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even more fixes 1
This commit is contained in:
parent
afad2cabda
commit
83854c3305
6 changed files with 77 additions and 58 deletions
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@ -32,7 +32,7 @@ class FatherAereckDefaultDialogue : InteractionListener {
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class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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override fun addConversation() {
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//allows skipping the main dialogue while Restless Ghost quest is started
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//allows skipping the main dialogue authentically while Restless Ghost quest is started
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exec { player, npc ->
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when (getQuestStage(player, Quests.THE_RESTLESS_GHOST)) {
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0 -> {
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@ -49,21 +49,24 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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}
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label("main_entry_transcript") {
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npc("Welcome to the church of holy Saradomin.")
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npc(FacialExpression.FRIENDLY, "Welcome to the church of holy Saradomin.")
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goto("main_opts")
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}
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label("main_opts") {
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exec { player, npc ->
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if (getQuestStage(player, Quests.THE_RESTLESS_GHOST) > 0) {
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loadLabel(player, "no_quest_main_opts")
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} else {
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if (getQuestStage(player, Quests.THE_RESTLESS_GHOST) == 0) {
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loadLabel(player, "not_started_quest_main_opts")
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} else if (isQuestComplete(player, Quests.THE_RESTLESS_GHOST)) {
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loadLabel(player, "post_quest_main_opts")
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} else {
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//this shouldn't be needed although in case some how we get here
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loadLabel(player, "mid_quest_main_opts")
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}
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}
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}
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label("no_quest_main_opts") {
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label("post_quest_main_opts") {
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options(
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DialogueOption(
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"change_grave",
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@ -85,11 +88,6 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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label("not_started_quest_main_opts") {
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options(
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DialogueOption(
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"change_grave",
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"Can you change my gravestone now?",
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expression = ChatAnim.HALF_ASKING
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),
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DialogueOption(
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"who_sara",
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"Who's Saradomin?",
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@ -102,8 +100,23 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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),
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DialogueOption(
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"start_restless_ghost_quest",
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"I'm looking for a quest.",
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"I'm looking for a quest!",
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expression = ChatAnim.FRIENDLY
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)
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)
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}
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label("mid_quest_main_opts") {
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options(
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DialogueOption(
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"who_sara",
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"Who's Saradomin?",
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expression = ChatAnim.HALF_ASKING
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),
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DialogueOption(
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"nice_place",
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"Nice place you've got here.",
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expression = ChatAnim.FRIENDLY
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)
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)
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}
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@ -117,10 +130,9 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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npc(FacialExpression.HALF_ASKING, "Surely you have heard of our god, Saradomin?")
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npc(FacialExpression.AMAZED, "He who created the forces of goodness and purity in this", "world? I cannot believe your ignorance!")
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npc("This is the god with more followers than any other ...at", "least in this part of the world.")
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npc("He who forged the world as we know it, along with his", "brothers Guthix and Zamorak?")
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npc(FacialExpression.HALF_ASKING, "He who forged the world as we know it, along with his", "brothers Guthix and Zamorak?")
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goto("oh_that_sara")
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}
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label("oh_that_sara") {
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@ -128,7 +140,7 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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DialogueOption(
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"that_sara",
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"Oh, THAT Saradomin.",
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expression = FacialExpression.GUILTY
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expression = FacialExpression.AMAZED
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),
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DialogueOption(
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"not_from_this_world",
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@ -146,8 +158,8 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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}
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label("not_from_this_world") {
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npc("...");
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npc("That's...strange.")
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npc(FacialExpression.SUSPICIOUS, "...");
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npc(FacialExpression.SUSPICIOUS, "That's...strange.")
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npc("I thought things not from this world were all, you know,", "slime and tentacles.")
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goto("like_my_disguise")
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}
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@ -160,7 +172,8 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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),
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DialogueOption(
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"like_disguise",
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"I am! Do you like my disguise?"
