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//#################################################################################
//#                                                                               #
//# This script file contains the npc scripts for the quest to obtain a forestbow #
//#                                                                               #
//# Needed: 10 Raw Logs, 5000gp, some chatting and running.                       #
//#                                                                               #
//# Reward: Forest Bow                                                            #
//#################################################################################

// Archer Shop Master
009-2.gat,99,23,0|script|Alan|125,
{
    callfunc "ClearVariables";

    set @Q_MASK, NIBBLE_0_MASK;
    set @Q_SHIFT, NIBBLE_0_SHIFT;

    set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT;

    set @BROKENLOG_EXP, 15;

    set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);

    if (@Q_status == 1) goto L_State_1;
    if (@Q_status == 2) goto L_State_2;
    if (@Q_status == 3) goto L_State_3;
    if (@Q_status == 4) goto L_State_4;
    if (@Q_status == 5) goto L_State_5;

    mes "[Alan]";
    mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\"";
    next;
    if (@inspector == 1)
        menu
            "OK, thanks.", -,
            "Can you make me a really good bow?", L_State_0_1,
            "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
    if (@inspector != 1)
        menu
            "OK, thanks.", -,
            "Can you make me a really good bow?", L_State_0_1;
    goto L_Close;

L_State_0_1:
    mes "[Alan]";
    mes "\"You mean like one of my legendary forest bows?\"";
    next;
    menu
        "Yes, that would be nice.", -;
    mes "[Alan]";
    mes "\"Sorry, I am not making these anymore.\"";
    next;
    menu
        "Oh, too bad.", L_Close,
        "What? Why not?", L_State_0_2;

L_State_0_2:
    mes "[Alan]";
    mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know.";
    mes "They are made of special living wood. And only the best logs of living wood are good enough for them.";
    mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\"";
    set @Q_status, 1;
    callsub S_Update_Var;
    next;
    menu
        "Too bad.", L_Close,
        "Did you ask him why?", L_State_0_3;

L_State_0_3:
    mes "[Alan]";
    mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\"";
    next;
    menu
        "OK, I'll ask him.", L_Close,
        "I am sure he got his reasons.", -;

L_State_1:
    mes "[Alan]";
    mes "\"Did you already ask Jack why he won't deliver me any more living wood?\"";
    next;
    if (@inspector == 1)
        menu
            "No, I haven't had the time yet.", -,
            "No, I didn't find him yet.", L_State_1_1,
            "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
    if (@inspector != 1)
        menu
            "No, I haven't had the time yet.", -,
            "No, I didn't find him yet.", L_State_1_1;
    goto L_Close;

L_State_1_1:
    mes "[Alan]";
    mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\"";
    goto L_Close;

L_State_2:
    mes "[Alan]";
    mes "\"Did you already ask Jack why he won't deliver me any more living wood?\"";
    next;
    if (@inspector == 1)
        menu
            "Yes, I did. He said that the trees turned into dangerous monsters.", -,
            "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
    if (@inspector != 1)
        menu
            "Yes, I did. He said that the trees turned into dangerous monsters.", -;
    mes "[Alan]";
    mes "\"Oh, that's really bad news. Maybe you can do his job?";
    mes "When you kill some of these tree monsters and bring me their wood I can take a look at them.";
    mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\"";
    set @Q_status, 3;
    callsub S_Update_Var;
    goto L_Close;

L_State_3:
    mes "[Alan]";
    mes "\"How is the hunt going? Did you bring me any wood?\"";
    if (countitem("RawLog") < 1)
        goto L_Close;
    next;
    if (@inspector == 1)
        menu
            "Here, take a look!", L_State_3_try,
            "Yes, but I need it for something else.", -,
            "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
    if (@inspector != 1)
        menu
            "Here, take a look!", L_State_3_try,
            "Yes, but I need it for something else.", -;
    goto L_Close;

L_State_3_try:
    if (countitem("RawLog") < 1)
        goto L_No_Log;
    delitem "RawLog", 1;
    mes "[Alan]";
    mes "\"Hmmm... looks ok, but is it strong enough?\"";
    mes "Alan bends the log over his knee.";
    next;
    set @Temp1, rand(20);
    if (@Temp1 == 0) goto L_State_3_success;
    mes "The log breaks with a loud crack.";
    getexp @BROKENLOG_EXP, 0;
    next;
    mes "[Alan]";
    mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\"";
    if (countitem("RawLog") < 1)
        goto L_Close;
    next;
    menu
        "Sure, here you go.", L_State_3_try,
        "Hey! Stop breaking my stuff!", L_Close;

L_State_3_success:
    mes "Alan tries as hard as he can but the log won't bend.";
    next;
    mes "[Alan]";
    mes "\"Aaah! Yes! That is a really fine piece of wood you brought me. It will make an excellent bow!\"";
    next;
    set @Q_status, 4;
    callsub S_Update_Var;

L_State_4:
    mes "[Alan]";
    mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\"";
    next;
    if (@inspector == 1)
        menu
            "10,000??? What a ripoff!", -,
            "Sure, here you go!", L_State_4_pay,
            "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;
    if (@inspector != 1)
        menu
            "10,000??? What a ripoff!", -,
            "Sure, here you go!", L_State_4_pay;
    goto L_Close;

L_State_4_pay:
    if (Zeny < 10000)
        goto L_State_4_nocash;
    getinventorylist;
    if (@inventorylist_count == 100)
        goto L_State_4_TooMany;
    set Zeny, Zeny - 10000;
    getitem "ForestBow", 1;
    set @Q_status, 5;
    callsub S_Update_Var;
    mes "[Alan]";
    mes "\"Here you go - have fun with it.\"";
    goto L_Close;

L_State_4_nocash:
    mes "[Alan]";
    mes "\"Seems like you are out of cash.\"";
    goto L_Close;

L_State_4_TooMany:
    mes "[Alan]";
    mes "\"Seems like you don't have room for this bow. Come back later.\"";
    goto L_Close;

L_State_5:
    mes "[Alan]";
    mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\"";
    if (@inspector != 1)
        goto L_Close;
    next;
    menu
        "I am!", L_Close,
        "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer;

L_NohMask_Answer:
    mes "[Alan]";
    mes "\"No.\"";
    goto L_Close;

L_No_Log:
    mes "[Alan]";
    mes "\"Where should I look at? You don't have a raw log.\"";
    goto L_Close;

L_Close:
    set @inspector, 0;
    close;

S_Update_Var:
    set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_MASK) | (@Q_status << @Q_SHIFT));
    return;
}