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// Airlia, daughter of the cemetary caretaker

// Future extensions:
//   * Add banter and random replies for the unlimited subquests
//   * Airlia quest = 2 unlocks options with Fighters of the Undead NPCs (in Cemetery), such as the 'Kill Sir Truk' quest
//   * Airlia quest = 2 unlocks other options, perhaps with future Warrior Guild prospects (this is long term)


009-2,123,71,0|script|Airlia|108
{
    // Subquest 1a: Caretaker's daughter (initial, once)
    set @LETTER_REWARD_GOLD_INITIAL, 1000;
    set @LETTER_REWARD_EXP_INITIAL, 2000;

    set @Q_STATUS_RECIEVED_FIRST_LETTER, 2;
    set @Q_STATUS_DELIVERED_FIRST_LETTER, 3;

    // Subquest 1b: Continued delivery of letters (unlimited)
    set @LETTER_REWARD_GOLD, 42;
    set @LETTER_REWARD_EXP, 500;

    set @Q_STATUS_HAS_NO_NEW_LETTER, 4;
    set @Q_STATUS_HAS_NEW_LETTER, 5;

    // Subquest 2a: Fetch those undead drops (initial, once)
    // TODO: Set sane values below
    set @FETCH_AMOUNT_INITIAL, 50;
    set @FETCH_LABEL_INITIAL$, "Bone";
    set @FETCH_REWARD_GOLD_INITIAL, 5000;
    set @FETCH_REWARD_EXP_INITIAL, 50000;

    set @Q_STATUS_HELP_AIRLIA, 1;
    set @Q_STATUS_INITIAL_FETCH_REWARDED, 2;

    // Subquest 2b: Fetch those undead drops (unlimited)
    // TODO: Set sane values below
    set @FETCH_AMOUNT, 10;
    set @FETCH_LABEL$, "DiseasedHeart";
    set @FETCH_REWARD_GOLD, 6000;
    set @FETCH_REWARD_EXP, 40000;


    if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded;
    if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch;
    if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro;
    goto L_Caretaker;

L_Caretaker:
    mes "[Airlia]";
    mes "\"Greetings. Do you need a housing permit, or to license your mount?\"";
    next;
    if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER)
        menu
            "Sorry, no.", L_Next,
            "My what?", L_Caretaker_mount;
    if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER)
        menu
            "Sorry, no.", L_Next,
            "I have a letter from your father.", L_Caretaker_first_reward,
            "My what?", L_Caretaker_mount;
    goto L_Next;

L_Next:
    mes "[Airlia]";
    mes "\"Nobody ever does...\"";
    close;

L_Caretaker_mount:
    // The mention of mounts will certainly gather some interest from players,
    // this section may be extended.
    close;

L_Caretaker_first_reward:
    mes "[Airlia]";
    mes "\"Oh! Thank you very, very much! Please take this for your trouble.\"";
    if (@LETTER_REWARD_GOLD_INITIAL > 0)
        mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]";
    if (@LETTER_REWARD_EXP_INITIAL > 0)
        mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]";
    set Zeny, Zeny + @LETTER_REWARD_GOLD_INITIAL;
    getexp @LETTER_REWARD_EXP_INITIAL, 0;
    set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER;
    close;

L_Caretaker_later_rewards:
    mes "[Airlia]";
    mes "\"Oh! Thank you very, very much! Please take this for your trouble.\"";
    if (@LETTER_REWARD_GOLD > 0)
        mes "[" + @LETTER_REWARD_GOLD + " GP]";
    if (@LETTER_REWARD_EXP > 0)
        mes "[" + @LETTER_REWARD_EXP + " experience points]";
    set Zeny, Zeny + @LETTER_REWARD_GOLD;
    getexp @LETTER_REWARD_EXP, 0;
    set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER;
    close;

L_Airlia_intro:
    mes "[Airlia]";
    mes "\"My poor father, doomed to that awful cemetery.\"";
    next;

