<?xml version="1.0" ?>

<Scene name="ItemUse" image="null">

	<Action type="SwitchScene" condition="$active_scene != ship.Schematics" scene="ship.Schematics" name="use:schematics"/>
	<Action type="SwitchScene" condition="$active_scene != ship.Schematics" scene="ship.Schematics" name="look:schematics"/>

	<Action type="CommandCharacter" chr="brawe" name="look:note">
		<Job type="SetVar" var="note_readed" value="1" reset="0"/>
		<Job type="Say" key="NOTE_READED_01" prefix="{ $current_character }"/>
	</Action>

	<Action type="SwitchScene" scene="jama_spacea.Diary" name="look:diary"/>
	<Action type="SwitchScene" scene="jama_spacea.Diary" name="use:diary"/>

	<Action name="look:baked_5_flower" type="Say" key="LOOK_INV_BAKED_5_FLOWER_01" prefix="{ $current_character }"/>
	<Action type="CommandCharacter" chr="brawe" name="use:baked_5_flower">
		<Job condition="not $laren_wants_tobacco" type="Say" key="BAKED_5_FLOWER_RIP_LEAF_01" prefix="{ $current_character }"/>
		<Job type="RemoveItem" item="baked_5_flower" reset="0"/>
		<Job condition="not $laren_wants_tobacco" type="AddItem" item="baked_4_flower" reset="0"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="PlaySound" sound="take_flower"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="AddItem" item="flower_dust" reset="0"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="Say" key="CRUSH_FLOWER_01" prefix="{ $current_character }"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="SetVar" var="brawe_has_tobacco" value="1" reset="0"/>		
		<Job type="SetVar" var="baked_herbs" value="1" reset="0"/>
	</Action>

	<Action name="look:baked_4_flower" type="Say" key="LOOK_INV_BAKED_4_FLOWER_01" prefix="{ $current_character }"/>
	<Action type="CommandCharacter" chr="brawe" name="use:baked_4_flower">
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="Say" key="CRUSH_FLOWER_01" prefix="{ $current_character }"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="PlaySound" sound="take_flower"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="RemoveItem" item="baked_4_flower" reset="0"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="AddItem" item="flower_dust" reset="0"/>
		<Job condition="$laren_wants_tobacco and not $brawe_has_tobacco" type="SetVar" var="brawe_has_tobacco" value="1" reset="0"/>
		<Job condition="not $laren_wants_tobacco" type="Say" key="NO_CRUSH_FLOWER_01" prefix="{ $current_character }"/>
		<Job condition="$brawe_has_tobacco" type="Say" key="NO_NEED_CRUSH_FLOWER_01" prefix="{ $current_character }"/>
	</Action>

	<Action name="look:5_flower" type="Say" key="LOOK_INV_5_FLOWER_01" prefix="{ $current_character }"/>
	<Action type="CommandCharacter" chr="brawe" name="use:5_flower">
		<Job type="Say" key="5_FLOWER_RIP_LEAF_01" prefix="{ $current_character }"/>
		<Job type="RemoveItem" item="5_flower" reset="0"/>
		<Job type="AddItem" item="4_flower" reset="0"/>
	</Action>

	<Action name="look:pepper_spray" type="Say" key="LOOK_INV_PEPPER_SPRAY_01" prefix="{ $current_character }"/>
	<Action type="CommandCharacter" chr="$current_character" name="use:pepper_spray">
		<Job type="Say" key="PEPPER_SPRAY_USE_01" prefix="{ $current_character }"/>
	</Action>

	<!-- Other item actions immediate (look/use from inv) -->
	<Action name="look:rowboat" type="Composite">
		<Action condition="$current_character == brawe" type="Say" key="LOOK_INV_ROWBOAT_BRAWE_01" prefix="{ $current_character }"/>
		<Action condition="not $current_character == brawe" type="Say" key="LOOK_INV_ROWBOAT_NOT_BRAWE_01" prefix="{ $current_character }"/>
	</Action>	
	
	<Action name="use:rowboat" type="Say" key="USE_INV_ROWBOAT_01" prefix="{ $current_character }"/>
	
