<SceneMechanics>
	<!--
	CollectGroup entry:
		identifier = used for selecting ItemGoalRenderer
		contains multiple Collect entries which are all used at same time
		
		Collect entry: 
			name = entry name
			typeId = typeId attribute of items to be selected from GROUP_UNCOLLECTED container
			count = maximal count of items to be selected
			pick =
				random - select random items
				all - select all items with given typeId. count is ignored
				first - select first x items with given typeId
	-->
	
	<!--
	Screen entry:
		type = screen type registered in GameFlowManager's ScreenBase* generator
		noPushOnLeave = attribute which is passed to selected screen's generator and indicates that new screen should not push anything onto GameState stack in doLeave method
		transition = between screen transition. possible values: fade, none
		all other attributes will be passed to selected screen's generator
	-->
	
	<Screen type="StoryDialog" transition="none" noPushOnLeave="1" fileName="content/story/dialogs/CS_7_1_1.xml" />
	
	<CustomMechanics identifier="DISPLAY_MESSAGE_DIALOG" id="0" textLabel="CLICK_ON_A_LOCATION" caption="ACTION" />

	<CustomMechanics identifier="ACTIVATE_ITEM_BUTTON" itemTypeId="60" textLabel="CLICK_ON_A_LOCATION" renderImage="true" />
	
	<Screen type="StoryDialog" transition="none" noPushOnLeave="1" fileName="content/story/dialogs/CS_7_4_2.xml" />
	
</SceneMechanics>