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//#################################################################################
// Script by Shaili and QOAL
//#################################################################################

020-2,24,26,0|script|Agostine Debug|137
{
    mes "[Agostine Debug]";
    mes "What do you want to do?";
    menu
        "Show Quest State", L_ShowState,
        "Set Quest State", L_SetState,
        "Reset", L_Reset,
        "Nothing.", L_Close;

L_ShowState:
    set @wg_state, ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT);
    mes "Current State is " + @wg_state;
    goto L_Close;

L_SetState:
    mes "What state do you want?";
    input @wg_state;
    callfunc "setWGState";
    mes "Set to " + @wg_state;
    goto L_Close;

L_Reset:
    set @wg_state, 0;
    callfunc "setWGState";
    mes "Reset!";
    goto L_Close;

L_Close:
    close;

OnInit:
    if (!debug)
        disablenpc "Agostine Debug";
    end;
}
020-2,27,26,0|script|Agostine|137
{
    set @CUTFUR_EXP, 10;
    set @FINEDRESS_COTTON_CLOTHS, 20;
    set @FINEDRESS_GP, 20000;
    set @wg_state, ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT);


    if (@wg_state == 1) goto L_State_0_3;
    if (@wg_state == 2) goto L_State_1;
    if (@wg_state == 3) goto L_State_2;
    if (@wg_state == 4) goto L_State_4;
    if (@wg_state == 5) goto L_State_4_success;
    if (@wg_state == 6) goto L_State_6;
    if (@wg_state == 7) goto L_State_11;
    if (@wg_state == 8) goto L_State_12;
    if (@wg_state >= 9 && @wg_state < 11) goto L_State_13;
    if (@wg_state == 11) goto L_State_14;
    if (@wg_state == 12) goto L_State_14_AA;
    if (@wg_state == 13) goto L_State_15;
    if (@wg_state > 13 && @wg_state < 16) goto L_State_15_Repeat;
    if (@wg_state == 16) goto L_State_16;
    if (@wg_state > 16 && @wg_state < 20) goto L_State_16_Repeat;
    if (@wg_state == 20) goto L_State_17;
    if (@wg_state == 21) goto L_State_17_AskItems;
    if (@wg_state == 22) goto L_State_17_PBD;
    if (@wg_state >= 23) goto L_State_18;

    mes "\"This goes up, this goes left...\"";
    next;
    mes "\"Mmmm...?\"";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!";
    mes "Some people say that I am the best tailor in the world,";
    mes "but I think I am the best one in the universe!";
    mes "So, What can I do for you, my friend?\"";
    next;
    menu
        "I want something new for my wardrobe!", L_State_0_1,
        "Oh, nothing, thanks!", L_Close;

// Quest #0 - Beginning - Needed: Iron Potion

L_State_0_1:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Well.. you know... working so hard makes me so tired!";
    mes "Can you bring me something tasty to drink, my friend?\"";
    next;
    menu
        "Sure, what kind of drink you like?", L_State_0_2,
        "I'm not your waiter!", L_Close;

L_State_0_2:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Here we do not have a bar. Let me taste different beverages.";
    mes "I want something new to drink.\"";
    next;
    menu
        "I'll bring you different drinks to try!", L_State_Accept,
        "Maybe a bar will open soon, wait for it.", L_Close;

L_State_Accept:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Thanks so much.\"";
    set @wg_state, 1;
    callfunc "setWGState";
    goto L_Close;

L_State_0_3:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Well, what have you brought me?\"";
    next;
    menu
        "A Cactus Drink.", L_State_0_4,
        "A Cactus Potion.", L_State_0_5,
        "Some milk.", L_State_0_6,
        "A pint of beer.", L_State_0_7,
        "An Iron potion.", L_State_0_9,
        "A Concentration Potion.", L_State_0_8,
        "Nothing, at the moment.", L_Close;

L_State_0_4:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, a Cactus Drink?\"";
    if (countitem("CactusDrink") < 1) goto L_State_neg;
    delitem "CactusDrink", 1;
    goto L_State_bad;

L_State_0_5:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, a Cactus Potion?\"";
    if (countitem("CactusPotion") < 1) goto L_State_neg;
    delitem "CactusPotion", 1;
    goto L_State_bad;

L_State_0_6:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, some milk for me?\"";
    if (countitem("Milk") < 1) goto L_State_neg;
    delitem "Milk", 1;
    goto L_State_bad;

L_State_0_7:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, a beer?\"";
    if (countitem("Beer") < 1) goto L_State_neg;
    delitem "Beer", 1;
    goto L_State_bad;

L_State_0_8:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, a Concentration Potion?\"";
    if (countitem("ConcentrationPotion") < 1) goto L_State_neg;
    delitem "ConcentrationPotion", 1;
    goto L_State_bad;