	<Action name="look:black_hole" type="Say" key="LOOK_INV_BLACK_HOLE_01" prefix="{ $current_character }"/>
	
	<Action name="look:hanky" type="Say" key="LOOK_INV_HANKEY_01" prefix="{ $current_character }"/>
	<Action name="use:hanky" type="Say" key="USE_INV_HANKEY_01" prefix="{ $current_character }"/>

	<Action name="look:empty_bucket" type="Say" key="LOOK_INV_EMPTY_BUCKET_01" prefix="{ $current_character }"/>
	<Action name="use:empty_bucket" type="Say" key="USE_INV_EMPTY_BUCKET_01" prefix="{ $current_character }"/>

	<Action name="look:bucket_with_silicone" type="Say" key="LOOK_INV_BUCKET_WITH_SILICONE_01" prefix="{ $current_character }"/>

	<Action name="look:silicone" type="Say" key="LOOK_INV_SILICONE_01" prefix="{ $current_character }"/>
	<Action name="use:silicone" type="Say" key="USE_INV_SILICONE_01" prefix="{ $current_character }"/>

	<Action name="look:melt_silicone" type="Say" key="LOOK_INV_MELT_SILICONE_01" prefix="{ $current_character }"/>

	<Action name="look:silicone_wire" type="Say" key="LOOK_INV_SILICONE_WIRE_01" prefix="{ $current_character }"/>

	<Action name="look:wire" type="Say" key="LOOK_INV_WIRE_01" prefix="{ $current_character }"/>

	<Action name="look:disc" type="Say" key="LOOK_INV_DIRTY_DISC_01" prefix="{ $current_character }"/>
	<Action name="use:disc" type="Say" key="USE_INV_DIRTY_DISC_01" prefix="{ $current_character }"/>

	<Action name="look:clean_disc" type="Say" key="LOOK_INV_CLEAN_DISC_01" prefix="{ $current_character }"/>
	<Action name="use:clean_disc" type="Say" key="USE_INV_CLEAN_DISC_01" prefix="{ $current_character }"/>

	<Action name="look:manual_translated" type="Say" key="LOOK_INV_MANUAL_TRANSLATED_01" prefix="{ $current_character }"/>
	<Action name="use:manual_translated" type="Say" key="USE_INV_MANUAL_TRANSLATED_01" prefix="{ $current_character }"/>

	<Action name="look:manual" type="Say" key="LOOK_INV_MANUAL_01" prefix="{ $current_character }"/>

	<Action name="look:broken_locator" type="Say" key="LOOK_INV_BROKEN_LOCATOR_01" prefix="{ $current_character }"/>

	<Action name="look:locator" type="Say" key="LOOK_INV_LOCATOR_01" prefix="{ $current_character }"/>

	<Action name="look:working_locator" type="Say" key="LOOK_INV_WORKING_LOCATOR_01" prefix="{ $current_character }"/>
	<Action name="use:working_locator" type="Say" key="USE_INV_WORKING_LOCATOR_01" prefix="{ $current_character }"/>

	<Action name="look:peeler" type="Say" key="LOOK_INV_PEELER_01" prefix="{ $current_character }"/>
	<Action name="use:peeler" type="Say" key="USE_INV_PEELER_01" prefix="{ $current_character }"/>

	<Action name="look:hammer" type="Say" key="LOOK_INV_HAMMER_01" prefix="{ $current_character }"/>
	<Action name="use:hammer" type="Say" key="USE_INV_HAMMER_01" prefix="{ $current_character }"/>

	<Action name="look:screwdriver" type="Say" key="LOOK_INV_SCREWDRIVER_01" prefix="{ $current_character }"/>

	<Action name="look:sharp_screwdriver" type="Say" key="LOOK_INV_SHARP_SCREWDRIVER_01" prefix="{ $current_character }"/>

	<Action name="look:plaque" type="Say" key="LOOK_INV_PLAQUE_01" prefix="{ $current_character }"/>

	<Action name="look:map" type="Say" key="LOOK_INV_SWAMP_MAP_01" prefix="{ $current_character }"/>
	<Action name="use:map" type="Say" key="USE_INV_SWAMP_MAP_01" prefix="{ $current_character }"/>

