local internalNpcName = "King Tibianus"
local npcType = Game.createNpcType(internalNpcName)
local npcConfig = {}

npcConfig.name = internalNpcName
npcConfig.description = internalNpcName

npcConfig.health = 100
npcConfig.maxHealth = npcConfig.health
npcConfig.walkInterval = 2000
npcConfig.walkRadius = 2

npcConfig.outfit = {
	lookType = 332,
}

npcConfig.flags = {
	floorchange = false,
}

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)

npcType.onThink = function(npc, interval)
	npcHandler:onThink(npc, interval)
end

npcType.onAppear = function(npc, creature)
	npcHandler:onAppear(npc, creature)
end

npcType.onDisappear = function(npc, creature)
	npcHandler:onDisappear(npc, creature)
end

npcType.onMove = function(npc, creature, fromPosition, toPosition)
	npcHandler:onMove(npc, creature, fromPosition, toPosition)
end

npcType.onSay = function(npc, creature, type, message)
	npcHandler:onSay(npc, creature, type, message)
end

npcType.onCloseChannel = function(npc, creature)
	npcHandler:onCloseChannel(npc, creature)
end

local TheNewFrontier = Storage.Quest.U8_54.TheNewFrontier
local function creatureSayCallback(npc, creature, type, message)
	local player = Player(creature)
	local playerId = player:getId()

