dancer.txt 37 KB

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  1. //===== rAthena Script =======================================
  2. //= Dancer Job Quest
  3. //===== By: ==================================================
  4. //= Kalen - Original jAthena
  5. //= Fredzilla - Converted, Lupus
  6. //===== Current Version: =====================================
  7. //= 3.7a
  8. //===== Compatible With: =====================================
  9. //= rAthena Project
  10. //===== Description: =========================================
  11. //= [Official Conversion]
  12. //= Job quest for Dancer classes
  13. //===== Additional Comments: =================================
  14. //= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
  15. //= No longer uses function "F_BlockHigh"
  16. //= 3.2a Deleted unused variables. [Samuray22]
  17. //= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
  18. //= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
  19. //= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf]
  20. //= 3.6 Applied Correction bug with for loop. [L0ne_W0lf]
  21. //= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22]
  22. //= 3.7 Added Quest Log commands. [Kisuka]
  23. //= 3.7a Fixed a label execution. [Euphy]
  24. //============================================================
  25. comodo,180,153,4 script Sonotora#1 90,{
  26. mes "[Athena Sonotora]";
  27. mes "They say the";
  28. mes "famous dance school";
  29. mes "here in Comodo is going";
  30. mes "to open soon.";
  31. next;
  32. mes "[Athena Sonotora]";
  33. mes "Aah...";
  34. mes "To be a prima donna";
  35. mes "in the spotlight!";
  36. next;
  37. mes "[Athena Sonotora]";
  38. mes "I want to sign up too,";
  39. mes "but the requirements are";
  40. mes "so specific. I wonder if";
  41. mes "I should just try anyways...";
  42. close;
  43. }
  44. comodo,193,151,4 script Bor Robin#1 86,{
  45. mes "[Bor Robin]";
  46. mes "Aah....";
  47. mes "A prima donna";
  48. mes "in the spotlight!";
  49. mes "I'll be able to watch them become Dancers right before my eyes...!";
  50. next;
  51. mes "[Bor Robin]";
  52. mes "It's great to be";
  53. mes "a man in this day and age! Hurray for the Comodo Theater!";
  54. next;
  55. mes "[Bor Robin]";
  56. mes "Mm?";
  57. mes "You want";
  58. mes "to go, too?";
  59. mes "It's a good opportunity to watch the Dancer job change test.";
  60. next;
  61. if (select("Go to the Job Change Area:Cancel") == 1) {
  62. mes "[Bor Robin]";
  63. mes "Yaay~~";
  64. mes "Let's go!";
  65. close2;
  66. warp "job_duncer",70,49;
  67. end;
  68. }
  69. mes "[Bor Robin]";
  70. mes "Huh...";
  71. mes "Well, I can't";
  72. mes "help it if you don't";
  73. mes "want to accompany me.";
  74. close;
  75. }
  76. job_duncer,43,93,4 script Aile#da 724,{
  77. if (Upper == 1) {
  78. mes "[Aile]";
  79. mes "One two three four,";
  80. mes "Two two three four,";
  81. mes "three four, three four,";
  82. mes "one two three four.";
  83. mes "Um?";
  84. next;
  85. mes "[Aile]";
  86. mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
  87. next;
  88. mes "[Aile]";
  89. mes ".......";
  90. mes ".....Hey, haven't I seen you before?";
  91. next;
  92. mes "[Aile]";
  93. mes "Err...";
  94. mes "That's weird, I can't remember where I've seen you.";
  95. close2;
  96. cutin "",255;
  97. end;
  98. }
  99. if (BaseJob != Job_Archer) {
  100. if (BaseJob == Job_Bard) {
  101. cutin "job_dancer_eir01",2;
  102. mes "[Aile]";
  103. mes "Welcome~!";
  104. mes "Let me know";
  105. mes "if you have any new songs. We can always use some new music to complement our performances.";
  106. close2;
  107. cutin "",255;
  108. end;
  109. }
  110. else if (BaseJob == Job_Dancer) {
  111. cutin "",2;
  112. mes "[Aile]";
  113. mes "Welcome~!";
  114. mes "How are you";
  115. mes "these days?";
  116. mes "Do many people enjoy";