L_State_0_9:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, an Iron Potion?\"";
    if (countitem("IronPotion") < 1) goto L_State_neg;
    delitem "IronPotion", 1;
    next;
    mes "Agostine looks pleased as he drinks the potion.";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Oh! This is damn good! I feel a new man, my friend!\"";
    next;
    set Zeny, Zeny + 500;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"This is a little reward for your help. Take 500 GP, my friend!\"";
    set @wg_state, 2;
    callfunc "setWGState";
    goto L_Close;

L_State_neg:
    next;
    mes "\"Seems that you lied. You don't have the drink you told me.\"";
    goto L_Close;

L_State_bad:
    next;
    mes "\"Well, I don't like it so much. Bring me something else.\"";
    goto L_Close;

// First Quest: edited version of Forest Bow Quest - Needed: about 30 White Furs and 15.000 GP

L_State_1:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Mmmm... Let me see... This year light colours are fashionable!";
    mes "Would you like a pair of snow-white Winter Gloves?\"";
    next;
    menu
        "No, thanks. I love dark clothes...", L_Close,
        "You really can do this for me?", L_State_2;

L_State_2:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Well, Winter Gloves are so fashionable for their lovable fur!";
    mes "Only the best furs can be used for these gloves!";
    mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\"";
    set @wg_state, 3;
    callfunc "setWGState";
    next;
    menu
        "You are crazy! I won't kill any animal for this!", L_Close,
        "Sure, I will be back soon!", L_State_3;

L_State_3:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Remember, I want the best of fur!\"";
    set @wg_state, 4;
    callfunc "setWGState";
    goto L_Close;

L_State_4:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Oh, my friend! Have you brought me some good furs?\"";
    if (countitem("WhiteFur") < 1) goto L_Close;
    next;
    menu
        "Here, take a look!", L_State_4_try,
        "Yes, but I need it for something else.", L_Close;

L_State_4_try:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Let me see, my friend! It needs to be perfect for my gloves!\"";
    mes "Agostine examines the patch of fur.";
    next;
    if (countitem("WhiteFur") < 1) goto L_No_Fur;
    delitem "WhiteFur", 1;
    set @Temp1,rand(30);
    if (@Temp1 == 0) goto L_State_4_success;
    mes "Agostine throws away the white fur.";
    getexp @CUTFUR_EXP, 0;
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\"";
    if (countitem("WhiteFur") < 1) goto L_Close;
    next;
    menu
        "Here I have another one!", L_State_4_try,
        "Sorry, I will be careful...", L_Close;

L_State_4_success:
    mes "Agostine breaks into a smile";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\"";
    next;
    set @wg_state, 5;
    callfunc "setWGState";
    goto L_State_5;

L_State_5:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\"";
    next;
    menu
        "You are not a tailor, you are a thief!!", L_Close,
        "I think it's a reasonable price...", L_State_5_pay;

L_State_5_pay:
    if (Zeny < 15000) goto L_State_5_nocash;
    getinventorylist;
    if (@inventorylist_count == 100) goto L_TooMany;
    set Zeny, Zeny - 15000;
    getitem "WinterGloves", 1;
    set @wg_state, 6;
    callfunc "setWGState";
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Here they are. You will have the most fashionable hands in the world!\"";
    goto L_Close;

L_State_5_nocash:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Seems like you are out of cash. Come back when you have the money.\"";
    goto L_Close;

L_State_6:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!";
    mes "Well, I have a good news for you. In this issue of 'TMW Fashion'";
    mes "I saw a pretty accessory, a pair of Furry Boots, my friend.";
    mes "I can make your own pair, if you want!\"";
    next;
    menu
        "It's a great idea!", L_State_10,
        "I'm glamourous enough, thanks", L_Close;

// Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP
L_State_10:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Perfect! For satisfying your request I need another perfect White Fur";
    mes "and a pair of Boots, like those you can find in the mines.";
    mes "They will make you lovely, my friend!\"";
    set @wg_state, 7;
    callfunc "setWGState";
    goto L_Close;

L_State_11:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"So, my friend, have you brought me the right Fur?\"";
    if (countitem("WhiteFur") < 1) goto L_Close;
    next;
    menu
        "Sure, I'm a fluffy hunter!", L_State_11_try,
        "Not yet, sorry.", L_Close;

