNC("attention_call_message_2", "[0106N]Its walls are extremely heavily guarded, so take heed when approaching.", charlies_recno )
				}
			}
		}

		if( FUNC("get_scenario_event_bit_flag", approach_hill_flag) == 0 )
		{
			//if( FUNC("number_of_fightable_enemy_in_place", sector_four_approach_camp_place_recno, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_four_approach_camp_place_recno, "FRENCH") > 0 )
			{
				FUNC("attention_call_message", "[0107N]The trebuchet lies just ahead - you are almost there!")
				WAIT { FUNC("pause_script", 5000) }

				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("start_cut_scene", 0, 0, 41674, 10417, 2062, 326, 99, -2)
				//WAIT{ FUNC("is_cut_scene_status_black_screen") }
				//FUNC("change_camera_in_cut_scene", 0, 41674, 10417, 2062, 326, 99, -2)

				WAIT { DIALOG("add_dialog", hill_general_recno, "[0108N]You French scum shall never assume control of this siege machine! Range-units, ready your bows! Melee-troops, to the attack!") }
				DIALOG("del_all_dialog") 

				WAIT { FUNC("end_cut_scene", 0) }
				WAIT{ FUNC("is_cut_scene_finished") }
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)

				FUNC("stop_curr_task", hill_general_recno)

				FUNC("set_scenario_event_bit_flag", approach_hill_flag, 1)
			}
		}

		//enemy_number = FUNC("number_of_fightable_enemy_in_place", sector_four_camp_place_recno, joan_recno)
		enemy_number = FUNC("people_by_nation_exist_in_place", sector_four_camp_place_recno, "ENGLISH")
		if( FUNC("get_scenario_bit_flag", camp_1_capture_flag) == 0 && enemy_number == 0 )
		{
			FUNC("set_minimap_icon_display_enable", "fcampS6L4", 1)
			FUNC("set_minimap_icon_display_enable", "e_campS6L4", 0)
			FUNC("set_unit_nation", trebuchet_recno, "FRENCH")
			FUNC("set_unit_nation", trebuchet_recno_2, "FRENCH")
			FUNC("set_scenario_bit_flag", camp_1_capture_flag, 1)
			FUNC("set_territory_nation", "de la montagne du lion", "French")

			FUNC("attention_call_message", "[0109N]De la montagne du lion has been captured.")

			FUNC("add_reputation", 2)
			FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 2) )
		}

		//can_move_flag = FUNC( "is_all_attached", trebuchet_recno, "M" )
		can_fire_flag = FUNC( "is_all_attached", trebuchet_recno, "F" )
		can_fire_flag_2 = FUNC( "is_all_attached", trebuchet_recno_2, "F" )
		if( ( can_fire_flag == 1 || can_fire_flag_2 == 1 ) && enemy_number == 0 )
		{
			if( FUNC("get_scenario_bit_flag", camp_1_capture_flag) == 1 )
			{
				if( FUNC("get_scenario_event_bit_flag", troyes_capture_flag) == 1 )
				{
					FUNC("set_scenario_bit_flag", sector_3_destroy_gate_flag, 1)
				}
				else
				{
					if(FUNC("get_scenario_bit_flag", sector_3_destroy_gate_flag) == 0 )
					{
						if(troyes_castle_wall_recno == 0)
						{
							troyes_castle_wall_recno = FUNC("search_item_by_name", "S6L1_3_Wall3")
						}

						if( FUNC("get_scenario_bit_flag", sector_4_count_time_flag) == 0 )
						{
							//FUNC("set_scenario_count_time")
							FUNC("set_scenario_bit_flag", sector_4_count_time_flag, 1)

							FUNC("attention_call_message", "[0110N]French light infantry units are preparing the trebuchet to attack the walls of Troyes...")
							FUNC("del_unit_team", 318)
							FUNC("del_unit_team", 320)
							FUNC("del_unit_team", 321)
							FUNC("del_unit_team", 328)
							FUNC("del_unit_team", 330)
							FUNC("del_unit_team", 332)
							FUNC("del_unit_team", 334)
							FUNC("del_unit_team", 336)
						}

						if( can_fire_flag == 1 )
						{
							ACTION("give_order" , trebuchet_recno, "SHOOT" , 2 , 0 , 2 , troyes_castle_wall_recno, 0 , 0, 1500) 
						}
						if( can_fire_flag_2 == 1 )
						{
							ACTION("give_order" , trebuchet_recno_2, "SHOOT" , 2 , 0 , 2 , troyes_castle_wall_recno, 0 , 0, 1500) 
						}
					}

					if( FUNC("get_scenario_bit_flag", sector_3_destroy_gate_flag) == 0 )
					{
						//if( FUNC("get_scenario_count_time") > 60000 )
						if( FUNC("get_wall_hp", troyes_castle_wall_recno) == 0 )
						{
							FUNC("attention_call_message", "[0111N]The eastern walls of Troyes has been destroyed!")

							//if( FUNC("get_gate_state", sector_three_entrance_recno) == 0 )
							//{
							//	FUNC("add_gate_trigger", sector_three_entrance_recno, 0)
							//}

							FUNC("set_scenario_bit_flag", sector_3_destroy_gate_flag, 1)
							ACTION("give_task", trebuchet_recno, "ATTACK_PLACE", 20, sector_three_capture_troyes_place, 0, 0, 0)
							ACTION("give_task", trebuchet_recno_2, "ATTACK_PLACE", 20, sector_three_capture_troyes_place, 0, 0, 0)
						}
					}
				}
			}
		}

		if( FUNC("get_scenario_event_bit_flag", approach_troyes_flag) == 0 )
		{
			//if( FUNC("number_of_fightable_enemy_in_place", sector_three_castle_gate_place_recno, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_three_castle_gate_place_recno, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("set_unit_can_process_in_cut_scene", team_315_cap_recno, 1)
				FUNC("set_unit_can_process_in_cut_scene", team_316_cap_recno, 1)
				FUNC("set_unit_can_process_in_cut_scene", team_317_cap_recno, 1)
				WAIT { FUNC("start_cut_scene", 0, 0, 38516, 21051, 807, 188, -51, 23) }

				WAIT { DIALOG("add_dialog", team_315_cap_recno, "[0112N]You fools! What do you have to show? A few paltry soldiers? How in the name of seven demons do you think you'll traverse Troyes?") }
		
				ACTION("give_order" , team_316_cap_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , team_316_cap_recno , team_315_cap_recno) , 0 , 0 , 0, 2500)
				ACTION("give_order" , team_315_cap_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , team_315_cap_recno , team_316_cap_recno) , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", team_316_cap_recno, "[0113N]I'll tell you how friend! We'll carry these foolish souls across - to the cemetery, in their coffins!") }

