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woOoOOoO
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parent
23fda5fbc9
commit
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1 changed files with 26 additions and 26 deletions
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@ -30,42 +30,44 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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exec { player, npc ->
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if (!inEquipment(player, Items.GHOSTSPEAK_AMULET_552)) {
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npc(ChatAnim.HALF_GUILTY, "Wooo wooo wooooo!")
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goto("no_amulet_opts")
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loadLabel(player, "woo")
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} else {
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when (getQuestStage(player, Quests.THE_RESTLESS_GHOST)) {
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20 -> {
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goto("not_very_good")
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loadLabel(player, "not_very_good")
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}
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30 -> {
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goto("finding_my_skull")
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}
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else -> {
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npc("Fine, thanks")
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end()
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30, 40 -> {
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loadLabel(player, "finding_my_skull")
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}
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}
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}
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}
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npc("Fine, thanks.")
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label("finding_my_skull") {
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npc("How are you doing finding my skull?")
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exec { player, npc ->
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if (inInventory(player, Items.GHOSTS_SKULL_553)) {
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player(FacialExpression.FRIENDLY, "I have found it!")
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npc(FacialExpression.HAPPY, "Hurrah! Now I can stop being a ghost! You just need", "to put it on my coffin there, and I will be free!")
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loadLabel(player, "found_it")
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} else {
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player(FacialExpression.HALF_GUILTY, "Sorry, I can't find it at the moment.")
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npc(FacialExpression.HALF_GUILTY, "Ah well. Keep on looking.")
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npc(FacialExpression.HALF_GUILTY, "I'm pretty sure it's somewhere in the tower south-west", "from here. There's a lot of levels to the tower, though. I", "suppose it might take a little while to find.")
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loadLabel(player, "not_found_it")
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}
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end()
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}
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}
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label("found_it") {
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player(FacialExpression.FRIENDLY, "I have found it!")
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npc(FacialExpression.HAPPY, "Hurrah! Now I can stop being a ghost! You just need", "to put it on my coffin there, and I will be free!")
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}
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label("not_found_it") {
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player(FacialExpression.HALF_GUILTY, "Sorry, I can't find it at the moment.")
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npc(FacialExpression.HALF_GUILTY, "Ah well. Keep on looking.")
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npc(FacialExpression.HALF_GUILTY, "I'm pretty sure it's somewhere in the tower south-west", "from here. There's a lot of levels to the tower, though. I", "suppose it might take a little while to find.")
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}
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label("not_very_good") {
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npc(FacialExpression.HALF_GUILTY, "Not very good actually.")
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player(FacialExpression.HALF_GUILTY, "What's the problem then?")
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@ -77,20 +79,24 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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npc(FacialExpression.HALF_GUILTY, "Well, to be honest... I'm not sure.")
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player(FacialExpression.HALF_GUILTY, "I've been told a certain task may need to be completed", "so you can rest in peace.")
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npc(FacialExpression.HALF_GUILTY, "I should think it is probably because a warlock has come", "along and stolen my skull. If you look inside my coffin", "there, you'll find my corpse without a head on it.")
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player("FacialExpression.HALF_GUILTY, Do you know where this warlock might be now?")
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player(FacialExpression.HALF_GUILTY, "Do you know where this warlock might be now?")
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npc(FacialExpression.HALF_GUILTY, "I think it was one of the warlocks who lives in the big", "tower by the sea south-west from here.")
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player(FacialExpression.HALF_GUILTY, "Ok. I will try and get the skull back for you, then you", "can rest in peace.")
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exec { player, npc ->
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setQuestStage(player, Quests.THE_RESTLESS_GHOST, 30)
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goto("great_relief")
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loadLabel(player, "great_relief")
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}
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}
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label("great_relief") {
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npc(FacialExpression.HALF_GUILTY, "Ooh, thank you. That would be such a great relief!")
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npc(FacialExpression.HALF_GUILTY, "It is so dull being a ghost...")
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end()
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}
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label("woo") {
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npc(ChatAnim.HALF_GUILTY, "Wooo wooo wooooo!")
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goto("no_amulet_opts")
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}
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label("no_amulet_opts") {
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@ -118,8 +124,6 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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npc(FacialExpression.HALF_GUILTY, "WOOOOOOOOO!")
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player(FacialExpression.HALF_GUILTY, "Never mind.")
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end()
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}
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label("thats_interesting") {
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@ -134,8 +138,6 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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player(FacialExpression.HALF_GUILTY, "Goodbye. Thanks for the chat.")
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npc(FacialExpression.HALF_GUILTY, "Wooo wooo?")
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end()
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}
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label("find_treasure") {
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@ -147,8 +149,6 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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npc(FacialExpression.HALF_GUILTY, "WOOOOOOOOO!")
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player(FacialExpression.HALF_GUILTY, "Never mind.")
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end()
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}
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}
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