	if not npcHandler:checkInteraction(npc, creature) then
		return false
	end

	if MsgContains(message, "farmine") and player:getStorageValue(TheNewFrontier.Questline) == 14 then
		if player:getStorageValue(TheNewFrontier.Mission05.KingTibianus) == 1 then
			npcHandler:say("Ah, I vaguely remember that our little allies were eager to build some base. So speak up, what do you want?", npc, creature)
			npcHandler:setTopic(playerId, 10)
		else
			npcHandler:say("Do you have anything that might change my mind?", npc, creature)
			npcHandler:setTopic(playerId, 6)
		end
	elseif MsgContains(message, "flatter") and player:getStorageValue(TheNewFrontier.Mission05.KingTibianus) == 1 then
		if npcHandler:getTopic(playerId) == 10 then
			npcHandler:say("Indeed, indeed. Without the help of Thais, our allies stand no chance! Well, I'll send some money to support their cause.", npc, creature)
			player:setStorageValue(TheNewFrontier.Mission05.KingTibianus, 3)
		end
	elseif (MsgContains(message, "outfit")) or (MsgContains(message, "addon")) then
		npcHandler:say("In exchange for a truly generous donation, I will offer a special outfit. Do you want to make a donation?", npc, creature)
		npcHandler:setTopic(playerId, 1)
	elseif MsgContains(message, "yes") then
		-- Vamos tratar todas condições para YES aqui
		if npcHandler:getTopic(playerId) == 1 then
			-- Para o primeiro Yes, o npc deve explicar como obter o outfit
			npcHandler:say({ "Excellent! Now, let me explain. If you donate 1.000.000.000 gold pieces, you will be entitled to wear a unique outfit. ...", "You will be entitled to wear the {armor} for 500.000.000 gold pieces, {helmet} for an additional 250.000.000 and the {boots} for another 250.000.000 gold pieces. ...", "What will it be?" }, npc, creature)
			npcHandler:setTopic(playerId, 2)
			-- O NPC só vai oferecer os addons se o player já tiver escolhido.
		elseif npcHandler:getTopic(playerId) == 2 then
			-- caso o player repita o yes, resetamos o tópico para começar de novo?
			npcHandler:say("In that case, return to me once you made up your mind.", npc, creature)
			npcHandler:setTopic(playerId, 0)
			-- Inicio do outfit
		elseif npcHandler:getTopic(playerId) == 3 then -- ARMOR/OUTFIT
			if player:getStorageValue(Storage.Quest.U12_15.GoldenOutfits) < 1 then
				if player:getMoney() + player:getBankBalance() >= 500000000 then
					local inbox = player:getStoreInbox()
					local inboxItems = inbox:getItems()
					if inbox and #inboxItems < inbox:getMaxCapacity() then
						local decoKit = inbox:addItem(ITEM_DECORATION_KIT, 1)
						local decoItemName = ItemType(31510):getName()
						decoKit:setAttribute(ITEM_ATTRIBUTE_DESCRIPTION, "Unwrap it in your own house to create a " .. decoItemName .. ".")
						decoKit:setCustomAttribute("unWrapId", 31510)
						npcHandler:say("Take this armor as a token of great gratitude. Let us forever remember this day, my friend!", npc, creature)
						player:removeMoneyBank(500000000)
						player:addOutfit(1211)
						player:addOutfit(1210)
						player:getPosition():sendMagicEffect(171)
						player:setStorageValue(Storage.Quest.U12_15.GoldenOutfits, 1)
					else
						npcHandler:say("Please make sure you have free slots in your store inbox.", npc, creature)
					end
				else
					npcHandler:say("You do not have enough money to donate that amount.", npc, creature)
				end
			else
				npcHandler:say("You alread have that addon.", npc, creature)
			end
			npcHandler:setTopic(playerId, 2)
			-- Fim do outfit
			-- Inicio do helmet
		elseif npcHandler:getTopic(playerId) == 4 then
			if player:getStorageValue(Storage.Quest.U12_15.GoldenOutfits) == 1 then
				if player:getStorageValue(Storage.Quest.U12_15.GoldenOutfits) < 2 then
					if player:getMoney() + player:getBankBalance() >= 250000000 then
						npcHandler:say("Take this helmet as a token of great gratitude. Let us forever remember this day, my friend. ", npc, creature)
						player:removeMoneyBank(250000000)
						player:addOutfitAddon(1210, 2)
						player:addOutfitAddon(1211, 2)
						player:getPosition():sendMagicEffect(171)
						player:setStorageValue(Storage.Quest.U12_15.GoldenOutfits, 2)
						npcHandler:setTopic(playerId, 2)
					else
						npcHandler:say("You do not have enough money to donate that amount.", npc, creature)
						npcHandler:setTopic(playerId, 2)
					end
				else
					npcHandler:say("You alread have that outfit.", npc, creature)
					npcHandler:setTopic(playerId, 2)
				end
			else
				npcHandler:say("You need to donate {armor} outfit first.", npc, creature)
				npcHandler:setTopic(playerId, 2)
			end
			npcHandler:setTopic(playerId, 2)
			-- Fim do helmet
			-- Inicio da boots
		elseif npcHandler:getTopic(playerId) == 5 then
			if player:getStorageValue(Storage.Quest.U12_15.GoldenOutfits) == 2 then
				if player:getStorageValue(Storage.Quest.U12_15.GoldenOutfits) < 3 then
					if player:getMoney() + player:getBankBalance() >= 250000000 then
						npcHandler:say("Take this boots as a token of great gratitude. Let us forever remember this day, my friend. ", npc, creature)
						player:removeMoneyBank(250000000)
						player:addOutfitAddon(1210, 1)
						player:addOutfitAddon(1211, 1)
						player:getPosition():sendMagicEffect(171)
						player:setStorageValue(Storage.Quest.U12_15.GoldenOutfits, 3)
						npcHandler:setTopic(playerId, 2)
					else
						npcHandler:say("You do not have enough money to donate that amount.", npc, creature)
						npcHandler:setTopic(playerId, 2)
					end
				else
					npcHandler:say("You alread have that outfit.", npc, creature)
					npcHandler:setTopic(playerId, 2)
				end
			else
				npcHandler:say("You need to donate {helmet} addon first.", npc, creature)
				npcHandler:setTopic(playerId, 2)
			end
			-- Fim da boots
			npcHandler:setTopic(playerId, 2)
			-- Reseting word The New Frontier: Mission 5
		elseif npcHandler:getTopic(playerId) == 6 then
			if player:getStorageValue(TheNewFrontier.Questline) == 14 and player:getStorageValue(TheNewFrontier.Mission05.KingTibianus) == 2 and player:removeItem(10009, 1) then