				ACTION("give_order" , team_316_cap_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , team_316_cap_recno , team_317_cap_recno) , 0 , 0 , 0, 2500)
				ACTION("give_order" , team_317_cap_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , team_317_cap_recno , team_316_cap_recno) , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", team_316_cap_recno, "[0114N]Load the arbalests! Let's give a English welcome to our French inferiors!") }

				//FUNC("set_unit_dir", team_316_cap_recno, 180)
				ACTION("give_order" , team_315_cap_recno, "TURN" , 3 , 0 , 180 , 0 , 0 , 0, 2500)
				ACTION("give_order" , team_316_cap_recno, "TURN" , 3 , 0 , 180 , 0 , 0 , 0, 2500)
				ACTION("give_order" , team_317_cap_recno, "TURN" , 3 , 0 , 180 , 0 , 0 , 0, 2500)
				DIALOG("del_all_dialog") 

				FUNC("stop_curr_task", team_315_cap_recno)
				FUNC("stop_curr_task", team_316_cap_recno)
				FUNC("stop_curr_task", team_317_cap_recno)
				FUNC("stop_curr_task", crossbow_recno_a)
				FUNC("stop_curr_task", crossbow_recno_b)
				ACTION("give_task", team_315_cap_recno, "TOWER_ATTACK", 2, 2000, 0, 0, 0)

				WAIT { FUNC("end_cut_scene", 0) }
				WAIT{ FUNC("is_cut_scene_finished") }
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)

				FUNC("set_scenario_event_bit_flag", approach_troyes_flag, 1)
			}
			else if( FUNC("people_by_nation_exist_in_place", sector_three_capture_troyes_place, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("set_unit_can_process_in_cut_scene", team_316_cap_recno, 1)
				WAIT { FUNC("start_cut_scene", 0, 0, 38191, 20379, 886, 144, 50, 19) }

				WAIT { DIALOG("add_dialog", team_315_cap_recno, "[0115N]You foolish bastards! What do you have to show? A few paltry soldiers? How in the lord's name do you think you will traverse Troyes?") }
		
				ACTION("give_order" , team_316_cap_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , team_316_cap_recno , team_315_cap_recno) , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", team_316_cap_recno, "[0116N]I'll tell you how, good friend! We will carry these foolish souls across - to the cemetery, in their coffins!") }

				ACTION("give_order" , team_316_cap_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , team_316_cap_recno , team_317_cap_recno) , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", team_316_cap_recno, "[0117N]Load the arbalests! Let us give a warm welcome to our inferiors the English way!") }

				//FUNC("set_unit_dir", team_316_cap_recno, 180)
				ACTION("give_order" , team_316_cap_recno, "TURN" , 3 , 0 , 180 , 0 , 0 , 0, 2500)
				DIALOG("del_all_dialog") 

				FUNC("stop_curr_task", team_315_cap_recno)
				FUNC("stop_curr_task", team_316_cap_recno)
				FUNC("stop_curr_task", team_317_cap_recno)
				FUNC("stop_curr_task", crossbow_recno_a)
				FUNC("stop_curr_task", crossbow_recno_b)

				WAIT { FUNC("end_cut_scene", 0) }
				WAIT{ FUNC("is_cut_scene_finished") }
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)

				FUNC("set_scenario_event_bit_flag", approach_troyes_flag, 1)
			}
		}

		if( FUNC("get_scenario_event_bit_flag", troyes_capture_flag) == 0 )
		{
			//if( FUNC("is_item_deleted_by_name", sector_three_entrance_recno, "S6L1_3_Entrance_Gate") == 0 )
			//{
			//	if( FUNC("get_gate_state", sector_three_entrance_recno) == 1 )
			//	{
			//		FUNC("stop_curr_task", crossbow_guard_recno_a)
			//		FUNC("stop_curr_task", crossbow_guard_recno_b)
			//	}
			//}
			//else
			//{
			//	FUNC("stop_curr_task", crossbow_guard_recno_a)
			//	FUNC("stop_curr_task", crossbow_guard_recno_b)
			//}

			//if( FUNC("number_of_fightable_enemy_in_place", sector_three_capture_troyes_place, joan_recno) == 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_three_capture_troyes_place, "ENGLISH") == 0 )
			{
				FUNC("attention_call_message", "[0118N]Troyes has been captured.")
				if( FUNC("get_gate_state", sector_three_exit_recno) == 0 )
				{
					FUNC("add_gate_trigger", sector_three_exit_recno, 0)
				}
				FUNC("set_barrack_captured", sector_three_barrack_recruit_recno, 1)
				//FUNC("set_end_condition_finish" , 2, "WIN")	
				FUNC("set_scenario_count_time")

				//FUNC("reset_scenario_event_bit_flag")
				//FUNC("set_scenario_stage", 5)

				FUNC("set_unit_nation", crossbow_recno_a, "FRENCH")
				FUNC("set_unit_nation", crossbow_recno_b, "FRENCH")

				FUNC("set_scenario_event_bit_flag", troyes_capture_flag, 1)
				FUNC("set_minimap_icon_display_enable", "fcastle_s6l3", 1)
				FUNC("set_minimap_icon_display_enable", "ecastle_s6l3", 0)

				FUNC("set_item_nation", sector_three_wall_1, "FRENCH")
				FUNC("set_item_nation", sector_three_wall_2, "FRENCH")
				FUNC("set_item_nation", troyes_castle_wall_recno, "FRENCH")
				FUNC("set_item_nation", sector_three_entrance_recno, "FRENCH")
				FUNC("set_item_nation", sector_three_exit_recno, "FRENCH")

				//FUNC("set_minimap_rectangular_vision_area_enable", 2, 38409, 17825, 44425, 23841)
				FUNC("set_territory_nation", "Troyes", "French")

				FUNC("add_reputation", 5)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 5) )
			}
		}
		else if( FUNC("get_end_condition_finish", 2) == 0 )
		{
			if( FUNC("is_unit_inside_place", sector_three_capture_troyes_place, charlies_recno) || FUNC("get_scenario_event_bit_flag", charles_reach_troyes_flag) == 1 )
			{
				FUNC("set_end_condition_finish" , 2, "WIN")	
			}
		}

		if( FUNC("get_scenario_event_bit_flag", charles_reach_troyes_flag) == 0 )
		{
			if( FUNC("is_unit_inside_place", sector_three_after_troyes_place_recno, charlies_recno) )
			{
				FUNC("set_scenario_event_bit_flag", charles_reach_troyes_flag, 1)
			}
		}