  117. mes "your performances?";
  118. close2;
  119. cutin "",255;
  120. end;
  121. }
  122. cutin "job_dancer_eir03",2;
  123. mes "[Aile]";
  124. mes "Welco--Mmm?";
  125. mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
  126. next;
  127. mes "[Aile]";
  128. mes "If you want to watch, why don't you go to the Dance Stage in town?";
  129. close2;
  130. cutin "",255;
  131. end;
  132. }
  133. if (DANC_Q == 0 && Sex == SEX_FEMALE && BaseJob == Job_Archer) {
  134. cutin "job_dancer_eir01",2;
  135. mes "[Aile]";
  136. mes "Welcome~!";
  137. mes "This is the";
  138. mes "'Comodo Dance School,'";
  139. mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
  140. next;
  141. mes "[Aile]";
  142. mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?";
  143. next;
  144. mes "[Aile]";
  145. mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers.";
  146. next;
  147. cutin "job_dancer_eir02",2;
  148. mes "[Aile]";
  149. mes "What do you think?";
  150. mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out.";
  151. next;
  152. cutin "job_dancer_eir01",2;
  153. mes "[Aile]";
  154. mes "So what do";
  155. mes "you want to do~?";
  156. next;
  157. if (select("Fill out the application.:I'll pass.") == 1) {
  158. if (JobLevel > 39) {
  159. cutin "job_dancer_eir02",2;
  160. mes "[Aile]";
  161. mes "Good choice!!";
  162. mes "Just fill out the application right there.";
  163. next;
  164. mes "...";
  165. next;
  166. mes "...";
  167. mes "......";
  168. next;
  169. mes "^3355FF*Shuffle Shuffle*^000000";
  170. next;
  171. cutin "job_dancer_eir01",2;
  172. mes "[Aile]";
  173. mes "Your name is";
  174. mes "" + strcharinfo(0) + "?";
  175. mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
  176. close2;
  177. cutin "",255;
  178. set DANC_Q,1;
  179. setquest 7000;
  180. end;
  181. }
  182. else {
  183. cutin "job_dancer_eir01",2;
  184. mes "[Aile]";
  185. mes "Mmm...";
  186. mes "It seems that";
  187. mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40.";
  188. next;
  189. mes "[Aile]";
  190. mes "Well, I hope";
  191. mes "that you apply";
  192. mes "again when you meet";
  193. mes "the requirements.";
  194. close2;
  195. cutin "",255;
  196. end;
  197. }
  198. }
  199. cutin "job_dancer_eir01",2;
  200. mes "[Aile]";
  201. mes "Aww~";
  202. mes "Just think about it.";
  203. mes "Don't forget to come back";
  204. mes "if you change your mind.";
  205. close2;
  206. cutin "",255;
  207. end;
  208. }
  209. else if (Sex == SEX_MALE) {
  210. cutin "job_dancer_eir03",2;
  211. mes "[Aile]";
  212. mes "Welco--Mmm?";
  213. mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard.";
  214. next;
  215. mes "[Aile]";
  216. mes "Not all Archers";
  217. mes "can become Dancers.";
  218. mes "At least, not without some sort of sex change~";
  219. close2;
  220. cutin "",255;
  221. end;
  222. }
  223. else if (DANC_Q == 1) {
  224. cutin "job_dancer_eir01",2;
  225. mes "[Aile]";
  226. mes "Good.";
  227. mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons.";
  228. next;
  229. mes "[Aile]";
  230. mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much.";
  231. next;
  232. set .@item_nd,rand(1,10);
  233. if (.@item_nd > 0 && .@item_nd < 3) {
  234. set DANC_Q,2;
  235. changequest 7000,7001;
  236. mes "[Aile]";
  237. mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
  238. next;
  239. mes "[Aile]";
  240. mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000.";
  241. next;
  242. mes "[Aile]";
  243. mes "Once again, that's";
  244. mes "^CD688910,000 Zeny^000000,";
  245. mes "^CD688920 Sticky Mucus^000000,";
  246. mes "^CD68893 Jellopy^000000,";
  247. mes "^CD68895 Red Potions^000000 and";
  248. mes "^CD68891 Shoes^000000.";
  249. }
  250. else if (.@item_nd == 4) {
  251. set DANC_Q,3;
  252. changequest 7000,7002;
  253. mes "[Aile]";