	<Action name="look:4_flower" type="Composite">
		<Action condition="$wants_leaves == 0" type="Say" key="LOOK_INV_4_FLOWER_01" prefix="{ $current_character }"/>
		<Action condition="not $wants_leaves == 0" type="Say" key="LOOK_INV_4_FLOWER_01" prefix="{ $current_character }"/>
	</Action>

	<Action name="look:wheel" type="Say" key="LOOK_INV_MILL_WHEEL_01" prefix="{ $current_character }"/>

	<Action name="look:flower_dust" type="Say" key="LOOK_INV_FLOWER_DUST_01" prefix="{ $current_character }"/>

	<!-- Rowboat je preskocen jer nema smisla (pogotovo kasnije u igri) -->

	<Action name="look:plaque_with_silicone" type="Say" key="LOOK_INV_PLAQUE_WITH_SILICONE_01" prefix="{ $current_character }"/>

	<Action name="look:cane" type="Say" key="LOOK_INV_CANE_01" prefix="{ $current_character }"/>

	<Action name="look:sharp_cane" type="Say" key="LOOK_INV_SHARP_CANE_01" prefix="{ $current_character }"/>

	<Action name="look:dam_key" type="Say" key="LOOK_INV_CHEST_KEY_01" prefix="{ $current_character }"/>
	<Action name="look:chest_key" type="Say" key="LOOK_INV_CHEST_KEY_01" prefix="{ $current_character }"/> <!-- chest key se zapravo ne koristi -->

	<Action name="look:cell_key" type="Say" key="LOOK_INV_CELL_KEY_01" prefix="{ $current_character }"/>

	<Action name="look:ashes" type="Say" key="LOOK_INV_ASHES_01" prefix="{ $current_character }"/>

	<Action name="look:beeping_device" type="Say" key="LOOK_INV_BEEPING_DEVICE_01" prefix="{ $current_character }"/>

	<Action name="look:ion_gun" type="CommandCharacter" chr="brawe">
		<Job condition="$tutorial_state == 3" type="SetVar" var="tutorial_arrow" value="" reset="0"/>
		<Job type="Say" key="LOOK_INV_ION_GUN_01" prefix="{ $current_character }"/>
		<Job type="SetVar" var="hint102_tutorial" value="0" reset="0"/>
		<Job condition="$tutorial_state == 3" type="Dialog" dialog="SEQ_TUTORIAL_INVENTORY_ITEMS_PART2"/>
	</Action>

	<Action name="use:ion_gun" type="CommandCharacter" chr="brawe">			
		<Job condition="$tutorial_state == 5" type="SetVar" var="tutorial_arrow" value="" reset="0"/>
		<Job condition="not $tutorial_state == 5" type="Say" key="USE_INV_ION_GUN_01"/>
		<Job condition="$tutorial_state == 5" type="Say" key="USE_INV_ION_GUN_TUTORIAL_01"/>
		<Job type="CallAction" condition="not $tutorial_state == 5 and $kralek_scene == $brawe_scene and not $kralek_in_engine_room and not $kralek_knocked_in_mazslow and not ($kralek_is_down and $mazslow_on_jama)" ref="M::ion_gun_kralek_comments"/>
		<Job condition="$tutorial_state == 5" type="Dialog" dialog="SEQ_TUTORIAL_INVENTORY_ITEMS_PART3"/>
	</Action>

	<Action name="M::ion_gun_kralek_comments" type="CommandCharacter" chr="kralek">
		<Job type="SetOrientation" direction="NW"/>
		<Job type="Say" key="USE_INV_ION_GUN_KRALEK_01"/>
		<Job type="ResetScene"/>
	</Action>

	<Action name="look:flint" type="Say" key="LOOK_INV_FLINT_01" prefix="{ $current_character }"/>
	<Action name="use:flint" type="CommandCharacter" chr="brawe">
		<Job type="Animate" ani="Take"/>
		<Job type="Animate" ani="TakeBack"/>
		<Job type="Animate" ani="Take"/>
		<Job type="Animate" ani="TakeBack"/>
		<Job type="Say" key="USE_INV_FLINT_01"/>
	</Action>