		//exit
	//}
	//if(stage == 5)
	//{

		//if(team_510_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_510_cap_recno) )
		//	{
		//		team_510_cap_recno = 0
		//	}
		//}
		//if(team_511_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_511_cap_recno) )
		//	{
		//		team_511_cap_recno = 0
		//	}
		//}
		//if(team_512_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_512_cap_recno) )
		//	{
		//		team_512_cap_recno = 0
		//	}
		//}
		//if(team_513_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_513_cap_recno) )
		//	{
		//		team_513_cap_recno = 0
		//	}
		//}
		//if(team_514_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_514_cap_recno) )
		//	{
		//		team_514_cap_recno = 0
		//	}
		//}
		//if(team_705_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_705_cap_recno) )
		//	{
		//		team_705_cap_recno = 0
		//	}
		//}
		//if(team_706_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_706_cap_recno) )
		//	{
		//		team_706_cap_recno = 0
		//	}
		//}
		//if(team_707_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_707_cap_recno) )
		//	{
		//		team_707_cap_recno = 0
		//	}
		//}
		//if(team_708_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_708_cap_recno) )
		//	{
		//		team_708_cap_recno = 0
		//	}
		//}
		//if(team_709_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_709_cap_recno) )
		//	{
		//		team_709_cap_recno = 0
		//	}
		//}
		//if(team_710_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_710_cap_recno) )
		//	{
		//		team_710_cap_recno = 0
		//	}
		//}

		if( FUNC("get_scenario_bit_flag", approach_destroy_town_flag) == 0 )
		{
			if( FUNC("people_by_nation_exist_in_place", sector_five_destroy_town_place, "FRENCH") > 0 )
			{
				FUNC("attention_call_message", "[0119N]The population of Saint Martin is no more - the English have utterly destroyed this poor town.")
				FUNC("set_scenario_bit_flag", approach_destroy_town_flag, 1)
			}
		}

		if( FUNC("get_scenario_event_bit_flag", approach_cannon_flag) == 0 )
		{
			//if( FUNC("number_of_fightable_enemy_in_place", sector_five_check_enemy_place, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_five_check_enemy_place, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 61428, 29557, 22, 350, 70, 16) }

				WAIT { DIALOG("add_dialog", team_513_cap_recno, "[0120N]The enemy is approaching! Defend the camp, and don't allow our cannons to fall in their dirty hands!") }

				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_scenario_event_bit_flag", approach_cannon_flag, 1)
			}
		}

		//if joan is inside cannon place and enemies inside camp are all killed...
		if( FUNC("get_scenario_event_bit_flag", cannon_camp_capture_flag) == 0)
		{
			//enemy_number = FUNC("number_of_fightable_enemy_in_place", sector_five_check_enemy_place, joan_recno)
			//if( enemy_number == 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_five_check_enemy_place, "ENGLISH") == 0 )
			{
				FUNC("set_minimap_icon_display_enable", "fcampS6L5", 1)
				FUNC("set_minimap_icon_display_enable", "e_campS6L5", 0)

				FUNC("set_territory_nation", "du marais aux fougères", "French")

			//}
			//if(team_510_cap_recno == 0 && team_511_cap_recno == 0 && team_512_cap_recno == 0 && team_513_cap_recno == 0 && team_514_cap_recno == 0)
			//{
			//	if(FUNC("is_unit_inside_place", cannon_place_recno, joan_recno) == 1)
			//	{

				FUNC("set_unit_nation", cannon_recno_a, "FRENCH")
				FUNC("set_unit_nation", cannon_recno_b, "FRENCH")
				FUNC("set_item_nation", camp_exit_recno, "FRENCH")
				FUNC("attention_call_message", "[0121N]You have captured the camp du marais aux fougères, along with its cannons!")
				FUNC("add_reputation", 2)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 2) )

				if( FUNC("get_gate_state", camp_exit_recno) == 0 )
				{
					FUNC("add_gate_trigger", camp_exit_recno, 0)
				}
				FUNC("set_item_can_interact_flag", camp_exit_recno, 0)

				FUNC("set_scenario_event_bit_flag", cannon_camp_capture_flag, 1)

			//	}

			}
		}

		if( FUNC("get_scenario_bit_flag", capture_5_town_flag) == 0)
		{
			if( FUNC("people_by_nation_exist_in_place", sector_five_town_place, "ENGLISH") == 0 )
			{
				FUNC("set_territory_nation", "Bussy Lettrée", "French")
				FUNC("attention_call_message", "[0122N]The town of Bussy Lettrée has been liberated!")
				FUNC("add_reputation", 3)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 3) )
				FUNC("set_scenario_bit_flag", capture_5_town_flag, 1)
				FUNC("set_minimap_icon_display_enable", "etown_s6l5", 0)
				FUNC("set_minimap_icon_display_enable", "ftown_s6l5", 1)
			}
		}
		if( FUNC("get_scenario_bit_flag", capture_5_destroy_town_flag) == 0)
		{
			if( FUNC("people_by_nation_exist_in_place", sector_five_destroy_town_place, "ENGLISH") == 0 )
			{
				FUNC("set_territory_nation", "Saint Martin", "French")
				FUNC("set_scenario_bit_flag", capture_5_destroy_town_flag, 1)
				FUNC("set_minimap_icon_display_enable", "etown_s6l5_2", 0)
				FUNC("set_minimap_icon_display_enable", "ftown_s6l5_2", 1)
			}
		}
		if( FUNC("get_scenario_bit_flag", capture_6_camp_flag) == 0)
		{
			if( FUNC("people_by_nation_exist_in_place", sector_six_camp_place, "ENGLISH") == 0 )
			{
				FUNC("set_territory_nation", "Du Champagne", "French")
				FUNC("attention_call_message", "[0123N]Camp du Champagne has been captured.")
				FUNC("add_reputation", 2)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 2) )
				FUNC("set_scenario_bit_flag", capture_6_camp_flag, 1)
				FUNC("set_minimap_icon_display_enable", "ecamp_s6l6", 0)
				FUNC("set_minimap_icon_display_enable", "fcamp_s6l6", 1)
			}
		}

		if( FUNC("get_scenario_bit_flag", approach_farmland_flag) == 0 )
		{
			//if( FUNC("people_by_nation_exist_in_place", sector_six_farmland_place, "FRENCH") > 0 )
			//{
			//	FUNC("attention_call_message_2", "[0001N]It has been rumored that the enemy has been utilizing the farmland further along this path that feeds our people for their own dastardly deeds.", alencon_recno )
			//	FUNC("attention_call_message_2", "[0001N]Let us clear the farmland so that our people need not fear hunger anymore.", alencon_recno )
			//	FUNC("set_end_condition_enabled", 10, 1)
			//	FUNC("set_scenario_bit_flag", approach_farmland_flag, 1)
			//}
			if( FUNC("people_by_nation_exist_in_place", sector_six_trigger_place_2, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 61864, 39869, 196, 350, -139, 12) }
				WAIT { DIALOG("add_dialog", alencon_recno, "[0124N]Beyond this bridge lies farmland. It has been rumored that Lord Scales has been utilizing this land to feed their own, neglecting our people's needs.") }
				WAIT { DIALOG("add_dialog", alencon_recno, "[0125N]Let us clear the farmland so our people need not fear hunger anymore.") }
				WAIT { FUNC("change_camera_in_cut_scene", 0, 55849, 44942, 26, 350, -72, 9) }
				WAIT { DIALOG("add_dialog", scales_recno, "[0126N]Venture not into the farmland, for these resources are ours and we intend keeping them! You must be mad, you can't possibly think that we won't fight for the land that feeds us?") }
				WAIT { FUNC("change_camera_in_cut_scene", 0, 55495, 44911, 66, 188, 7, -2) }
				WAIT { DIALOG("add_dialog", scales_recno, "[0127N]These resources are ours to keep! If you try to enter this land we shall decimate your forces. You have been warned!") }
				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_end_condition_enabled", 10, 1)
				FUNC("set_scenario_bit_flag", approach_farmland_flag, 1)

