local internalNpcName = "Eruaran"
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 = 63,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
}

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 storage = Storage.DreamOutfit

local action = {}
local weapon = {}
local weapon_sub = {}

-- Messages
local newAddon = "Here you are, enjoy your brand new addon!"
local noItems = "You do not have all the required items."
local alreadyHaveAddon = "It seems you already have this addon, don't you try to mock me son!"

local Config = {
	Create = {
		Clusters = 20,
		DreamMatter = 1,
		Chance = 70, --70%
	},
	Improve = {
		Clusters = 75,
		Chance = 55, --55%
		BreakChance = 50, --50% of chance that when failing the improvement, the weapons is destroyed but you keep the clusters. Else, you keep the weapon and lose the clusters
	},
	Transform = {
		Clusters = 150,
		Chance = 45, --45%
		BreakChance = 50, --50% of chance that when failing the transforming, the weapon is destroyed but you keep all the clusters. Else, the weapon is downgraded to crude piece and you lose half of clusters.
	},
}

local IDS = {
	DREAM_MATTER = 20063,
	CLUSTER_OF_SOLACE = 20062,

	--weapons
	CRUDE_UMBRAL_BLADE = 20064,
	UMBRAL_BLADE = 20065,
	UMBRAL_MASTER_BLADE = 20066,

	CRUDE_UMBRAL_SLAYER = 20067,
	UMBRAL_SLAYER = 20068,
	UMBRAL_MASTER_SLAYER = 20069,

	CRUDE_UMBRAL_AXE = 20070,
	UMBRAL_AXE = 20071,
	UMBRAL_MASTER_AXE = 20072,

	CRUDE_UMBRAL_CHOPPER = 20073,
	UMBRAL_CHOPPER = 20074,
	UMBRAL_MASTER_CHOPPER = 20075,

	CRUDE_UMBRAL_MACE = 20076,
	UMBRAL_MACE = 20077,
	UMBRAL_MASTER_MACE = 20078,

	CRUDE_UMBRAL_HAMMER = 20079,
	UMBRAL_HAMMER = 20080,
	UMBRAL_MASTER_HAMMER = 20081,

	CRUDE_UMBRAL_BOW = 20082,
	UMBRAL_BOW = 20083,
	UMBRAL_MASTER_BOW = 20084,

	CRUDE_UMBRAL_CROSSBOW = 20085,
	UMBRAL_CROSSBOW = 20086,
	UMBRAL_MASTER_CROSSBOW = 20087,

	CRUDE_UMBRAL_SPELLBOOK = 20088,
	UMBRAL_SPELLBOOK = 20089,
	UMBRAL_MASTER_SPELLBOOK = 20090,
}

local TYPES = {
	SWORD = 1,
	AXE = 2,
	CLUB = 3,
	BOW = 4,
	CROSSBOW = 5,
	SPELLBOOK = 6,
}

local SUB_TYPES = {
	BLADE = 1,
	SLAYER = 2,
	AXE = 3,
	CHOPPER = 4,
	MACE = 5,
	HAMMER = 6,
	BOW = 7,
	CROSSBOW = 8,
	SPELLBOOK = 9,
}

local ACTION = {
	CREATE = 1,
	IMPROVE = 2,
	TRANSFORM = 3,
}

-- dream START --
local function dreamFirst(npc, creature, message, keywords, parameters, node)
	local player = Player(creature)
	if not player then
		return
	end

	if player:isPremium() then
		if player:getStorageValue(storage + 1) < 1 then
			if player:getItemCount(20276) > 0 then
				if player:removeItem(20276, 1) then
					npcHandler:say(newAddon, npc, creature)
					player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
					player:addOutfitAddon(577, 1)
					player:addOutfitAddon(577, 1)
					player:setStorageValue(storage + 1, 1)
				end
			else
				npcHandler:say(noItems, npc, creature)
			end
		else
			npcHandler:say(alreadyHaveAddon, npc, creature)
		end
	end
end

local function dreamSecond(npc, creature, message, keywords, parameters, node)
	local player = Player(creature)
	if not player then
		return
	end

