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.npc(targetNpc.id, "Do you want to buy any fine clothes?")
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.options("What have you got?", {
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plr.newDialogue()
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.player("What have you got?")
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.npc(targetNpc.id, "Well, I have a number of fine pieces of clothing", "on sale or, if you prefer, I can offer you ", "an exclusive, total-clothing makeover?")
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.options("Tell me more about this makeover.", {
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plr.newDialogue()
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.npc(targetNpc.id, "Certainly!")
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.npc(targetNpc.id, "Here at Thessalia's fine clothing boutique,", "we offer a unique service where we will totally", "revamp your outfit to your choosing.")
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.npc(targetNpc.id, "It's on the house, completely free! Tired of ", "always wearing the same old outfit, day in, day out?", "This is the service for you!")
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.npc(targetNpc.id, "So what do you say? Interested?")
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.options("I'd like the makeover please.", {
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plr.overlays.open(DesignPlayerInterface())
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}, "I'd just like to buy some clothes.", {
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plr.overlays.open(ShopInterface(world, "Thessalia's Fine Clothes."))
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}, "No, thank you.", {
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noThanksDialogue(plr, targetNpc)
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})
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.open()
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}, "I'd just like to buy some clothes.", {
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plr.overlays.open(ShopInterface(world, "Thessalia's Fine Clothes."))
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}, "No, thank you.", {
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noThanksDialogue(plr, targetNpc)
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})
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.open()
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}, "No, thank you.", {
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noThanksDialogue(plr, targetNpc)
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})
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.open()
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}
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funnoThanksDialogue(plr:Player, targetNpc:Npc) {
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plr.newDialogue()
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.player("No, thank you.")
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.npc(targetNpc.id, "Well, please return if ", "you change your mind.")
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