				FUNC("stop_curr_task", scales_recno)
			}
			else if( FUNC("people_by_nation_exist_in_place", sector_six_trigger_place_1, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 59936, 45274, 163, 350, 167, 11) }
				WAIT { DIALOG("add_dialog", alencon_recno, "[0128N]Beyond this path lies the farmland. It's rumored that Lord Scales has been utilizing this land to feed their own, neglecting our people's needs.") }
				WAIT { DIALOG("add_dialog", alencon_recno, "[0125N]Let us clear the farmland so our people need not fear hunger anymore.") }
				WAIT { FUNC("change_camera_in_cut_scene", 0, 55849, 44942, 26, 350, -72, 9) }
				WAIT { DIALOG("add_dialog", scales_recno, "[0126N]Venture not into the farmland, for these resources are ours and we intend keeping them! You must be mad, you can't possibly think that we won't fight for the land that feeds us?") }
				WAIT { FUNC("change_camera_in_cut_scene", 0, 56023, 44753, 60, 350, 125, 16) }
				WAIT { DIALOG("add_dialog", scales_recno, "[0127N]These resources are ours to keep! If you try to enter this land we shall decimate your forces. You have been warned!") }
				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_end_condition_enabled", 10, 1)
				FUNC("set_scenario_bit_flag", approach_farmland_flag, 1)

				FUNC("stop_curr_task", scales_recno)
			}

		}

		if( scales_recno > 0 )
		{
			if(FUNC("is_unit_dead", scales_recno) > 0 )
			{
				FUNC("attention_call_message", "[0129N]The life of Lord Scales has been cut short - he will be no more!")
				scales_recno = 0
				FUNC("set_end_condition_finish" , 15, "WIN")	
			}
		}
//		if( FUNC("get_scenario_bit_flag", approach_farmland_flag) == 1 )
//		{
//			//scales retreat
//			if(FUNC("get_unit_retreat", scales_recno) == -1)
//			{
//				FUNC("start_cut_scene_2", 1, 0, scales_recno, 200, ( 180 - FUNC("get_unit_dir", scales_recno) ), 10, 1)
//				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
//				FUNC("set_unit_can_process_in_cut_scene", scales_recno, 1)
//
//				FUNC("set_idle", scales_recno)
//				FUNC("stop_curr_task", scales_recno)
//				ACTION("give_task", scales_recno, "IDLE", 1, 1, 0, 0, 0)
//				ACTION("stop_all_order", scales_recno)
//
//				WAIT{ FUNC("pause_script", 1) }
//				ACTION("give_task", scales_recno, "IDLE", 1, 1, 0, 0, 0)
//				ACTION("stop_all_order", scales_recno)
//				FUNC("set_idle", scales_recno)
//
//				WAIT{ FUNC("is_cut_scene_status_black_screen") }
//				FUNC("change_camera_in_cut_scene", 0, scales_recno, 200, ( 180 - FUNC("get_unit_dir", scales_recno) ), 10)
//
//				WAIT{ DIALOG("add_dialog", scales_recno, "[0001N]Damn you and your future generations! Do not discount me yet - as long as I live, your country will never know freedom! Return I shall to slay you all!") }
//
//				FUNC("enable_unit_bounding_volume", scales_recno, 0)
//
//				WAIT{ ACTION("give_order", scales_recno, "APPROACH_PLACE", 1, 1, sector_one_retreat_place, 0, 0, 0, 3000) }
//
//				DIALOG("del_all_dialog") 
//				FUNC("end_cut_scene_2", 0, 1)
//				WAIT{ FUNC("is_cut_scene_status_black_screen") }
//				FUNC("del_unit", scales_recno)
//				WAIT{ FUNC("is_cut_scene_finished") }
//
//				scales_recno = 0
//			}
//		}
		
		if( FUNC("get_scenario_bit_flag", capture_7_camp_flag) == 0)
		{
			if( FUNC("people_by_nation_exist_in_place", sector_seven_camp_place, "ENGLISH") == 0 )
			{
				FUNC("set_territory_nation", "par le lac", "French")
				FUNC("attention_call_message", "[0130N]Camp par le lac has been captured.")
				FUNC("add_reputation", 2)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 2) )
				FUNC("set_scenario_bit_flag", capture_7_camp_flag, 1)
				FUNC("set_minimap_icon_display_enable", "ecamp_s6l7", 0)
				FUNC("set_minimap_icon_display_enable", "fcamp_s6l7", 1)
			}
		}

		if( philip_recno > 0 )
		{
			if( FUNC("is_unit_dead", philip_recno) > 0 )
			{
				FUNC("attention_call_message", "[0131N]Duke Borgundholm lost his life in his bid to maintain Chalons from the French!")
				philip_recno = 0
				FUNC("set_end_condition_finish" , 16, "WIN")
			}
		}

		if( FUNC("get_scenario_event_bit_flag", chalons_capture_flag) == 0)
		{
			if( FUNC("get_scenario_event_bit_flag", approach_chalons_flag) == 0 )
			{
				//if( FUNC("number_of_fightable_enemy_in_place", sector_seven_check_enemy_place, earl_recno) > 0 )
				if( FUNC("people_by_nation_exist_in_place", sector_seven_check_enemy_place, "FRENCH") > 0 )
				{
					//cut scene
					FUNC("set_unit_can_process_in_cut_scene", 0, 0)
					WAIT { FUNC("start_cut_scene", 0, 0, 70358, 25684, 165, 350, -46, -9) }
					