	if player:isPremium() then
		if player:getStorageValue(storage) < 1 then
			if player:getItemCount(20275) > 0 then
				if player:removeItem(20275, 1) then
					npcHandler:say(newAddon, npc, creature)
					player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
					player:addOutfitAddon(577, 2)
					player:addOutfitAddon(577, 2)
					player:setStorageValue(storage, 1)
				end
			else
				npcHandler:say(noItems, npc, creature)
			end
		else
			npcHandler:say(alreadyHaveAddon, npc, creature)
		end
	end
end
-- dream END --

local function greetCallback(npc, creature)
	local player = Player(creature)
	if not player then
		return true
	end

	if player:getStorageValue(Storage.EruaranGreeting) > 0 then
		npcHandler:setMessage(MESSAGE_GREET, "Ashari Lillithy, so we meet {again}! What brings you here this time, general {information}, {transform}, {improve}, {create}, {outfit}, or {talk}?")
	else
		npcHandler:setMessage(MESSAGE_GREET, "Welcome |PLAYERNAME|.")
		player:setStorageValue(Storage.EruaranGreeting, 1)
	end
	return true
end

local function creatureSayCallback(npc, creature, type, message)
	if not npcHandler:checkInteraction(npc, creature) then
		return false
	end

	local player = Player(creature)
	if not player then
		return true
	end

	local playerId = player:getId()

