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https://github.com/moparisthebest/MoparClassic
synced 2024-11-04 16:25:01 -05:00
Update quest with more accurate Npc dialogues.
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@ -8,9 +8,10 @@ import org.moparscape.msc.gs.quest.QuestAction;
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/**
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* Quest: Sheep Shearer (v1.0) Status: COMPLETE Start: Fred the farmer (id 77),
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* 159, 619 Items: 207x20 Reward: 1 quest point, 60 gold, Crafting 350 xp
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* 159, 619 Items: 207x20 Reward: 1 quest point, 330 gold, Crafting 350 xp
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*
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* @author Konijn
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* edited by Latifundio
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*/
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public class SheepShearer extends Quest {
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private final int FRED_ID = 77;
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@ -18,9 +19,11 @@ public class SheepShearer extends Quest {
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private final int REWARD_XP = 350;
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private final int REWARD_GP = 330;
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private final String[] FIRST_MENU = new String[] {
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"Sure, what do I need to do?", "No thanks, I'm good." };
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"I'm lost.", "I'm looking for a quest.", "I'm looking for something to kill." };
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private final String[] SECOND_MENU = new String[] {
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"Sorry, I don't like the sound of that.", "I'd be happy to help." };
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"That doesn't sound like an exciting quest.", "The thing? What do you mean?" };
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private final String[] THIRD_MENU = new String[] {
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"I'm not sure about this..", "Yes okay, I can do that." };
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public void init() {
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associateNpc(FRED_ID);
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@ -55,7 +58,11 @@ public class SheepShearer extends Quest {
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player.setBusy(true);
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npc.blockedBy(player);
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sendChat("Hi there, traveller. Care to make some money?", npc,
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sendChat("What are you doing on my land?", npc,
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player);
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sendChat("Aren't you the one who keeps all my gates open", npc,
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player);
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sendChat("and letting out all my sheep?", npc,
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player);
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player.setBusy(false);
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@ -63,54 +70,112 @@ public class SheepShearer extends Quest {
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sleep();
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player.setBusy(true);
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switch (option) {
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case 1:
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case 2:
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sendChat("What on my land?",
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npc, player);
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sendChat("Leave my livestock alone you scoundrel.",
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npc, player);
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player.setBusy(false);
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npc.unblock();
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break;
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case 0:
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sendChat("How can you be lost?",
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npc, player);
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sendChat("Just follow the road east and south.",
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npc, player);
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sendChat("You'll end up in Lundbridge fairly quickly.",
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npc, player);
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player.setBusy(false);
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npc.unblock();
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break;
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case 0:
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sendChat(
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"If you collect 20 balls of wool for me, I'll pay you 500 coins.",
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case 1:
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sendChat("You're after a quest, you say?",
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npc, player);
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sendChat(
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"Maybe I'll teach you a thing or two about crafting, too.",
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sendChat("Actually I could do with a bit of help.",
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npc, player);
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sendChat(
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"I'm afraid you'll have to find your own shears, but the sheep are outside.",
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sendChat("My sheep are getting mighty woolly.",
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npc, player);
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sendChat("Maybe you could sheer them",
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npc, player);
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sendChat("and while you're at it, spin the wool for me too.",
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npc, player);
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sendChat("Yes that's it, bring me 20 balls of wool.",
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npc, player);
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sendChat("And I'm sure I could sort out some kind of payment.",
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npc, player);
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sendChat("Of course, there's the small matter of the thing.",
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npc, player);
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player.setBusy(false);
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option = getMenuOption(player, SECOND_MENU);
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sleep();
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player.setBusy(true);
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switch (option) {
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case 1:
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sendChat(
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"Great! Come back and see me when you're done.",
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npc, player);
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player.setQuestStage(getUniqueID(), 1);
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player.setBusy(false);
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npc.unblock();
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break;
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case 0:
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sendChat(
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"Suit yourself. Come and see me if you change your mind.",
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sendChat("Well, what do you expect if you ask a farmer for a quest?",
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npc, player);
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player.setBusy(false);
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npc.unblock();
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break;
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case 1:
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sendChat("I wouldn't worry about it",
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npc, player);
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sendChat("Something eat all the previous shearers..",
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npc, player);
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sendChat("They probably just got unlucky",
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npc, player);
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sendChat("I'm sure it is nothing to worry about.",
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npc, player);
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sendChat("Now are you going to help me or not?",
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npc, player);
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player.setBusy(false);
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option = getMenuOption(player, THIRD_MENU);
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sleep();
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player.setBusy(true);
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switch (option) {
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case 1:
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sendChat("Okay, I will see you when you have some wool.",
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npc, player);
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player.setQuestStage(getUniqueID(), 1);
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player.setBusy(false);
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npc.unblock();
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break;
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case 0:
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sendChat("Why are you so worried?",
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npc, player);
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sendChat("Probably they're just hiding or somethig",
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npc, player);
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player.setBusy(false);
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npc.unblock();
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break;
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default:
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player.setBusy(false);
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npc.unblock();
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break;
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}
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default:
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player.setBusy(false);
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npc.unblock();
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break;
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}
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break;
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@ -134,12 +199,12 @@ public class SheepShearer extends Quest {
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player.setBusy(true);
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npc.blockedBy(player);
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sendChat("Ahh, you've returned! Do you have my wool?", npc,
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sendChat("How are you doing getting those balls of wool?", npc,
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player);
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player.setBusy(false);
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int option = getMenuOption(player, "I'm afraid not.",
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"Yes, I do.");
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int option = getMenuOption(player, "I'm not sure how to do it",
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"I got some here.");
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if (option == -1) {
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npc.unblock();
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@ -151,8 +216,7 @@ public class SheepShearer extends Quest {
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// SingleEvent
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if (option == 0) {
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sendChat(
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"Well, come and see me when you do. The offer still stands",
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sendChat("Well, find a spinning wheel to spin the wool.",
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npc, player);
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player.setBusy(false);
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npc.unblock();
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@ -164,14 +228,12 @@ public class SheepShearer extends Quest {
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&& player.getInventory().countId(ITEM_WOOL) >= 20) {
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finishQuest(player, npc);
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} else {
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sendChat(
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"Um, no you don't. Get back to me when you do. The reward still stands!",
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sendChat("Um, you still don't have all of them.",
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npc, player);
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player.setBusy(false);
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npc.unblock();
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}
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}
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}
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} else if (stage == 0) {
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if (action == QuestAction.TALKED_NPC) {
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@ -185,7 +247,10 @@ public class SheepShearer extends Quest {
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player.setBusy(true);
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npc.blockedBy(player);
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sendChat("Hello " + player.getUsername() + "!", npc, player);
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sendChat("What are you still doing in my land?",
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npc, player);
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sendChat("Err.. nothing.", player, npc);
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player.setBusy(false);
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npc.unblock();
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}
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@ -198,7 +263,7 @@ public class SheepShearer extends Quest {
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npc.unblock();
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return;
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}
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sendChat("Thank you very much! As promised, here's your reward.", npc,
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sendChat("I guess I did better pay you then.", npc,
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player);
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player.incExp(12, REWARD_XP, false);
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