				npcHandler:say("Ah, I vaguely remember that our little allies were eager to build some base. So speak up, what do you want?", npc, creature)
				player:setStorageValue(TheNewFrontier.Mission05.KingTibianus, 1)
				npcHandler:setTopic(playerId, 10)
			end
		end
		-- inicio das opções armor/helmet/boots
		-- caso o player não diga YES, dirá alguma das seguintes palavras:
	elseif (MsgContains(message, "armor")) and npcHandler:getTopic(playerId) == 2 then
		npcHandler:say("So you wold like to donate 500.000.000 gold pieces which in return will entitle you to wear a unique armor?", npc, creature)
		npcHandler:setTopic(playerId, 3) -- alterando o tópico para que no próximo YES ele faça o outfit
	elseif (MsgContains(message, "helmet")) and npcHandler:getTopic(playerId) == 2 then
		npcHandler:say("So you would like to donate 250.000.000 gold pieces which in return will entitle you to wear unique helmet?", npc, creature)
		npcHandler:setTopic(playerId, 4) -- alterando o tópico para que no próximo YES ele faça o helmet
	elseif (MsgContains(message, "boots")) and npcHandler:getTopic(playerId) == 2 then
		npcHandler:say("So you would like to donate 250.000.000 gold pieces which in return will entitle you to wear a unique boots?", npc, creature)
		npcHandler:setTopic(playerId, 5) -- alterando o tópico para que no próximo YES ele faça a boots
	else
		if player:getStorageValue(TheNewFrontier.Questline) == 14 and player:getStorageValue(TheNewFrontier.Mission05.KingTibianus) == 1 then
			npcHandler:say("Wrong Word.", npc, creature)
			player:setStorageValue(TheNewFrontier.Mission05.KingTibianus, 2)
		end
	end
	-- fim das opções armor/helmet/boots
end
-- Promotion
local node1 = keywordHandler:addKeyword({ "promot" }, StdModule.say, {
	npcHandler = npcHandler,
	onlyFocus = true,
	text = "I can promote you for 20000 gold coins. Do you want me to promote you?",
})
node1:addChildKeyword({ "yes" }, StdModule.promotePlayer, {
	npcHandler = npcHandler,
	cost = 20000,
	level = 20,
	text = "Congratulations! You are now promoted.",
})
node1:addChildKeyword({ "no" }, StdModule.say, {
	npcHandler = npcHandler,
	onlyFocus = true,
	text = "Alright then, come back when you are ready.",
	reset = true,
})
-- Basic
keywordHandler:addKeyword({ "eremo" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "It is said that he lives on a small island near Edron. Maybe the people there know more about him.",
})
keywordHandler:addKeyword({ "otbr" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Awesome! Please pay a visit to www.otserv.com.br!",
})
keywordHandler:addKeyword({ "baah" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Baah is awesome dude that rewrote my outfit script.",
})
keywordHandler:addKeyword({ "job" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "I am your sovereign, King Tibianus III, and it's my duty to uphold {justice} and provide guidance for my subjects.",
})
keywordHandler:addKeyword({ "justice" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "I try my best to be just and fair to our citizens. The army and the {TBI} are a great help in fulfilling this duty.",
})
keywordHandler:addKeyword({ "name" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Preposterous! You must know the name of your own King!",
})
keywordHandler:addKeyword({ "news" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The latest news is usually brought to our magnificent town by brave adventurers. They recount tales of their journeys at Frodo's tavern.",
})
keywordHandler:addKeyword({ "how", "are", "you" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Thank you, I'm fine.",
})
keywordHandler:addKeyword({ "castle" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Rain Castle is my home.",
})
keywordHandler:addKeyword({ "sell" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Sell? Sell what? My kingdom isn't for sale!",
})
keywordHandler:addKeyword({ "god" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Honour the Gods and above all pay your {taxes}.",
})
keywordHandler:addKeyword({ "zathroth" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Please ask a priest about the gods.",
})
keywordHandler:addKeyword({ "citizen" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The citizens of Tibia are my subjects. Ask the old monk Quentin if you want to learn more about them.",
})
keywordHandler:addKeyword({ "sam" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "He is a skilled blacksmith and a loyal subject.",
})
keywordHandler:addKeyword({ "frodo" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "He is the owner of Frodo's Hut and a faithful tax-payer.",
})
keywordHandler:addKeyword({ "gorn" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "He was once one of Tibia's greatest fighters. Now he sells equipment.",
})
keywordHandler:addKeyword({ "benjamin" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "He was once my greatest general. Now he is very old and senile so we assigned him to work for the Royal Tibia Mail.",
})
keywordHandler:addKeyword({ "noodles" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The royal poodle Noodles is my greatest {treasure}!",
})
keywordHandler:addKeyword({ "ferumbras" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "He is a follower of the evil God Zathroth and responsible for many attacks on us. Kill him on sight!",
})
keywordHandler:addKeyword({ "bozo" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "He is my royal jester and cheers me up now and then.",
})
keywordHandler:addKeyword({ "treasure" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The royal poodle Noodles is my greatest treasure!",
})
keywordHandler:addKeyword({ "monster" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Go and hunt them! For king and country!",
})
keywordHandler:addKeyword({ "help" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Visit Quentin the monk for help.",
})