					if( charlies_recno == 0 )
					{
						WAIT { DIALOG("add_dialog", alencon_recno, "[0132N]Ah très beau, poetic Chalons - the island castle. Although we should not dally here, as Chalons bears no consequence in our journey to Reims, we should not abandon our loyal Valois followers trapped inside.") }
						WAIT { FUNC("change_camera_in_cut_scene", 0, 71102, 24917, 248, 350, 136, 15) }
						WAIT { DIALOG("add_dialog", philip_recno, "[0133N]What is this I see before me? The French scoundrels have the gall to approach the castle of Chalons uninvited! You would do best to listen to your Dauphin, and leave this castle now!") }
						WAIT { FUNC("change_camera_in_cut_scene", 0, 72291, 23617, 209, 188, -39, -4) }
						WAIT { DIALOG("add_dialog", philip_recno, "[0134N]You have no business here. Chalons and its inhabitants shall remain under my rule. If you continue on your way I shall not smite you with my sword and remove your heads. Now begone!") }
						WAIT { FUNC("change_camera_in_cut_scene", 0, 69098, 26109, 63, 188, -7, -7) }
						WAIT { DIALOG("add_dialog", alencon_recno, "[0135N]The French citizens have supported us throughout the war. If it wasn't for them, we may not have lived to see this day.") }
						WAIT { DIALOG("add_dialog", alencon_recno, "[0136N]Therefore, although illogical from a military standpoint, it is nevertheless our moral and ethical duty to free them from the grasp of this so-called Duke Borgundholm!") }
					}
					else
					{
						WAIT { DIALOG("add_dialog", charlies_recno, "[0137N]Ah, beautiful, poetic Chalons - the island castle. We should not dally here, for it bears no consequence in our journey to Reims.") }
						WAIT { FUNC("change_camera_in_cut_scene", 0, 71102, 24917, 248, 350, 136, 15) }
						WAIT { DIALOG("add_dialog", philip_recno, "[0133N]What is this I see before me? The French scoundrels have the gall to approach the castle of Chalons uninvited! You would do best to listen to your Dauphin, and leave this castle now!") }
						WAIT { FUNC("change_camera_in_cut_scene", 0, 72291, 23617, 209, 188, -39, -4) }
						WAIT { DIALOG("add_dialog", philip_recno, "[0134N]You have no business here. Chalons and its inhabitants shall remain under my rule. If you continue on your way I shall not smite you with my sword and remove your heads. Now begone!") }
						WAIT { FUNC("change_camera_in_cut_scene", 0, 69098, 26109, 63, 188, -7, -7) }
						WAIT { DIALOG("add_dialog", alencon_recno, "[0138N]Milord, I beg to disagree. We must not abandon our loyal Valois followers, who have supported us throughout our ordeal for, if it were not for them, we may not be alive to conduct this journey.") }
						WAIT { DIALOG("add_dialog", charlies_recno, "[0139N]Hmm... you are right. Illogical as it may seem from a military standpoint, it nevertheless is a moral and ethical duty that we must live up to.") }
						//WAIT { DIALOG("add_dialog", charlies_recno, "[0001N]Very well, then, we will proceed if you wish to. Otherwise, continue on to Reims we shall.") }
					}
					DIALOG("del_all_dialog") 
					FUNC("set_unit_can_process_in_cut_scene", 0, 1)
					FUNC("end_cut_scene", 0)
					WAIT{ FUNC("is_cut_scene_finished") }

					FUNC("set_end_condition_enabled", 3, 1)

					FUNC("set_scenario_event_bit_flag", approach_chalons_flag, 1)
					FUNC("stop_curr_task", philip_recno)
				}
			}

			if( FUNC("get_scenario_event_bit_flag", inside_chalons_flag) == 0 )
			{
				if( FUNC("people_by_nation_exist_in_place", chalon_cross_place_recno, "FRENCH") > 0 )
				{
					//cut scene
					//FUNC("start_cut_scene_2", 1, 0, 70366, 24144, 1394, 241, -4, 30, 1)
					//FUNC("set_unit_can_process_in_cut_scene", 0, 0)
					
					//WAIT{ FUNC("is_cut_scene_status_black_screen") }
					//FUNC("change_camera_in_cut_scene", 0, 70366, 24144, 1394, 241, -4, 30)
					//FUNC("change_camera_in_cut_scene", 0, 73461, 22160, 201, 188, -66, 16)

					//del unit team
					//FUNC("del_unit_team", 705)
					//FUNC("del_unit_team", 706)
					//FUNC("del_unit_team", 707)
					//FUNC("del_unit_team", 708)
					//FUNC("del_unit_team", 709)
					//FUNC("del_unit_team", 710)

					//add citizen
					//priest_recno = FUNC("add_unit", "PRIEST_01", "FRENCH") 
					//FUNC("set_unit_pos", priest_recno, 72220.0, 23633.0, 171.0)
					//FUNC("set_unit_dir", priest_recno, 130) 
					//FUNC("set_unit_name", priest_recno, "Mathieu Chandelier")
					//ACTION("give_task", priest_recno, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", priest_recno, 1)

					//councillor_recno = FUNC("add_unit", "COUNCIL_01", "FRENCH") 
					//FUNC("set_unit_pos", councillor_recno, 72296.0, 23703.0, 171.0)
					//FUNC("set_unit_dir", councillor_recno, 130) 
					//FUNC("set_unit_name", councillor_recno, "Archimbaud Mesgeicier")
					//ACTION("give_task", councillor_recno, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", councillor_recno, 1)

					//sector_seven_citizen_1 = FUNC("add_unit", "CITIZEN_01", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_1, 72258.0, 23873.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_1, 180) 
					//FUNC("set_unit_name", sector_seven_citizen_1, "Hugues Vigneron")
					//ACTION("give_task", sector_seven_citizen_1, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", sector_seven_citizen_1, 1)

					//sector_seven_citizen_2 = FUNC("add_unit", "CITIZEN_04A", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_2, 72219.0, 23938.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_2, 180) 
					//FUNC("set_unit_name", sector_seven_citizen_2, "Angela Taupier")
					//ACTION("give_task", sector_seven_citizen_2, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", sector_seven_citizen_2, 1)

					//sector_seven_citizen_3 = FUNC("add_unit", "CITIZEN_02A", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_3, 72183.0, 24019.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_3, 180) 
					//FUNC("set_unit_name", sector_seven_citizen_3, "Aimon Prestre")
					//ACTION("give_task", sector_seven_citizen_3, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", sector_seven_citizen_3, 1)

					//sector_seven_citizen_4 = FUNC("add_unit", "CITIZEN_02B", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_4, 71987.0, 23724.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_4, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_4, "Gobert Oublier")
					//ACTION("give_task", sector_seven_citizen_4, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", sector_seven_citizen_4, 1)

					//sector_seven_citizen_5 = FUNC("add_unit", "CITIZEN_01", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_5, 71888.0, 23789.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_5, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_5, "Plonquet Mazelinnier")
					//ACTION("give_task", sector_seven_citizen_5, "IDLE", 1, 0, 0, 0, 0) 
					//FUNC("set_can_interact_flag", sector_seven_citizen_5, 1)