	if MsgContains(message, "create") then
		npcHandler:say("You can try to create {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", npc, creature)
		npcHandler:setTopic(playerId, 1)
		action[playerId] = ACTION.CREATE
	elseif MsgContains(message, "improve") then
		npcHandler:say("The raw object is nothing but a pale of shadow of its potential. As unsafe and unpredictable the imporvement is, it might boot the powers of your item immensely. You can try to improve {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", npc, creature)
		npcHandler:setTopic(playerId, 1)
		action[playerId] = ACTION.IMPROVE
	elseif MsgContains(message, "transform") then
		npcHandler:say("From time to time fate smiles upon those who take great risks and have strong dreams! If you have the {ingredients}, we can try to give the ultimate refinement to {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", npc, creature)
		npcHandler:setTopic(playerId, 1)
		action[playerId] = ACTION.TRANSFORM
	elseif MsgContains(message, "sword") and npcHandler:getTopic(playerId) == 1 then
		weapon[playerId] = TYPES.SWORD
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to create a crude umbral {blade} or crude umbral {slayer}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to improve a crude umbral {blade} or crude umbral {slayer}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to transform an umbral {blade} or umbral {slayer}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		end
	elseif MsgContains(message, "blade") or MsgContains(message, "slayer") and npcHandler:getTopic(playerId) == 2 then
		weapon_sub[playerId] = (MsgContains(message, "blade") and SUB_TYPES.BLADE or SUB_TYPES.SLAYER)
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to spend " .. (Config.Create.DreamMatter == 1 and "your" or Config.Create.DreamMatter) .. " dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[playerId] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[playerId] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		end
	elseif MsgContains(message, "axe") and npcHandler:getTopic(playerId) == 1 then
		weapon[playerId] = TYPES.AXE
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to create a crude umbral {axe} or crude umbral {chopper}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to improve a crude umbral {axe} or crude umbral {chopper}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to transform an umbral {axe} or umbral {chopper}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		end
	elseif MsgContains(message, "axe") or MsgContains(message, "chopper") and npcHandler:getTopic(playerId) == 2 then
		weapon_sub[playerId] = (MsgContains(message, "axe") and SUB_TYPES.AXE or SUB_TYPES.CHOPPER)
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to spend your dream matter with those 25 clusters of {solace} and give a shot. {Yes} or {no}", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[playerId] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[playerId] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		end
	elseif MsgContains(message, "club") and npcHandler:getTopic(playerId) == 1 then
		weapon[playerId] = TYPES.CLUB
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to create a crude umbral {mace} or crude umbral {hammer}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to improve a crude umbral {mace} or crude umbral {hammer}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to transform an umbral {mace} or umbral {hammer}?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		end
	elseif table.contains({ "mace", "hammer" }, message) and npcHandler:getTopic(playerId) == 2 then
		weapon_sub[playerId] = (MsgContains(message, "mace") and SUB_TYPES.MACE or SUB_TYPES.HAMMER)
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[playerId] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[playerId] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		end
	elseif MsgContains(message, "bow") and npcHandler:getTopic(playerId) == 1 then
		weapon[playerId] = TYPES.BOW
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to spend your crude umbral bow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to spend your umbral bow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		end
	elseif MsgContains(message, "crossbow") and npcHandler:getTopic(playerId) == 1 then
		weapon[playerId] = TYPES.CROSSBOW
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to spend your crude umbral crossbow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to spend your umbral crossbow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		end
	elseif MsgContains(message, "spellbook") and npcHandler:getTopic(playerId) == 1 then
		weapon[playerId] = TYPES.SPELLBOOK
		if action[playerId] == ACTION.CREATE then
			npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.IMPROVE then
			npcHandler:say("Do you want to spend your crude umbral spellbook with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		elseif action[playerId] == ACTION.TRANSFORM then
			npcHandler:say("Do you want to spend your umbral spellbook with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", npc, creature)
			npcHandler:setTopic(playerId, 3)
		end
	elseif MsgContains(message, "yes") and npcHandler:getTopic(playerId) == 3 then
		if action[playerId] == ACTION.CREATE then --create
			if player:getItemCount(IDS.DREAM_MATTER) >= 1 and player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Create.Clusters then
				if math.random(100) <= Config.Create.Chance then
					local newItemId = (
						weapon[playerId] == TYPES.SWORD and (weapon_sub[playerId] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER)
						or weapon[playerId] == TYPES.AXE and (weapon_sub[playerId] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER)
						or weapon[playerId] == TYPES.CLUB and (weapon_sub[playerId] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER)
						or weapon[playerId] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW
						or weapon[playerId] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW
						or weapon[playerId] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK
						or false
					)
					if newItemId then
						player:addItem(newItemId)
						player:removeItem(IDS.DREAM_MATTER, Config.Create.DreamMatter)
						player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Create.Clusters)
						npcHandler:say("Your dreams are strong, the creation was successful. Take your " .. ItemType(newItemId):getName() .. ".", npc, creature)
					else
						npcHandler:say("Something weird happened! You should contact a gamemaster.", npc, creature)
					end
				else
					npcHandler:say("Oh no! The process failed.", npc, creature)
					player:removeItem(IDS.DREAM_MATTER, 1)
				end
			else
				npcHandler:say("Sorry, you don't have the required ingredients.", npc, creature)
			end
		elseif action[playerId] == ACTION.IMPROVE then --improve
			local oldItemId = (
				weapon[playerId] == TYPES.SWORD and (weapon_sub[playerId] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER)
				or weapon[playerId] == TYPES.AXE and (weapon_sub[playerId] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER)
				or weapon[playerId] == TYPES.CLUB and (weapon_sub[playerId] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER)
				or weapon[playerId] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW
				or weapon[playerId] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW
				or weapon[playerId] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK
				or false
			)
			local newItemId = (oldItemId and oldItemId + 1 or false)
			if player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Improve.Clusters then
				if newItemId and oldItemId then
					if player:getItemCount(oldItemId) > 0 then
						if math.random(100) <= Config.Improve.Chance then
							player:removeItem(oldItemId, 1)
							player:addItem(newItemId)
							player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Improve.Clusters)
							npcHandler:say("Your dreams are strong, the improvement was successful. Take your " .. ItemType(newItemId):getName() .. ".", npc, creature)
						else
							npcHandler:say("Oh no! The process failed.", npc, creature)
							local rand = math.random(100)
							player:removeItem((rand <= Config.Improve.BreakChance and oldItemId or IDS.CLUSTER_OF_SOLACE), (rand <= Config.Improve.BreakChance and 1 or Config.Improve.Clusters))
						end
					else
						npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", npc, creature)
					end
				else
					npcHandler:say("Something weird happened! You should contact a gamemaster.", npc, creature)
				end
			end
		elseif action[playerId] == ACTION.TRANSFORM then --transform
			local oldItemId = (
				weapon[playerId] == TYPES.SWORD and (weapon_sub[playerId] == SUB_TYPES.BLADE and IDS.UMBRAL_BLADE or IDS.UMBRAL_SLAYER)
				or weapon[playerId] == TYPES.AXE and (weapon_sub[playerId] == SUB_TYPES.AXE and IDS.UMBRAL_AXE or IDS.UMBRAL_CHOPPER)
				or weapon[playerId] == TYPES.CLUB and (weapon_sub[playerId] == SUB_TYPES.MACE and IDS.UMBRAL_MACE or IDS.UMBRAL_HAMMER)
				or weapon[playerId] == TYPES.BOW and IDS.UMBRAL_BOW
				or weapon[playerId] == TYPES.CROSSBOW and IDS.UMBRAL_CROSSBOW
				or weapon[playerId] == TYPES.SPELLBOOK and IDS.UMBRAL_SPELLBOOK
				or false
			)
			local newItemId = (oldItemId and oldItemId + 1 or false)
			if player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Transform.Clusters then
				if newItemId and oldItemId then
					if player:getItemCount(oldItemId) > 0 then
						if math.random(100) <= Config.Transform.Chance then
							player:removeItem(oldItemId, 1)
							player:addItem(newItemId)
							player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters)
							npcHandler:say("Your dreams are strong, the transforming was successful. Take your " .. ItemType(newItemId):getName() .. ".", npc, creature)
						else
							npcHandler:say("Oh no! The process failed.", npc, creature)
							local rand = math.random(100)
							if Config.Transform.BreakChance <= rand then
								player:removeItem(oldItemId, 1)
							else
								player:removeItem(oldItemId, 1)
								player:addItem(oldItemId - 1, 1)
								player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters / 2)
							end
						end
					else
						npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", npc, creature)
					end
				else
					npcHandler:say("Something weird happened! You should contact a gamemaster.", npc, creature)
				end
			end
		end
		npcHandler:removeInteraction(npc, creature)
		npcHandler:resetNpc(creature)
	end
end