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"I am! Do you like my disguise?",
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expression = FacialExpression.FRIENDLY
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),
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)
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}
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@ -180,7 +193,7 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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}
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label("nice_place") {
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npc("It is, isn't it? It was built over two centuries ago.");
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npc(FacialExpression.HALF_ASKING, "It is, isn't it? It was built over two centuries ago.");
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goto("nowhere")
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}
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@ -188,7 +201,9 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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label("gravestone_iface") {
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exec { player, npc ->
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openInterface(player, Components.GRAVESTONE_SHOP_652)
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player.achievementDiaryManager.finishTask(player, DiaryType.LUMBRIDGE, 0, 15);
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if (isQuestComplete(Quests.THE_RESTLESS_GHOST)) {
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player.achievementDiaryManager.finishTask(player, DiaryType.LUMBRIDGE, 0, 15);
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}
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loadLabel(player, "nowhere")
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}
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}
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@ -51,7 +51,7 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
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options(
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DialogueOption(
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"thats_friendly",
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"Well, that's friendly"
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"Well, that's friendly."
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),
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DialogueOption(
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"repo_house",
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@ -64,7 +64,7 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
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options(
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DialogueOption(
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"thats_friendly",
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"Well, that's friendly"
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"Well, that's friendly."
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),
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DialogueOption(
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"father_aereck_sent",
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@ -95,13 +95,13 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
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}
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label("thats_friendly") {
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npc("I SAID go AWAY.")
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npc(FacialExpression.ANGRY, "I SAID go AWAY.")
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player("Okay, okay... sheesh, what a grouch.")
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goto("nowhere")
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}
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label("repo_house") {
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npc("Under what grounds???")
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npc(FacialExpression.ANGRY, "Under what grounds???")
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goto("repo_opts")
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}
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@ -119,16 +119,16 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
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}
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label("mtg_repay") {
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npc("What?")
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npc("I don't have a mortgage! I built this house.")
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npc(FacialExpression.ANNOYED, "What?")
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npc(FacialExpression.ANGRY, "I don't have a mortgage! I built this house.")
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player("Sorry. I must have got the wrong address. All the", "houses look the same around here.")
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npc("What? What houses? What ARE you talking about???")
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npc(FacialExpression.ANGRY, "What? What houses? What ARE you talking about???")
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player("Never mind.")
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goto("nowhere")
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}
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label("want_house") {
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npc("Oh... go away and stop wasting my time!")
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npc(FacialExpression.ANGRY, "Oh... go away and stop wasting my time!")
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goto("nowhere")
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}
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@ -45,6 +45,12 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
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label("quest_main_entry") {
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npc("That's lucky, I need someone to do a quest for me.")
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exec { player, npc ->
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setQuestStage(player, Quests.THE_RESTLESS_GHOST, 10)
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//ensures the varbits is set to default state
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setVarbit(player, 2128, 0, true)
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setVarbit(player, 2130, 0, true)
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}
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goto("start_quest_opts")
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}
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@ -56,19 +62,12 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
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),
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DialogueOption(
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"no_time",
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"Sorry, I don't have time right now."
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"Sorry, I don't have time right now"
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)
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)
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}
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label("let_me_help") {
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exec { player, npc ->
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setQuestStage(player, Quests.THE_RESTLESS_GHOST, 10)
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//ensures the varbits is set to default state
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setVarbit(player, 2128, 0, true)
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setVarbit(player, 2130, 0, true)
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}
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npc("Thank you. The problem is, there is a ghost in the", "church graveyard. I would like you to get rid of it.")
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npc("If you need any help, my friend Father Urhney is an", "expert on ghosts.")
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npc("I believe he is currently living as a hermit in Lumbridge", "swamp. He has a little shack in the south-west of the", "swamps.")
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@ -73,20 +73,25 @@ class FatherUrhneyQuestAmuletDialogueFile : DialogueLabeller() {
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//mid or after finishing quest and needing another one or doing the drop trick
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npc("Father Urhney sighs.")