					//sector_seven_citizen_6 = FUNC("add_unit", "CITIZEN_01", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_6, 72297.0, 24029.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_6, 180) 
					//FUNC("set_unit_name", sector_seven_citizen_6, "Foucaud Hiaumier")
					//ACTION("give_task", sector_seven_citizen_6, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_7 = FUNC("add_unit", "CITIZEN_02B", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_7, 72304.0, 23952.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_7, 180) 
					//FUNC("set_unit_name", sector_seven_citizen_7, "Thierry Quirier")
					//ACTION("give_task", sector_seven_citizen_7, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_8 = FUNC("add_unit", "CITIZEN_04B", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_8, 72348.0, 23876.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_8, 180) 
					//FUNC("set_unit_name", sector_seven_citizen_8, "Citizen 8")
					//ACTION("give_task", sector_seven_citizen_8, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_9 = FUNC("add_unit", "CITIZEN_01", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_9, 71993.0, 23592.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_9, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_9, "Citizen 9")
					//ACTION("give_task", sector_seven_citizen_9, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_10 = FUNC("add_unit", "CITIZEN_02A", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_10, 71882.0, 23687.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_10, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_10, "Citizen 10")
					//ACTION("give_task", sector_seven_citizen_10, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_11 = FUNC("add_unit", "CITIZEN_04A", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_11, 72137.0, 23466.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_11, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_11, "Citizen 11")
					//ACTION("give_task", sector_seven_citizen_11, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_12 = FUNC("add_unit", "CITIZEN_01", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_12, 72073.0, 23506.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_12, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_12, "Citizen 12")
					//ACTION("give_task", sector_seven_citizen_12, "IDLE", 1, 0, 0, 0, 0) 

					//sector_seven_citizen_13 = FUNC("add_unit", "CITIZEN_01", "FRENCH") 
					//FUNC("set_unit_pos", sector_seven_citizen_13, 72017.0, 23530.0, 171.0)
					//FUNC("set_unit_dir", sector_seven_citizen_13, 90) 
					//FUNC("set_unit_name", sector_seven_citizen_13, "Citizen ")
					//ACTION("give_task", sector_seven_citizen_13, "IDLE", 1, 0, 0, 0, 0) 

					//WAIT { DIALOG("add_dialog", philip_recno, "[0001N]Kill Charles!") }
					//DIALOG("del_all_dialog") 
					//FUNC("change_camera_in_cut_scene", 0, 71802, 24133, 286, 241, -48, 7)
					//WAIT { FUNC("pause_script", 2000) }
					//FUNC("end_cut_scene_2", 0, 1)
					//WAIT{ FUNC("is_cut_scene_finished") }

					//FUNC("set_unit_can_process_in_cut_scene", 0, 1)	// all unit can process

					FUNC("set_scenario_event_bit_flag", inside_chalons_flag, 1)
				}
			}

			if( FUNC("people_by_nation_exist_in_place", sector_seven_check_enemy_place, "ENGLISH") == 0 )
			{
				FUNC("set_barrack_captured", sector_seven_barrack_recruit_recno, 1)
				FUNC("set_end_condition_finish" , 3, "WIN")	
				FUNC("set_scenario_event_bit_flag", chalons_capture_flag, 1)

				FUNC("set_territory_nation", "Chalons", "French")

				FUNC("attention_call_message", "[0140N]Chalons has been liberated.")
				FUNC("add_reputation", 5)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 5) )

				FUNC("set_minimap_icon_display_enable", "ecastle_s6l7", 0)
				FUNC("set_minimap_icon_display_enable", "fcastle_s6l7", 1)

				FUNC("set_interact_stage", councillor_recno, 1)
				FUNC("set_interact_stage", priest_recno, 1)
			}
		}

		//else
		//{
		//	if(FUNC("is_unit_inside_place", chalon_cross_place_recno, joan_recno) == 1 && FUNC("get_scenario_bit_flag", receive_cross_flag) == 0 )
		//	{
		//		//give cross to Joan
		//		//FUNC("attention_call_message", "[0001N]A citizen of Chalons has given a cross to Joan of Arc.")
		//		//joan_sword_recno = FUNC("search_item_by_name", "JOAN_SWORD_LV10B")
		//		//FUNC("del_item", joan_sword_recno)
		//		//FUNC( "give_item_to_unit", "CROSS_C", 1, 1, joan_recno )
		//		FUNC("set_scenario_count_time")
		//		//FUNC("reset_scenario_event_bit_flag")
		//		//FUNC("set_scenario_stage", 6)
		//		FUNC("set_scenario_bit_flag", receive_cross_flag, 1)
		//	}
		//}

//		exit
//	}
//	if(stage == 6)
//	{

		//if(team_805_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_805_cap_recno) )
		//	{
		//		team_805_cap_recno = 0
		//	}
		//}
		//if(team_806_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_806_cap_recno) )
		//	{
		//		team_806_cap_recno = 0
		//	}
		//}
		//if(team_807_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_807_cap_recno) )
		//	{
		//		team_807_cap_recno = 0
		//	}
		//}
		//if(team_808_cap_recno > 0)
		//{
		//	if( FUNC("is_unit_dead", team_808_cap_recno) )
		//	{
		//		team_808_cap_recno = 0
		//	}
		//}

		if( FUNC("get_scenario_bit_flag", sector_eight_approach_town_flag) == 0 )
		{
			//if( FUNC("number_of_fightable_enemy_in_place", sector_eight_village_recno, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_eight_village_recno, "FRENCH") > 0 )
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 85431, 27756, 320, 350, -41, 9) }
				WAIT { DIALOG("add_dialog", alencon_recno, "[0141N]Hmm... it appears this town has been abandoned. Perhaps we should rummage through it and seek out any items that may aid our purposes.") }
				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				FUNC("set_scenario_bit_flag", sector_eight_approach_town_flag, 1)
			}
		}
		if( FUNC("get_scenario_bit_flag", capture_8_town_flag) == 0)
		{
			if( FUNC("people_by_nation_exist_in_place", sector_eight_village_recno, "ENGLISH") == 0 )
			{
				FUNC("set_territory_nation", "Sept Saulx", "French")
				FUNC("attention_call_message", "[0142N]The town of Sept Saulx has been liberated.")
				FUNC("add_reputation", 3)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 3) )
				FUNC("set_scenario_bit_flag", capture_8_town_flag, 1)
				FUNC("set_minimap_icon_display_enable", "etown_s6l8", 0)
				FUNC("set_minimap_icon_display_enable", "ftown_s6l8", 1)
			}
		}

		//if(FUNC("is_unit_inside_place", sector_eight_village_recno, joan_recno) == 1)
		//{
		//	ACTION("give_task", team_805_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
		//	ACTION("give_task", team_806_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
		//	ACTION("give_task", team_807_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
		//	ACTION("give_task", team_808_cap_recno, "FOLLOW_UNIT", 2, joan_recno, 0, 0, 0)
		//}

		if( FUNC("get_scenario_event_bit_flag", approach_reims_flag) == 0 )
		{
			if(FUNC("is_unit_inside_place", sector_eight_approach_reims_place, charlies_recno) == 1)
			{
				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				WAIT { FUNC("start_cut_scene", 0, 0, 94376, 31068, 443, 188, -29, 13) }
				WAIT { DIALOG("add_dialog", alencon_recno, "[0143N]We have arrived, it is Reims I see ahead!") }
				WAIT { DIALOG("add_dialog", charlies_recno, "[0144N]Good tidings for us all! We have arrived safely at last!") }
				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				WAIT { FUNC("pause_script", 5000) }