keywordHandler:addKeyword({ "outfit" }, StdModule.say, { npcHandler = npcHandler, text = "What addon you are looking? I need for first addon: {dream warden mask} and for second {dream warden claw}." })
local node1 = keywordHandler:addKeyword({ "dream warden mask" }, StdModule.say, { npcHandler = npcHandler, onlyFocus = true, text = "To achieve the first dream addon you need to give me 1 dream warden mask. Do you have them with you?" })
node1:addChildKeyword({ "yes" }, dreamFirst, {})
node1:addChildKeyword({ "no" }, StdModule.say, { npcHandler = npcHandler, onlyFocus = true, text = "Alright then. Come back when you got all neccessary items.", reset = true })

local node2 = keywordHandler:addKeyword({ "dream warden claw" }, StdModule.say, { npcHandler = npcHandler, onlyFocus = true, text = "To achieve the second dream addon you need to give me 1 dream warden claw. Do you have them with you?" })
node2:addChildKeyword({ "yes" }, dreamSecond, {})
node2:addChildKeyword({ "no" }, StdModule.say, { npcHandler = npcHandler, onlyFocus = true, text = "Alright then. Come back when you got all neccessary items.", reset = true })

-- Greeting message
keywordHandler:addGreetKeyword({ "ashari" }, { npcHandler = npcHandler, text = "Greetings, |PLAYERNAME|." })
--Farewell message
keywordHandler:addFarewellKeyword({ "asgha thrazi" }, { npcHandler = npcHandler, text = "Goodbye, |PLAYERNAME|." })

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

npcHandler:setMessage(MESSAGE_FAREWELL, "Good bye!")

npcHandler:addModule(FocusModule:new(), npcConfig.name, true, true, true)

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