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exec { player, npc ->
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line("Father Urhney sighs.")
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loadLabel(player, "amulet_main_flow")
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}
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exec { player, npc ->
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if (anyInEquipment(player, Items.GHOSTSPEAK_AMULET_552) || anyInInventory(player, Items.GHOSTSPEAK_AMULET_552)) {
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loadLabel(player, "amulet_equip_resp")
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} else if (inBank(player, Items.GHOSTSPEAK_AMULET_552)) {
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loadLabel(player, "amulet_in_bank_resp")
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} else {
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loadLabel(player, "give_amulet")
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label("amulet_main_flow") {
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exec { player, npc ->
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if (anyInEquipment(player, Items.GHOSTSPEAK_AMULET_552) || anyInInventory(player, Items.GHOSTSPEAK_AMULET_552)) {
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loadLabel(player, "amulet_equip_resp")
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} else if (inBank(player, Items.GHOSTSPEAK_AMULET_552)) {
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loadLabel(player, "amulet_in_bank_resp")
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} else {
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loadLabel(player, "give_amulet")
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}
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}
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}
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label("amulet_equip_resp") {
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npc("What are you talking about? I can see you've got it", "with you!")
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npc(FacialExpression.ANNOYED, "What are you talking about? I can see you've got it", "with you!")
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goto("nowhere")
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}
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@ -28,7 +28,7 @@ class RestlessGhost : Quest(Quests.THE_RESTLESS_GHOST, 25, 24, 1, 107, 0, 4, 5)
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0 -> {
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player.packetDispatch.sendString("<col=08088A>I can start this quest by speaking to <col=8A0808>Father Aereck</col> <col=08088A>in the", 275, 4 + 7)
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player.packetDispatch.sendString("<col=8A0808>church</col> <col=08088A>next to <col=8A0808>Lumbridge Castle.<col=8A0808>", 275, 5 + 7)
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player.packetDispatch.sendString("<col=08088A>I must be unafraid of a <col=8A0808>Level 13 Skeleton ", 275, 6 + 7)
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player.packetDispatch.sendString("<col=08088A>I must be unafraid of a <col=8A0808>Level 13 Skeleton.", 275, 6 + 7)
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}
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10 -> {
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player.packetDispatch.sendString("<str>Father Aereck asked me to help him deal with the Ghost in", 275, 4 + 7)
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@ -69,19 +69,19 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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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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npc(FacialExpression.HALF_GUILTY, "Did you understand what I said???")
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player(FacialExpression.HALF_GUILTY, "Yep, now tell me what the problem is.")
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npc(FacialExpression.HALF_GUILTY, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!")
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player(FacialExpression.HALF_GUILTY, "Ok, ok, I can understand you!")
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player(FacialExpression.HALF_GUILTY, "But have you any idea WHY you're doomed to be a", "ghost?")
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npc(FacialExpression.HALF_WORRIED, "Not very good actually.")
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player(FacialExpression.HALF_ASKING, "What's the problem then?")
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npc(FacialExpression.THINKING, "Did you understand what I said???")
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player(FacialExpression.FRIENDLY, "Yep, now tell me what the problem is.")
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npc(FacialExpression.AMAZED, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!")
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player(FacialExpression.FRIENDLY, "Ok, Ok, I can understand you!")
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player(FacialExpression.HALF_ASKING, "But have you any idea WHY you're doomed to be a", "ghost?")
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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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player(FacialExpression.FRIENDLY, "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_ASKING, "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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player(FacialExpression.FRIENDLY, "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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@ -90,8 +90,8 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
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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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npc(FacialExpression.HALF_WORRIED, "Ooh, thank you. That would be such a great relief!")
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npc(FacialExpression.SAD, "It is so dull being a ghost...")
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}
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label("woo") {
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