L_State_11_try:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"I'd rather see the patch of fur, first.\"";
    next;
    mes "Agostine examines the patch of fur.";
    next;
    if (countitem("WhiteFur") < 1) goto L_No_Fur;
    delitem "WhiteFur", 1;
    set @Temp2,rand(30);
    if (@Temp2 == 0) goto L_State_11_success;
    mes "Agostine rips the white fur.";
    getexp @CUTFUR_EXP, 0;
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"That fur was terrible. I won't work with it!\"";
    if (countitem("WhiteFur") < 1) goto L_Close;
    next;
    menu
        "Well, maybe this is better!", L_State_11_try,
        "I will hunt other fluffies...", L_Close;

L_State_11_success:
    mes "Agostine breaks into a smile";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"This one is good enough, my friend. Good job.\"";
    set @wg_state, 8;
    callfunc "setWGState";
    goto L_State_12;

L_State_12:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"I need also a pair of Boots for the work.";
    mes "And my payment, obviously. 15,000 GP is right.\"";
    next;
    menu
        "Sure, here it all is.", L_State_12_pay,
        "I missed something, I will be back soon!", L_Close;

L_State_12_pay:
    if (Zeny < 15000) goto L_State_12_missing;
    if (countitem("Boots") < 1) goto L_State_12_missing;
    // No inventory check needed, as boots are removed, opening a slot
    set Zeny, Zeny - 15000;
    delitem "Boots", 1;
    getitem "FurBoots", 1;
    set @wg_state, 9;
    callfunc "setWGState";
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Enjoy your new boots, my friend!\"";
    goto L_Close;

L_State_12_missing:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Seems you have forgotten something. Check your inventory";
    mes "and your pockets!\"";
    goto L_Close;

L_State_13:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"You are so glamourous, my dear friend!";
    mes "I have done a very good job on your clothes!\"";
    goto L_Close;

L_TooMany:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"You don't have anywhere to put them. Come back when you do.\"";
    goto L_Close;

L_No_Fur:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"You don't have any white fur! Stop talking nonsense.\"";
    goto L_Close;

L_State_14:
    if (BaseLevel < 60)
        goto L_State_13;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"You are so glamourous, my dear friend!";
    mes "I have done a very good job on your clothes... But...\"";
    next;

    menu
        "But?", L_Next;

L_Next:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"There is a new fashion I've been dying to try out!";
    mes "But I don't have all the knowledge in the world about seaming this wonderful fashion.\"";
    next;

    menu
        "Ah, that's too bad...", L_Close,
        "I know another tailor who might know!", L_Next1;

L_Next1:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"What tailor may that be?";
    mes "I haven't been out of Nivalis for quite some time since I have been busy with clothes for the people of the town.";
    mes "If you can tell me the name of this great tailor, maybe we can work something out, like a collaboration!\"";
    next;

    menu
        "Well... There is a tailor in Dimond's Cove who makes pretty good clothing. Her name is Lora Tay.", L_Next2;

L_Next2:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"I had almost forgotten about Lora Tay.";
    mes "She has tried to put me out of business a few times long ago.";
    mes "But I am willing to collaborate with her to make this fine fashion come alive.";
    mes "Will you go ask her if she is willing to help sew and seam this fashion I will create?\"";

    menu
        "Sure thing! Be back soon.", L_State_14_Accept,
        "It will never happen. I won't waste my time.", L_Close;

L_State_14_Accept:
    set @wg_state, 12;
    callfunc "setWGState";
    goto L_Close;

L_State_14_AA:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Please my friend, go talk to Lora Tay about our possible collaboration!\"";
    goto L_Close;

L_State_15:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Hi there fashionable friend, have you talked to Lora Tay about my request?\"";
    next;
    menu
        "Yes, but she would like to know more information about it and I'm kind of curious myself.", L_Next3,
        "I haven't yet, sorry.", L_Close;

L_Next3:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Well I had a dream of a woman in a beautiful dress I would like to recreate from my dream...";
    mes "But the thing is I have never sewn a dress this fabulous in my life!";
    mes "This is why I wanted an experienced tailor to help me with it.\"";
    next;

    menu
        "You must be thinking of fashion a lot if it's in your dreams! I shall bring this information to Lora Tay.", L_Next4,
        "You're obsessed, I cant help you.", L_Close;

L_Next4:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!";
    mes "These are the finest materials in my whole house and have been saving them for something special such as this.\"";
    next;

    message strcharinfo(0), "Agostine gives you bundles of luxurious cloth that you carefully put in your backpack.";
    mes "Agostine gives you bundles of luxurious cloth that you carefully put in your backpack.";
    next;

    mes "[Agostine, The Legendary Tailor]";
    mes "\"Hurry back my friend!\"";

    set @wg_state, 14;
    callfunc "setWGState";

    goto L_Close;

L_State_15_Repeat:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!";
    mes "Hurry back my friend!\"";
    goto L_Close;