				FUNC("set_scenario_event_bit_flag", approach_reims_flag, 1)
			}
		}
		if( FUNC("get_scenario_event_bit_flag", approach_reims2_flag) == 0 )
		{
			if(FUNC("people_by_nation_exist_in_place", sector_eight_approach_reims_place2, "FRENCH") > 0)
			{
				FUNC("attention_call_message_2", "[0145N]We are in the proximity of Reims. I deem it safe to escort our king to the castle gates now.", alencon_recno )
				FUNC("set_scenario_event_bit_flag", approach_reims2_flag, 1)
			}
		}

		if( FUNC("get_scenario_bit_flag", charlies_inside_trap_flag) == 0 )
		{
			//if(FUNC("is_unit_inside_place", sector_eight_trap_place, charlies_recno) == 1)
			//if( FUNC("number_of_fightable_enemy_in_place", sector_eight_spawn_place, earl_recno) > 0 )
			if( FUNC("people_by_nation_exist_in_place", sector_eight_spawn_place, "FRENCH") > 0 )
			{
				// spawn enemy
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_5, elinfcap_id, 809, 22, "Simon Tannator", "Tannator")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_5, elinfant_id, 809, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_6, epolecap_id, 810, 22, "Gybon Page", "Page")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_6, epoleman_id, 810, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_9, epolecap_id, 811, 22, "John Loyden", "Loyden")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_9, epoleman_id, 811, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_10, ecrosscap_id, 812, 22, "Andrew Sprode", "Sprode")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_10, ecrossman_id, 812, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_11, epolecap_id, 813, 22, "Eustace Wace", "Wace")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_11, epoleman_id, 813, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_12, emacecap_id, 814, 22, "Robert Horn", "Horn")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_12, emaceman_id, 814, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_1, bhinfcap_id, 815, 26, "Jean de Luxembourg", "Luxembourg")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_1, bhinfant_id, 815, 2, 22)
				//FUNC("facility_barrack_add_leader", sector_eight_spawn_point_3, earl_id, 816, 28, "William de la Pole", "William")
				//FUNC("facility_barrack_add_member", sector_eight_spawn_point_3, bhinfant_id, 816, 2, 22)

				//cut scene
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("set_unit_can_process_in_cut_scene", luxembourg_recno, 1)
				WAIT { FUNC("start_cut_scene", 0, 0, 93526, 29867, 59, 350, -120, 0) }
				WAIT { DIALOG("add_dialog", earl_recno, "[0146N]At last - we have been awaiting your arrival for quite some time!") }
				WAIT { FUNC("change_camera_in_cut_scene", 0, 93462, 29756, 40, 350, 180, 0) }
				WAIT { DIALOG("add_dialog", luxembourg_recno, "[0147N]Indeed, congratulations for having made it thus far! Our ''welcoming'' committee would like to show you how we Burgundians like to receive our guests!") }
				//FUNC("set_unit_dir", luxembourg_recno, 180)
				ACTION("give_order" , luxembourg_recno, "TURN" , 3 , 0 , 180 , 0 , 0 , 0, 2500)
				WAIT { DIALOG("add_dialog", luxembourg_recno, "[0148N]Men, make sure that our ''guests'' are well attended to!") }
				//FUNC("set_unit_dir", luxembourg_recno, 0)
				ACTION("give_order" , luxembourg_recno, "TURN" , 3 , 0 , 0 , 0 , 0 , 0, 2500)
				DIALOG("del_all_dialog") 
				FUNC("set_unit_can_process_in_cut_scene", 0, 1)
				FUNC("end_cut_scene", 0)
				WAIT{ FUNC("is_cut_scene_finished") }


				ACTION("give_task", team_809_cap_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", team_810_cap_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", team_811_cap_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", team_812_cap_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", team_813_cap_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", team_814_cap_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", luxembourg_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)
				ACTION("give_task", earl_recno, "DEFEND_PLACE", 20, sector_eight_spawn_place, 0, 0, 0)

				FUNC("set_scenario_bit_flag", charlies_inside_trap_flag, 1)
				FUNC("set_scenario_count_time")
			}
		}

		if( FUNC("get_scenario_bit_flag", charlies_inside_trap_flag) == 1 && FUNC("get_scenario_event_bit_flag", charlies_arrive_gate_flag) == 0 )
		{
			if( FUNC("is_unit_inside_place", sector_eight_gate_place, charlies_recno) == 1 )
			{
				//cut scene
				if( FUNC("get_gate_state", sector_eight_gate_recno) == 0 )
				{
					FUNC("add_gate_trigger", sector_eight_gate_recno, 0)
				}

				FUNC("set_idle", charlies_recno)
				FUNC("stop_curr_task", charlies_recno)
				ACTION("give_task", charlies_recno, "IDLE", 1, 0, 0, 0, 0)
				ACTION("stop_all_order", charlies_recno)
				//WAIT { FUNC("pause_script", 2000) }

				//FUNC("start_cut_scene_2", 0, 0, charlies_recno, 200, ( 180 - FUNC("get_unit_dir", charlies_recno) ), 10, 1)
				FUNC("start_cut_scene_2", 1, 0, 96082, 30591, 178, 200, 44, 20, 1)
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("set_unit_can_process_in_cut_scene", charlies_recno, 1)
				FUNC("set_unit_can_process_in_cut_scene", horse_recno, 1)

				FUNC("set_idle", charlies_recno)
				FUNC("stop_curr_task", charlies_recno)
				ACTION("give_task", charlies_recno, "IDLE", 1, 0, 0, 0, 0)
				ACTION("stop_all_order", charlies_recno)

				WAIT{ FUNC("pause_script", 1) }
				ACTION("give_task", charlies_recno, "IDLE", 1, 0, 0, 0, 0)
				ACTION("stop_all_order", charlies_recno)
				FUNC("set_idle", charlies_recno)

				WAIT{ FUNC("is_cut_scene_status_black_screen") }
				FUNC("change_camera_in_cut_scene", 0, 96082, 30591, 178, 200, 44, 20)

				WAIT{ DIALOG("add_dialog", charlies_recno, "[0149N]Finally - Reims! I thank all of you for delivering me safely to my coronation!") }
				WAIT{ DIALOG("add_dialog", charlies_recno, "[0150N]In gratitude, please accept this gift, and you shall all be commended for your bravery!") }

				FUNC("enable_unit_bounding_volume", charlies_recno, 0)

				FUNC("give_item_to_unit", "Empire", 1, 1, unit_recno )

