forked from 2009Scape/Server
Rebase with upstream
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251
09HDscape-server/src/plugin/dialogue/RestlessGhostDialogue.java
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251
09HDscape-server/src/plugin/dialogue/RestlessGhostDialogue.java
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package plugin.dialogue;
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import org.crandor.game.content.dialogue.DialoguePlugin;
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import org.crandor.game.content.dialogue.FacialExpression;
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import org.crandor.game.node.entity.npc.NPC;
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import org.crandor.plugin.InitializablePlugin;
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import org.crandor.game.node.entity.player.Player;
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/**
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* Handles the RestlessGhostDialogue dialogue.
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* @author 'Vexia
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*/
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@InitializablePlugin
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public class RestlessGhostDialogue extends DialoguePlugin {
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public RestlessGhostDialogue() {
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}
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public RestlessGhostDialogue(Player player) {
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super(player);
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}
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@Override
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public DialoguePlugin newInstance(Player player) {
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return new RestlessGhostDialogue(player);
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}
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@Override
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public boolean open(Object... args) {
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npc = (NPC) args[0];
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Hello ghost, how are you?");
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stage = 0;
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return true;
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}
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@Override
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public boolean handle(int interfaceId, int buttonId) {
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switch (stage) {
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case 0:
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if (!player.getEquipment().contains(552, 1)) {
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Wooo wooo wooooo!");
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stage = 1;
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} else {
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if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 20) {
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Not very good actually.");
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stage = 500;
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break;
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}
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if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 30) {
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "How are you doing finding my skull?");
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stage = 520;
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break;
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}
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if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 40) {
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "How are you doing finding my skull?");
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stage = 550;
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break;
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}
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interpreter.sendDialogues(npc, null, "Fine, thanks.");
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stage = 990;
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}
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break;
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case 990:
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end();
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break;
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case 500:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "What's the problem then?");
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stage = 501;
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break;
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case 501:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Did you just understand what I said???");
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stage = 502;
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break;
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case 502:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Yep, now tell me what the problem is.");
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stage = 503;
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break;
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case 503:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!");
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stage = 504;
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break;
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case 504:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Ok, Ok, I can understand you!");
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stage = 505;
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break;
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case 505:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "But have you any idea WHY you're doomed to be a", "ghost?");
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stage = 506;
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break;
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case 506:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Well, to be honest... I'm not sure.");
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stage = 507;
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break;
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case 507:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "I've been told a certain task may need to be completed", "so you can rest in peace.");
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stage = 508;
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break;
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case 508:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "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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stage = 509;
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break;
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case 509:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Do you know where this warlock might be now?");
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stage = 510;
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break;
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case 510:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "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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stage = 511;
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break;
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case 511:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Ok. I will try and get the skull back for you, then you", "can rest in peace.");
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player.getQuestRepository().getQuest("The Restless Ghost").setStage(player, 30);
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stage = 512;
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break;
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case 512:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Ooh, thank you. That would be such a great relief!");
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stage = 513;
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break;
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case 513:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "It is so dull being a ghost...");
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stage = 514;
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break;
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case 514:
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end();
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break;
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case 520:
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if (player.getInventory().contains(964, 1)) {
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break;
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} else {
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Sorry, I can't find it at the moment.");
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stage = 521;
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}
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break;
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case 521:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Ah well. Keep on looking.");
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stage = 522;
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break;
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case 522:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "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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stage = 523;
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break;
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case 523:
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end();
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break;
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case 550:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "I have found it!");
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stage = 551;
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break;
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case 551:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Hurah! 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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stage = 523;
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break;
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case 1:
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interpreter.sendOptions("Select an Option", "Sorry, I don't speak ghost.", "Ooh... THAT'S interesting.", "Any hints where I can find some treasure?");
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stage = 2;
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break;
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case 2:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Sorry, I don't speak ghost.");
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stage = 10;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Ooh... THAT'S interesting.");
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stage = 20;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Any hints wher I can find some treasure?");
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stage = 30;
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break;
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}
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break;
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case 10:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Woo woo?");
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stage = 11;
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break;
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case 11:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Nope, still don't understand you.");
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stage = 12;
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break;
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case 12:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "WOOOOOOOOO!");
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stage = 13;
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break;
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case 13:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Never mind.");
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stage = 14;
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break;
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case 14:
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end();
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break;
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case 30:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Wooooooo woo! Wooooo woo wooooo woowoowoo wooo", "Woo woooo. Wooooo woo woo? Wooooooooooooooooooo!");
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stage = 31;
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break;
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case 31:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Sorry, I don't speak ghost.");
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stage = 32;
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break;
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case 32:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Woo woo?");
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stage = 11;
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break;
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case 20:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Woo woooo. Woooooooooooooooooo!");
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stage = 21;
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break;
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case 21:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Did he really?");
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stage = 22;
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break;
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case 22:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Woo.");
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stage = 23;
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break;
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case 23:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "My brother had EXACTLY the same problem.");
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stage = 24;
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break;
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case 24:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Woo Wooooo!");
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stage = 25;
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break;
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case 25:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Wooooo Woo woo woo!");
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stage = 26;
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break;
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case 26:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Goodbye. Thanks for the chat.");
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stage = 27;
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break;
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case 27:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Wooo wooo?");
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stage = 28;
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break;
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case 28:
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end();
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break;
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}
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return true;
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}
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@Override
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public int[] getIds() {
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return new int[] { 457 };
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}
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}
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