<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 type="StoryDialog" transition="none" noPushOnLeave="1" fileName="content/dialogs/story/CutScene1_3_1.xml" />
	
	<CollectGroup identifier="COUNT_STACK_RENDERER">
		<Collect name="" typeId="0" count="20" pick="random" />
	</CollectGroup>
	
	<CollectGroup identifier="COUNT_STACK_RENDERER">
		<Collect name="" typeId="100" pick="all" />
		<Collect name="" typeId="101" pick="all" />
		<Collect name="" typeId="102" pick="all" />
	</CollectGroup>
	
	<Screen type="MgCombinationPuzzle" configFile="content/config/minigames/CombinationPuzzle/conf1.xml" transition="fade" noPushOnLeave="1" minigameId="1" />
	
	<Screen type="StoryDialog" transition="none" noPushOnLeave="1" fileName="content/dialogs/story/CutScene1_3_2.xml" />
	
	<!--
	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
	-->

</SceneMechanics>