				ACTION("give_task", charlies_recno, "APPROACH_PLACE", 99, sector_eight_retreat_place, 0, 0, 0)
				//ACTION("give_order", charlies_recno, "APPROACH_PLACE", 99, sector_eight_retreat_place, 0, 0, 0)

				WAIT{ FUNC("pause_script", 6000 ) }

				DIALOG("del_all_dialog") 
				FUNC("end_cut_scene_2", 0, 1)
				WAIT{ FUNC("is_cut_scene_status_black_screen") }
				FUNC("del_unit_team", 5)
				FUNC("add_gate_trigger", sector_eight_gate_recno, 0)
				WAIT{ FUNC("is_cut_scene_finished") }

				charlies_recno = 0

				FUNC("set_scenario_event_bit_flag", charlies_arrive_gate_flag, 1)

				FUNC("set_end_condition_finish" , 6, "WIN")

				FUNC("set_end_condition_finish" , 7, "WIN")

				//FUNC("stop_curr_task", team_809_cap_recno)
				//FUNC("stop_curr_task", team_810_cap_recno)
				//FUNC("stop_curr_task", team_811_cap_recno)
				//FUNC("stop_curr_task", team_812_cap_recno)
				//FUNC("stop_curr_task", team_813_cap_recno)
				//FUNC("stop_curr_task", team_814_cap_recno)
				//FUNC("stop_curr_task", luxembourg_recno)
				//FUNC("stop_curr_task", earl_recno)
			}
		}

		if( FUNC("get_scenario_event_bit_flag", defeat_boss_flag) == 0 )
		{
			if( luxembourg_recno > 0 )
			{
				if( FUNC("is_unit_dead", luxembourg_recno) > 0 )
				{
					FUNC("attention_call_message", "[0151N]France has brought to a swift end the life of Jean de Luxembourg!")
					luxembourg_recno = 0
				}
			}
//			//luxembourg retreat
//			if(FUNC("get_unit_retreat", luxembourg_recno) == -1)
//			{
//				FUNC("start_cut_scene_2", 1, 0, luxembourg_recno, 200, ( 180 - FUNC("get_unit_dir", luxembourg_recno) ), 10, 1)
//				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
//				FUNC("set_unit_can_process_in_cut_scene", luxembourg_recno, 1)
//
//				FUNC("set_idle", luxembourg_recno)
//				FUNC("stop_curr_task", luxembourg_recno)
//				ACTION("give_task", luxembourg_recno, "IDLE", 1, 1, 0, 0, 0)
//				ACTION("stop_all_order", luxembourg_recno)
//
//				WAIT{ FUNC("pause_script", 1) }
//				ACTION("give_task", luxembourg_recno, "IDLE", 1, 1, 0, 0, 0)
//				ACTION("stop_all_order", luxembourg_recno)
//				FUNC("set_idle", luxembourg_recno)
//
//				WAIT{ FUNC("is_cut_scene_status_black_screen") }
//				FUNC("change_camera_in_cut_scene", 0, luxembourg_recno, 200, ( 180 - FUNC("get_unit_dir", luxembourg_recno) ), 10)
//
//				WAIT{ DIALOG("add_dialog", luxembourg_recno, "[0001N]The french have wounded me - I shall have to retreat!") }
//				WAIT{ DIALOG("add_dialog", luxembourg_recno, "[0001N]Besides, let them crown their pathetic dauphin, for without Paris, Valois France will never amount to anything more than a puppet of the English and Burgundians!") }
//
//				FUNC("enable_unit_bounding_volume", luxembourg_recno, 0)
//
//				WAIT{ ACTION("give_order", luxembourg_recno, "APPROACH_PLACE", 1, 1, sector_one_retreat_place, 0, 0, 0, 3000) }
//
//				DIALOG("del_all_dialog") 
//				FUNC("end_cut_scene_2", 0, 1)
//				WAIT{ FUNC("is_cut_scene_status_black_screen") }
//				FUNC("del_unit", luxembourg_recno)
//				WAIT{ FUNC("is_cut_scene_finished") }
//
//				luxembourg_recno = 0
//			}

			//william de la pole die
			if( earl_recno > 0 && FUNC("is_unit_dead", earl_recno) > 0 )
			{
				FUNC("start_cut_scene_2", 1, 0, earl_recno, 200, ( 180 - FUNC("get_unit_dir", earl_recno) ), 10, 1)
				FUNC("set_unit_can_process_in_cut_scene", 0, 0)
				FUNC("set_unit_can_process_in_cut_scene", earl_recno, 1)

				WAIT{ FUNC("is_cut_scene_status_black_screen") }
				FUNC("change_camera_in_cut_scene", 0, earl_recno, 200, ( 180 - FUNC("get_unit_dir", luxembourg_recno) ), 10)

				WAIT{ DIALOG("add_dialog", earl_recno, "[0152N]No... I am... dying! Men, accomplish our mission where I failed!") }

				DIALOG("del_all_dialog") 
				FUNC("end_cut_scene_2", 0, 1)
				WAIT{ FUNC("is_cut_scene_status_black_screen") }
				FUNC("del_unit", earl_recno)
				WAIT{ FUNC("is_cut_scene_finished") }

				earl_recno = 0

				FUNC("attention_call_message", "[0153N]William de la Pole has died in battle! All three de la Pole brothers are no more!")
				FUNC("add_reputation", 3)
				FUNC("attention_call_message", FUNC("format_string", "[0089N]Charles VII's reputation has increased by %1d as a result of your success!", 3) )
			}
			if(earl_recno == 0 && luxembourg_recno == 0)
			{
				FUNC("set_end_condition_finish" , 4, "WIN")

				FUNC("set_scenario_event_bit_flag", defeat_boss_flag, 1)
			}

		}


		//if(FUNC("is_unit_inside_place", sector_eight_retreat_place, charlies_recno) == 1)
		//{
		//	if(FUNC("get_scenario_event_bit_flag", 1) == 0)
		//	{
				// close gate
		//		FUNC("add_gate_trigger", sector_eight_gate_recno, 0)
		//		FUNC("set_scenario_event_bit_flag", 1, 1)
		//	}

			// defend place
		//	ACTION("give_task", charlies_recno, "DEFEND_PLACE", 100, sector_eight_retreat_place, 0, 0, 0)
		//}
		//else
		//{
		//	ACTION("give_order" , charlies_recno, "APPROACH_PLACE" , 99 , 1 , sector_eight_retreat_place , 0 , 0 , 0, 10000)
		//}


		if( FUNC("get_end_condition_finish", 1) > 0 && FUNC("get_end_condition_finish", 2) > 0 && FUNC("get_end_condition_finish", 4) > 0 && FUNC("get_end_condition_finish", 7) > 0 )
		{
			WAIT { FUNC("pause_script", 10000) }
			FUNC("set_end_condition_finish", 9, "WIN")
		}

	}
}