keywordHandler:addKeyword({ "sewer" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "What a disgusting topic!",
})
keywordHandler:addKeyword({ "dungeon" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Dungeons are no places for kings.",
})
keywordHandler:addKeyword({ "equipment" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Feel free to buy it in our town's fine shops.",
})
keywordHandler:addKeyword({ "food" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Ask the royal cook for some food.",
})
keywordHandler:addKeyword({ "tax collector" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "That tax collector is the bane of my life. He is so lazy. I bet you haven't payed any taxes at all.",
})
keywordHandler:addKeyword({ "king" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "I am the king, so watch what you say!",
})
keywordHandler:addKeyword({ "army" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Ask the soldiers about that.",
})
keywordHandler:addKeyword({ "shop" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Visit the shops of our merchants and craftsmen.",
})
keywordHandler:addKeyword({ "guild" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The four major guilds are the knights, the paladins, the druids, and the sorcerers.",
})
keywordHandler:addKeyword({ "minotaur" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Vile monsters, but I must admit they are strong and sometimes even cunning ... in their own bestial way.",
})
keywordHandler:addKeyword({ "good" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The forces of good are hard pressed in these dark times.",
})
keywordHandler:addKeyword({ "evil" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "We need all strength we can muster to smite evil!",
})
keywordHandler:addKeyword({ "order" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "We need order to survive!",
})
keywordHandler:addKeyword({ "chaos" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Chaos arises from selfishness.",
})
keywordHandler:addKeyword({ "excalibug" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "It's the sword of the Kings. If you return this weapon to me I will {reward} you beyond your wildest dreams.",
})
keywordHandler:addKeyword({ "reward" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Well, if you want a reward, go on a quest to bring me Excalibug!",
})
keywordHandler:addKeyword({ "chester" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "A very competent person. A little nervous but very competent.",
})
keywordHandler:addKeyword({ "tbi" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "This organisation is an essential tool for holding our enemies in check. Its headquarter is located in the bastion in the northwall.",
})
keywordHandler:addKeyword({ "tibia" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Soon the whole land will be ruled by me once again!",
})
keywordHandler:addAliasKeyword({ "land" })
keywordHandler:addKeyword({ "harkath" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Harkath Bloodblade is the general of our glorious {army}.",
})
keywordHandler:addAliasKeyword({ "bloodblade" })
keywordHandler:addAliasKeyword({ "general" })
keywordHandler:addKeyword({ "quest" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "I will call for heroes as soon as the need arises again and then reward them appropriately.",
})
keywordHandler:addAliasKeyword({ "mission" })
keywordHandler:addKeyword({ "gold" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "To pay your taxes, visit the royal tax collector.",
})
keywordHandler:addAliasKeyword({ "money" })
keywordHandler:addAliasKeyword({ "tax" })
keywordHandler:addAliasKeyword({ "collector" })
keywordHandler:addKeyword({ "time" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "It's a time for heroes!",
})
keywordHandler:addAliasKeyword({ "hero" })
keywordHandler:addAliasKeyword({ "adventurer" })
keywordHandler:addKeyword({ "enemy" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Our enemies are numerous. The evil minotaurs, Ferumbras, and the renegade city of Carlin to the north are just some of them.",
})
keywordHandler:addAliasKeyword({ "enemies" })
keywordHandler:addKeyword({ "carlin" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "They dare to reject my reign over the whole continent!",
})
keywordHandler:addKeyword({ "thais" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Our beloved city has some fine shops, guildhouses and a modern sewerage system.",
})
keywordHandler:addAliasKeyword({ "city" })
keywordHandler:addKeyword({ "merchant" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "Ask around about them.",
})
keywordHandler:addAliasKeyword({ "craftsmen" })
keywordHandler:addKeyword({ "paladin" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The paladins are great protectors for Thais.",
})
keywordHandler:addAliasKeyword({ "elane" })
keywordHandler:addKeyword({ "knight" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The brave knights are necessary for human survival in Thais.",
})
keywordHandler:addAliasKeyword({ "gregor" })
keywordHandler:addKeyword({ "sorcerer" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "The magic of the sorcerers is a powerful tool to smite our enemies.",
})
keywordHandler:addAliasKeyword({ "muriel" })
keywordHandler:addKeyword({ "druid" }, StdModule.say, {
	npcHandler = npcHandler,
	text = "We need the druidic healing powers to fight evil.",
})
keywordHandler:addAliasKeyword({ "marvik" })

-- Greeting message
keywordHandler:addGreetKeyword({ "hail king" }, {
	npcHandler = npcHandler,
	text = "I greet thee, my loyal subject |PLAYERNAME|.",
})
keywordHandler:addGreetKeyword({ "salutations king" }, {
	npcHandler = npcHandler,
	text = "I greet thee, my loyal subject |PLAYERNAME|.",
})

npcHandler:setMessage(MESSAGE_WALKAWAY, "How rude!")

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:setCallback(CALLBACK_GREET, greetCallback)

-- npcType registering the npcConfig table
npcType:register(npcConfig)