	<Action name="look:explosives" type="Say" key="LOOK_INV_EXPLOSIVES_01" prefix="{ $current_character }"/>
	<Action name="use:explosives" type="Say" key="USE_INV_EXPLOSIVES_01" prefix="{ $current_character }"/>

	<Action name="look:fuses" type="Say" key="LOOK_INV_FUSES_01" prefix="{ $current_character }"/>

	<Action name="look:fused_explosives" type="Say" key="LOOK_INV_FUSED_EXPLOSIVES_01" prefix="{ $current_character }"/>

	<Action name="look:battery" type="Say" key="LOOK_INV_BATTERY_01" prefix="{ $current_character }"/>

	<Action name="look:charged_canister" type="Say" key="LOOK_INV_CHARGED_CANISTER_01" prefix="{ $current_character }"/>

	<Action name="look:recharged_battery" type="Say" key="LOOK_INV_CHARGED_BATTERY_01" prefix="{ $current_character }"/>

	<Action name="look:plant_picture" type="Say" key="LOOK_INV_PLANT_PICTURE_01" prefix="{ $current_character }"/>

	<Action name="look:windex" type="Say" key="LOOK_INV_WINDOW_CLEANER_01" prefix="{ $current_character }"/>
	<Action name="use:windex" type="Say" key="USE_INV_WINDOW_CLEANER_01" prefix="{ $current_character }"/>

	<Action name="look:pattern_calculation" type="Say" key="LOOK_INV_PATTERN_CALCULATION_01" prefix="{ $current_character }"/>
	<Action name="use:pattern_calculation" type="Say" key="USE_INV_PATTERN_CALCULATION_01" prefix="{ $current_character }"/>

	<Action name="look:yellow_crystal" type="Say" key="LOOK_INV_YELLOW_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:red_crystal" type="Say" key="LOOK_INV_RED_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:blue_crystal" type="Say" key="LOOK_INV_BLUE_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:yellow_dust" type="Say" key="LOOK_INV_YELLOW_DUST_01" prefix="{ $current_character }"/>

	<Action name="look:red_dust" type="Say" key="LOOK_INV_RED_DUST_01" prefix="{ $current_character }"/>

	<Action name="look:blue_dust" type="Say" key="LOOK_INV_BLUE_DUST_01" prefix="{ $current_character }"/>

	<Action name="look:titanium_box" type="Say" key="LOOK_INV_TITANIUM_BOX_01" prefix="{ $current_character }"/>

	<Action name="look:box_with_clay" type="Say" key="LOOK_INV_BOX_WITH_CLAY_01" prefix="{ $current_character }"/>

	<Action name="look:crystal_mold" type="CommandCharacter" chr="$current_character">
		<Job type="Say" key="LOOK_INV_CRYSTAL_MOLD_MAIN_01"/>
		<Job type="Say" condition="not $computer_crystal_mold_hardened" key="LOOK_INV_CRYSTAL_MOLD_WET_01"/>

		<Job type="Say" condition="$crystal_blue_dust_in and not $crystal_red_dust_in and not $crystal_yellow_dust_in" key="LOOK_INV_CRYSTAL_MOLD_HALF_BLUE_01"/>
		<Job type="Say" condition="not $crystal_blue_dust_in and not $crystal_red_dust_in and $crystal_yellow_dust_in" key="LOOK_INV_CRYSTAL_MOLD_HALF_YELLOW_01"/>
		<Job type="Say" condition="not $crystal_blue_dust_in and $crystal_red_dust_in and not $crystal_yellow_dust_in" key="LOOK_INV_CRYSTAL_MOLD_HALF_RED_01"/>

		<Job type="Say" condition="$crystal_yellow_dust_in and $crystal_blue_dust_in" key="LOOK_INV_CRYSTAL_MOLD_GREEN_01"/>
		<Job type="Say" condition="$crystal_yellow_dust_in and $crystal_red_dust_in" key="LOOK_INV_CRYSTAL_MOLD_ORANGE_01"/>
		<Job type="Say" condition="$crystal_blue_dust_in and $crystal_red_dust_in" key="LOOK_INV_CRYSTAL_MOLD_PURPLE_01"/>
	</Action>

	<Action name="look:stone_mold" type="CommandCharacter" chr="$current_character">
		<Job type="Say" key="LOOK_INV_STONE_MOLD_MAIN_01"/>
		<Job type="Say" condition="not $mold_hardened" key="LOOK_INV_STONE_MOLD_WET_01"/>

		<Job type="Say" condition="$stone_blue_dust_in and not $stone_red_dust_in and not $stone_yellow_dust_in" key="LOOK_INV_STONE_MOLD_HALF_BLUE_01"/>
		<Job type="Say" condition="not $stone_blue_dust_in and not $stone_red_dust_in and $stone_yellow_dust_in" key="LOOK_INV_STONE_MOLD_HALF_YELLOW_01"/>
		<Job type="Say" condition="not $stone_blue_dust_in and $stone_red_dust_in and not $stone_yellow_dust_in" key="LOOK_INV_STONE_MOLD_HALF_RED_01"/>

		<Job type="Say" condition="$stone_yellow_dust_in and $stone_blue_dust_in" key="LOOK_INV_STONE_MOLD_GREEN_01"/>
		<Job type="Say" condition="$stone_yellow_dust_in and $stone_red_dust_in" key="LOOK_INV_STONE_MOLD_ORANGE_01"/>
		<Job type="Say" condition="$stone_blue_dust_in and $stone_red_dust_in" key="LOOK_INV_STONE_MOLD_PURPLE_01"/>
	</Action>

	<Action name="look:ion_cube" type="Say" key="LOOK_INV_ION_CUBE_01" prefix="{ $current_character }"/>

	<Action name="look:cork" type="Say" key="LOOK_INV_CORK_01" prefix="{ $current_character }"/>

	<Action name="look:star_shaped_stone" type="Say" key="LOOK_INV_STAR_SHAPED_STONE_01" prefix="{ $current_character }"/>

	<Action name="look:broken_stone" type="Say" key="LOOK_INV_BROKEN_STONE_01" prefix="{ $current_character }"/>
	
	<Action name="look:ion_pancake" type="Say" key="LOOK_INV_ION_PANCAKE_01" prefix="{ $current_character }"/>
	<Action name="use:ion_pancake" type="Say" key="USE_INV_ION_PANCAKE_01" prefix="{ $current_character }"/>

	<Action name="look:ion_molded_shape" type="Say" key="LOOK_INV_ION_MOLDED_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:canister_empty" type="Say" key="LOOK_INV_EMPTY_CANISTER_01" prefix="{ $current_character }"/>

	<Action name="look:moist_clay" type="Say" key="LOOK_INV_MOIST_CLAY_01" prefix="{ $current_character }"/>

	<Action name="look:defunct_crystal" type="Say" key="LOOK_INV_DEFUNCT_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:purple_crystal" type="Say" key="LOOK_INV_PURPLE_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:green_crystal" type="Say" key="LOOK_INV_GREEN_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:orange_crystal" type="Say" key="LOOK_INV_ORANGE_CRYSTAL_01" prefix="{ $current_character }"/>

	<Action name="look:heavy_titanium_box" type="Say" key="LOOK_INV_HEAVY_TITANIUM_BOX_01" prefix="{ $current_character }"/>

	<Action name="look:purple_shape" type="Say" key="LOOK_INV_PURPLE_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:blue_shape" type="Say" key="LOOK_INV_BLUE_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:green_shape" type="Say" key="LOOK_INV_GREEN_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:yellow_shape" type="Say" key="LOOK_INV_YELLOW_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:red_shape" type="Say" key="LOOK_INV_RED_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:orange_shape" type="Say" key="LOOK_INV_ORANGE_SHAPE_01" prefix="{ $current_character }"/>

	<Action name="look:authorization_papers" type="Say" key="LOOK_INV_AUTHORIZATION_PAPERS_01" prefix="{ $current_character }"/>
	<Action name="use:authorization_papers" type="Say" key="USE_INV_AUTHORIZATION_PAPERS_01" prefix="{ $current_character }"/>

