
// Cell 0 - The herb to give.
// Cell 1,2 - A stuff done flag. Set to 1 when taken
// Cell 3 - Skill needed

beginobjectscript; // talking object

variables;

body;

beginstate INIT_STATE;
	break;

beginstate DEAD_STATE;
	break;

beginstate START_STATE; 
	break;

beginstate USE_STATE;
	if (get_stat_total(26) < get_memory_cell(3)) {
		print_str_color("These plants might have useful parts, but you aren't sure.",2);
		print_str_color("  Perhaps if your knowledge of Nature Lore was higher.",2);
		end();
		}
	
	
	if ((get_memory_cell(1) > 0) || (get_memory_cell(2) > 0)) {
		if (get_sdf(get_memory_cell(1),get_memory_cell(2)) > 0) {
			print_str_color("The useful parts of these plants haven't grown back",2);
			print_str_color("  yet. Perhaps if you return later.",2);
			end();
			}
		}
	if ((get_memory_cell(1) > 0) || (get_memory_cell(2) > 0)) {
		sf(get_memory_cell(1),get_memory_cell(2),1);
		}
	
	//### sound
	print_str_color("You identify some useful alchemical herbs. You pick",2);
	print_str_color("  them. Perhaps an alchemist can do something useful with them.",2);
	
	reward_give(get_memory_cell(0));
	
break;
