#SEQUENCE "stop";
# char_activate("player", 0);
# var func = nop;
  func = if(eq(char_get_attribute("player", "opening"), 0), seq_jump, nop);
  func("opening");
# seq_jump("kill");

#SEQUENCE "opening";
# char_set_attribute("player", "opening", 2);
# screenFX_make( "fade_black", "wash" );
# screenFX_fade( "fade_black", 0, 1 );
# wait( 1 );
# screenFX_fade( "fade_black", 5, 0 );
  floating_text_make( "Your Room", 310, 20, 2, 0, 0, 1, 32, colorRGB(1.0, 1.0, 1.0), 7.5, .75, .75, 0 );
# wait( 5 );
# char_activate("player", 1);
  char_control_jump("player", "script", "player/cin_01");
  //script_load("city/cin_02"); 
# kill_this();
# seq_jump("wait");

#SEQUENCE "kill";
# char_activate("player", 1);
  screenFX_fade( "fade_black", .5, 0 );
  floating_text_make( "Your Room", 310, 20, 2, 0, 0, 1, 32, colorRGB(1.0, 1.0, 1.0), 7.5, .75, .75, 0 );
  avar("loading", 0);
# var func = nop;
  func = if(avar("island_time"), obs_move_to, nop);
  func("phemus", 5, 17);
  func = if(avar("island_time"), avar, nop);
  func("island_time", 2);
  func = if(avar("forest_time"), obs_move_to, nop);
  func("kenki", 15, 8);
  func = if(avar("forest_time"), avar, nop);
  func("forest_time", 2);
  func = if(avar("ruin_time"), obs_move_to, nop);
  func("whipstone", 26, 17);
  func = if(avar("ruin_time"), avar, nop);
  func("ruin_time", 2);
# kill_this();
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );
