// creator  : weidu.exe (version 23100)
// argument : ELEARB08.DLG
// game		 : .
// source	 : ./DATA/DIALOG.BIF
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~ELEARB08~

IF ~NumTimesTalkedTo(0)
~ THEN BEGIN 0 // from:
  SAY #47964 /* ~You have passed though all that was set before you. Judgement comes next, though you have proven more sophisticated than the tests.~ */
  IF ~~ THEN GOTO 1
END

IF ~~ THEN BEGIN 1 // from: 0.0
  SAY #47965 /* ~I question whether these trials were meant to be survived, though I can still only act as directed. It makes me question the minds of the builders.~ */
  IF ~~ THEN GOTO 2
END

IF ~~ THEN BEGIN 2 // from: 1.0
  SAY #47966 /* ~I wonder how they would have fared in their own evaluations. Ahh, but my musings are pointless. I can only judge and move on.~ */
  IF ~~ THEN DO ~StateOverrideFlag(TRUE)
CreateVisualEffectObject("SPCLOUD1",Player1)
CreateVisualEffectObject("SPCLOUD1",Player2)
CreateVisualEffectObject("SPCLOUD1",Player3)
CreateVisualEffectObject("SPCLOUD1",Player4)
CreateVisualEffectObject("SPCLOUD1",Player5)
CreateVisualEffectObject("SPCLOUD1",Player6)
FadeToColor([20.0],0)
Wait(1)
ActionOverride(Player1,LeaveAreaLUAPanic("AR1508","",[586.437],8))
ActionOverride(Player1,LeaveAreaLUA("AR1508","",[586.437],8))
ActionOverride(Player2,LeaveAreaLUA("AR1508","",[669.465],8))
ActionOverride(Player3,LeaveAreaLUA("AR1508","",[513.454],8))
ActionOverride(Player4,LeaveAreaLUA("AR1508","",[590.518],8))
ActionOverride(Player5,LeaveAreaLUA("AR1508","",[658.577],8))
ActionOverride(Player6,LeaveAreaLUA("AR1508","",[705.518],8))
ActionOverride(Player1,CreateVisualEffectObject("SPCLOUD1",Myself))
ActionOverride(Player1,FadeFromColor([20.0],0))
ActionOverride(Player2,CreateVisualEffectObject("SPCLOUD1",Myself))
ActionOverride(Player3,CreateVisualEffectObject("SPCLOUD1",Myself))
ActionOverride(Player4,CreateVisualEffectObject("SPCLOUD1",Myself))
ActionOverride(Player5,CreateVisualEffectObject("SPCLOUD1",Myself))
ActionOverride(Player6,CreateVisualEffectObject("SPCLOUD1",Myself))
ActionOverride(Player1,StateOverrideFlag(FALSE))
ActionOverride(Player1,MultiplayerSync())
~ EXIT
END
