It's Cow Game! Version 2.04!
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NPCs/Jonald/JonaldLairJonalds/LargeJonald.dialogue
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NPCs/Jonald/JonaldLairJonalds/LargeJonald.dialogue
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~ start
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if get_save_value("refillQuestComplete", false):
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Jonald: Once again we are safe to continue our operations.
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Jonald: We have no further missions for you at this time.
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Jonald: Thank you for everything you've done, and for being you.
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Jonald: I hope you continue to experience a good Cow Life.
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=> END!
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if get_save_value("juiceLakeRefilled", false):
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Jonald: There's someone near the lake who wants to speak to you.
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=> END!
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if not get_save_value("refillQuestStarted", false):
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Jonald: *Jonald stares intently with a fierce gaze and then lowers their eyes to you*
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Jonald: Welcome to the Jonald Lair.
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Jonald: You have done well to arrive here.
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Jonald: However, it seems our lair is now undefended.
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- I'll help => startQuest
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- Well... => declineQuest
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if DialogueBoxManager.currentSpeaker.ultimate_juice_check():
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Jonald: Very well done. I see you have the Ultimate Juice.
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Jonald: Now go. Refill the lake.
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do DialogueBoxManager.currentSpeaker.refill_lake()
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Jonald: Good work. Welcome back.
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Jonald: Someone near the lake would like to speak to you.
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=> END
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Jonald: *Jonald stares intently with a fierce gaze and then lowers their eyes to you*
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Jonald: I cannot help you any further.
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Jonald: If you need more empty key packets I'll set some next to me as I find them.
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Jonald: We've had many problems to solve before.
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Jonald: Remember: The solution may be locked, but it lies within you.
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Jonald: Good Luck.
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=> END
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~ startQuest
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if not LevelManager.skill_check("swimming", 25) or not LevelManager.skill_check("appreciating", 28) or not LevelManager.skill_check("juiceDrinking", 30):
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Jonald: Unfortunately the answers to our problem are not yet within you.
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Jonald: (Requires level 30 Juice Drinking, level 28 Experiencing, and level 25 Swimming)
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=> END
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Jonald: Wonderful.
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Jonald: We must replace the Juice Barrier protecting our lair.
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Jonald: Unfortunately we have lost the contact info for our Lead Juice Consultant.
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Jonald: The answer to this problem lies within you.
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do DialogueBoxManager.currentSpeaker.give_key_packet()
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do set_save_value("refillQuestStarted", true)
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Jonald: *Jonald hands you an empty packet*
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Jonald: This would have held the key to unlock it, but we already used it the last time this happened.
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Jonald: Good Luck.
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=> END
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~ declineQuest
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: ...
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Jonald: Please move along.
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=> END
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