IF ~~ crafting1
SAY ~Oh, well... I was just looking... I feel as though some of the things we've been carrying around could... use some improvements.~
IF ~PartyHasItemIdentified("sw2h03")~ DO ~SetGlobal("C0AuraImprove1","GLOBAL",2)~ + crafting1a
IF ~!PartyHasItemIdentified("sw2h03") PartyHasItemIdentified("bow07")~ DO ~SetGlobal("C0AuraImprove2","GLOBAL",2)~ + crafting1b
IF ~!PartyHasItemIdentified("sw2h03") !PartyHasItemIdentified("bow07") PartyHasItemIdentified("staf06") PartyHasItemIdentified("dagg09")~ DO ~SetGlobal("C0AuraImprove3","GLOBAL",2)~ + crafting1c
IF ~!PartyHasItemIdentified("sw2h03") !PartyHasItemIdentified("bow07") !PartyHasItemIdentified("staf06") !PartyHasItemIdentified("dagg09") PartyHasItemIdentified("misc48")~ DO ~SetGlobal("C0AuraImprove4","GLOBAL",2)~ + crafting1d
IF ~!PartyHasItemIdentified("sw2h03") !PartyHasItemIdentified("bow07") !PartyHasItemIdentified("staf06") !PartyHasItemIdentified("dagg09") !PartyHasItemIdentified("misc48") PartyHasItemIdentified("staf25")~ DO ~SetGlobal("C0AuraImprove5","GLOBAL",2)~ + crafting1e
IF ~!PartyHasItemIdentified("sw2h03") !PartyHasItemIdentified("bow07") !PartyHasItemIdentified("staf06") !PartyHasItemIdentified("dagg09") !PartyHasItemIdentified("misc48") !PartyHasItemIdentified("staf25") PartyHasItemIdentified("sw2h22")~ DO ~SetGlobal("C0AuraImprove6","GLOBAL",2)~ + crafting1f
END
This dialogue may end with "NO VALID REPLIES". And as the previous one changes the starting variable one can have this dialogue only once. So if you don't have the appropriate item when the dialogue is triggered, you get no improvement from Aura.
I would suggest to add a reply that sets Cratfing back to to 2 and ends the dialogue ("Maybe later Aura.")
previous one:
IF ~Global("C0AuraCrafting","GLOBAL",2)~ crafting
SAY ~Hmm...~
++ ~You've been examining our gear for a while now, Aura. What's so interesting?~ DO ~SetGlobal("C0AuraCrafting","GLOBAL",3)~ + crafting1
END