L_State_16:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Hello there! Did you tell Lora Tay about the type of fashion I was hoping to create?\"";
    next;

    menu
        "Yes, she is also working on threading to sew the materials together.", L_Next5,
        "Why would I do that for?", L_Close;

L_Next5:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Wow she did not only accept but she is willing to sew these materials for me?";
    mes "This is amazing... I was quite worried I would ruin these fine cloths sewing them myself.\"";
    next;

    mes "[Agostine, The Legendary Tailor]";
    mes "\"Is there anything I can do in the meanwhile?\"";
    next;
    menu
        "Actually she wanted the design drawings to know what it should look like.", L_Next6;

L_Next6:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Of course! How could I forget, I drew the designs right after the dream I had.";
    mes "Please take these to Lora Tay and ask her to try and make it as close as she can.\"";
    next;

    menu
        "Sure thing be back soon!", L_Next7,
        "... I'll take a nap first.", L_Close;

L_Next7:
    set @wg_state, 17;
    callfunc "setWGState";

    message strcharinfo(0), "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack.";
    mes "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack.";

    goto L_Close;

L_State_16_Repeat:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Please my friend, bring my designs to Lora Tay.\"";
    goto L_Close;

L_State_17:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Wow is that the dress?";
    mes "It looks fabulous...\"";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"But I do notice it is missing something from my design.\"";
    next;

    menu
        "Lora Tay mentioned the bottom has to be edged with cotton cloths but she cannot do the design you wanted.", L_Next8;

L_Next8:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"That's fine. I will finish it with the cloth but it seems I don't have anymore around...\"";
    next;

    goto L_State_17_AskItems;

L_State_17_AskItems:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"I will need about " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece. Do you think you can get some for me?\"";
    next;

    menu
        "Sure thing, I will go get them!", L_Next9,
        "Here you are!", L_State_17_GiveItems;

L_Next9:
    set @wg_state, 21;
    callfunc "setWGState";
    goto L_Close;

L_State_17_NoItems:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"My friend, sorry to disappoint you, but you are lacking some cloth.";
    mes "I need exactly " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece.\"";
    goto L_Close;

L_State_17_GiveItems:
    if (countitem ("CottonCloth") < @FINEDRESS_COTTON_CLOTHS)
        goto L_State_17_NoItems;
    delitem "CottonCloth", @FINEDRESS_COTTON_CLOTHS;
    set @wg_state, 22;
    callfunc "setWGState";

    mes "[Agostine, The Legendary Tailor]";
    mes "\"Great now just a little cloth here........\"";
    next;
    mes "............................";
    next;
    mes "...................";
    next;
    mes "..............";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"It's finished!";
    mes "The finest dress in my design is finally finished!\"";
    next;
    mes "[Agostine, The Legendary Tailor]";
    mes "\"I don't know how I can repay you for all your hard work...\"";
    next;

    mes "[Agostine, The Legendary Tailor]";
    mes "\"Hmmm I know something that will be good for you and for myself!\"";
    next;

    menu
        "What is it?", L_Next10;

L_Next10:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"How about I let you buy the dress off me?";
    mes "This will allow you to have a fine dress and allow me to show the world what I'm capable of.";
    mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\"";
    next;

    goto L_State_17_BuyDress;

L_State_17_PBD:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Did you consider buying the dress off me?";
    mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\"";
    next;

    goto L_State_17_BuyDress;

L_State_17_BuyDress:
    menu
        "Wow that sounds great I'll take it!", L_Next11,
        "I'll think about it...", L_Close;

L_Next11:
    if (Zeny < @FINEDRESS_GP)
        goto L_State_17_NoMoney;
    getinventorylist;
    if (@inventorylist_count == 100)
        goto L_State_17_InvFull;

    set Zeny, Zeny - @FINEDRESS_GP;
    getitem "FineDress", 1;
    set @wg_state, 23;
    callfunc "setWGState";
    goto L_Close;

L_State_17_NoMoney:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"Check your pockets my friend,";
    mes "and come back when you have the money.\"";
    goto L_Close;

L_State_17_InvFull:
    mes "[Agostine, The Legendary Tailor]";
    mes "\"My friend, you don't have room to carry my master piece. Come back when you do.\"";
    goto L_Close;

L_State_18:
    // Same dialog as on state 13, but we could add something about the dress
    mes "[Agostine, The Legendary Tailor]";
    mes "\"You are so glamourous, my dear friend!";
    mes "I have done a very good job on your clothes!\"";
    goto L_Close;

L_Close:
    set @wg_state, 0;
    close;
}
function|script|setWGState
{
    set QUEST_WG_state, (QUEST_WG_state & ~(BYTE_0_MASK) | (@wg_state << BYTE_0_SHIFT));
    return;
}