	<Action name="look:authorization_papers_signed" type="Say" key="LOOK_INV_AUTHORIZATION_PAPERS_SIGNED_01" prefix="{ $current_character }"/>
	<Action name="use:authorization_papers_signed" type="Say" key="USE_INV_AUTHORIZATION_PAPERS_SIGNED_01" prefix="{ $current_character }"/>	

	<Action name="look:sticky_tape" type="Say" key="LOOK_INV_STICKY_TAPE_01" prefix="{ $current_character }"/>
	<Action name="use:sticky_tape" type="Say" key="USE_INV_STICKY_TAPE_01" prefix="{ $current_character }"/>

	<Action name="look:kribb_logo" type="Say" key="LOOK_INV_KRIBB_LOGO_01" prefix="{ $current_character }"/>
	<Action name="use:kribb_logo" type="Say" key="USE_INV_KRIBB_LOGO_01" prefix="{ $current_character }"/>

	<Action name="look:light_bulb" type="Say" key="LOOK_INV_LIGHT_BULB_01" prefix="{ $current_character }"/>

	<Action name="look:pepper" type="Say" key="LOOK_INV_PEPPER_01" prefix="{ $current_character }"/>

	<Action name="look:withered_branch" type="Say" key="LOOK_INV_WITHERED_BRANCH_01" prefix="{ $current_character }"/>

	<Action name="look:ceramic_cup" type="CommandCharacter" chr="$current_character">
		<Job condition="not $has_medicine" type="Say" key="LOOK_INV_CERAMIC_CUP_01"/>
		<Job condition="not $has_medicine and ($soap_in_cup or $water_is_in_cup or $egg_in_cup)" type="Say" key="LOOK_INV_CERAMIC_CUP_NOT_EMPTY_01"/>
		<Job condition="not $has_medicine and $egg_in_cup" type="Say" key="LOOK_INV_CERAMIC_CUP_EGG_01"/>
		<Job condition="not $has_medicine and $water_is_in_cup" type="Say" key="LOOK_INV_CERAMIC_CUP_WATER_01"/>
		<Job condition="not $has_medicine and $soap_in_cup" type="Say" key="LOOK_INV_CERAMIC_CUP_SOAP_01"/>
		<Job condition="not $has_medicine and ($soap_in_cup or $water_is_in_cup or $egg_in_cup)" type="Say" key="LOOK_INV_CERAMIC_CUP_NOT_EMPTY_02"/>

		<Job condition="$has_medicine" type="Say" key="LOOK_INV_CERAMIC_CUP_MEDICINE_01"/>
	</Action>
	<Action name="use:ceramic_cup" type="Say" condition="$has_medicine" key="USE_INV_CERAMIC_CUP_MEDICINE_01" prefix="{ $current_character }"/>

	<Action name="look:liquid_soap" type="Say" key="LOOK_INV_LIQUID_SOAP_01" prefix="{ $current_character }"/>

	<Action name="look:egg" type="Say" key="LOOK_INV_EGG_01" prefix="{ $current_character }"/>

	<Action name="look:blow_torch" type="Say" key="LOOK_INV_BLOW_TORCH_01" prefix="{ $current_character }"/>

	<Action name="look:detonator" type="Say" key="LOOK_INV_DETONATOR_01" prefix="{ $current_character }"/>
	
	<Action name="look:ID_card" type="Say" key="LOOK_INV_ID_CARD_01" prefix="{ $current_character }"/>
	<Action name="look:keycard" type="Say" key="LOOK_INV_KEYCARD_01" prefix="{ $current_character }"/>
	
	<Action name="look:pacifist_report" type="Say" key="LOOK_INV_PACIFIST_REPORT_01" prefix="{ $current_character }"/>
	<Action name="look:strong_report" type="Say" key="LOOK_INV_STRONG_REPORT_01" prefix="{ $current_character }"/>
	
	<Action name="look:water_sprayer" type="Say" key="LOOK_INV_WATER_SPRAYER_01" prefix="{ $current_character }"/>
	

</Scene>