    // CASE REMOVED:
    // This step is pointless and just forces the player to make a selection that doesn't effect anything.
    // ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks
    // Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4
    // If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned
    //
    //if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER)
    //    menu
    //        "...", -;

    if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
        menu
            "...", L_Next3,
            "Oh, I have a letter from him.", L_Caretaker_later_rewards;
    goto L_Next3;

L_Next3:
    mes "[Airlia]";
    mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana.";
    mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\"";
    next;
    menu
        "I believe so, yes.", L_Airlia_intro_mana_loss,
        "Maybe...", L_Airlia_intro_mana_loss,
        "No, that is not proven.", L_Next1;

L_Next1:
    mes "[Airlia]";
    mes "\"Oh...\"";
    close;

L_Airlia_intro_mana_loss:
    mes "[Airlia]";
    mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU.";
    mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\"";
    next;
    menu
        "...", L_Airlia_intro_fou,
        "I have heard of them.", L_Airlia_intro_fou,
        "Keep up the good work. I have to go now, bye.", L_Close;

L_Airlia_intro_fou:
    mes "[Airlia]";
    mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\"";
    next;
    menu
        "Of course I will.", L_Airlia_intro_fight,
        "Sure, I guess.", L_Airlia_intro_fight,
        "Thanks, but no thanks. I have other business to attend to.", L_Close;

L_Airlia_intro_fight:
    mes "[Airlia]";
    mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\"";
    next;
    menu
        "I'm on it.", L_Next2,
        "What sort of proof?", L_Airlia_intro_proof;

L_Next2:
    set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA;
    goto L_Close;

L_Airlia_intro_proof:
    mes "[Airlia]";
    mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\"";
    set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA;
    close;

L_Fetch:
    mes "[Airlia]";
    mes "\"Thank you for helping my father.\"";
    next;

    // Make sure to check if the player has a letter to deliver.
    // If the check is not made then there is a bug, where the player
    // has a letter but has not completed the initial fetch
    // and is prevented from turing in the letter until the fetch is completed.

    if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER)
        menu
            "You are welcome.", L_Close,
            "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward;
    if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
        menu
            "You are welcome.", L_Close,
            "I have another letter from your father.", L_Caretaker_later_rewards,
            "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward;
    goto L_Close;

L_Fetch_initial_reward:
    if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough;
    mes "[Airlia]";
    mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\"";
    if (@FETCH_REWARD_GOLD_INITIAL > 0)
        mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]";
    if (@FETCH_REWARD_EXP_INITIAL > 0)
        mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]";
    delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL;
    set Zeny, Zeny + @FETCH_REWARD_GOLD_INITIAL;
    getexp @FETCH_REWARD_EXP_INITIAL, 0;
    set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED;
    next;
    mes "[Airlia]";
    // TODO: Write the dialogue when I'm not tired...
    mes "\"Oh, before you leave. We all must do what we can to stop this tragedy.";
    mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\"";
    close;

L_Fetch_later_rewards:
    if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT)
        goto L_Fetch_not_enough;
    mes "[Airlia]";
    mes "\"Excellent work. You are definitely a great warrior.\"";
    if (@FETCH_REWARD_GOLD > 0)
        mes "[" + @FETCH_REWARD_GOLD + " GP]";
    if (@FETCH_REWARD_EXP > 0)
        mes "[" + @FETCH_REWARD_EXP + " experience points]";
    delitem @FETCH_LABEL$, @FETCH_AMOUNT;
    set Zeny, Zeny + @FETCH_REWARD_GOLD;
    getexp @FETCH_REWARD_EXP, 0;
    close;

L_Fetch_not_enough:
    mes "[Airlia]";
    mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\"";
    close;

L_Rewarded:
    mes "[Airlia]";
    mes "\"Thank you for your help.\"";
    next;
    if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER)
        menu
            "You are welcome.", L_Close,
            "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards;
    if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
        menu
            "You are welcome.", L_Close,
            "I have another letter from your father.", L_Caretaker_later_rewards,
            "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards;
    goto L_Close;

L_Close:
    close;
}