  254. mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000.";
  255. next;
  256. mes "[Aile]";
  257. mes "Once again that's";
  258. mes "^CD688910,000 Zeny^000000,";
  259. mes "^CD68895 Earthworm Peelings^000000 and ";
  260. mes "^CD68891 Boots^000000.";
  261. }
  262. else {
  263. set DANC_Q,4;
  264. changequest 7000,7003;
  265. mes "[Aile]";
  266. mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries.";
  267. next;
  268. mes "[Aile]";
  269. mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's...";
  270. next;
  271. mes "[Aile]";
  272. mes "^CD688910,000 Zeny^000000,";
  273. mes "^CD68892 Clam Shells^000000,";
  274. mes "^CD68895 Yellow Potions^000000,";
  275. mes "^CD688920 Jellopy^000000,";
  276. mes "^CD688910 Black Hairs^000000 and";
  277. mes "^CD6889Sandals^000000.";
  278. }
  279. next;
  280. mes "[Aile]";
  281. mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
  282. close2;
  283. cutin "",255;
  284. end;
  285. }
  286. else if (DANC_Q >= 2 && DANC_Q <= 4) {
  287. switch(DANC_Q) {
  288. case 2:
  289. setarray .@item[0], 938,909,501,2403;
  290. setarray .@count[0], 20,3,5,1;
  291. break;
  292. case 3:
  293. setarray .@item[0], 1055,2405;
  294. setarray .@count[0], 5,1;
  295. break;
  296. case 4:
  297. setarray .@item[0], 965,503,909,1020,2401;
  298. setarray .@count[0], 2,5,20,10,1;
  299. break;
  300. }
  301. set .@size, getarraysize(.@item);
  302. for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
  303. if( countitem(.@item[.@i]) < .@count[.@i] ) {
  304. break;
  305. }
  306. }
  307. if( .@i == .@size && Zeny > 9999 ) {
  308. cutin "job_dancer_eir02",2;
  309. mes "[Aile]";
  310. mes "Oh...!";
  311. mes "You brought";
  312. mes "everything!";
  313. mes "Alright then,";
  314. mes "let me take your";
  315. mes "tuition fee.";
  316. next;
  317. cutin "job_dancer_eir01",2;
  318. set Zeny, Zeny-10000;
  319. mes "[Aile]";
  320. mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
  321. set DANC_Q,5;
  322. if(checkquest(7001) != -1) {
  323. changequest 7001,7004;
  324. }
  325. else if(checkquest(7002) != -1) {
  326. changequest 7002,7004;
  327. }
  328. else {
  329. changequest 7003,7004;
  330. }
  331. close2;
  332. cutin "",255;
  333. end;
  334. }
  335. else {
  336. cutin "job_dancer_eir01",2;
  337. mes "[Aile]";
  338. mes "Mmm...?";
  339. mes "You don't have";
  340. mes "everything yet?";
  341. mes "Let me remind you";
  342. mes "so you can bring";
  343. mes "what you need next time.";
  344. next;
  345. mes "[Aile]";
  346. mes "Bring...";
  347. mes "^CD688910,000 Zeny^000000,";
  348. if (DANC_Q == 2) {
  349. mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
  350. mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
  351. mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and";
  352. mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000.";
  353. }
  354. else if (DANC_Q == 3) {
  355. mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
  356. mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
  357. }
  358. else {
  359. mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
  360. mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
  361. mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
  362. mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
  363. mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
  364. }
  365. close2;
  366. cutin "",255;
  367. end;
  368. }
  369. }
  370. else if (DANC_Q == 5) {
  371. cutin "job_dancer_eir01",2;
  372. mes "[Aile]";
  373. mes "Hmm...?";
  374. mes "Are you having";
  375. mes "trouble finding";
  376. mes "^CD6889Bijou^000000?";
  377. next;
  378. mes "[Aile]";
  379. mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School.";
  380. close2;
  381. cutin "",255;
  382. end;
  383. }
  384. else if (DANC_Q > 5) {
  385. cutin "job_dancer_eir01",2;
  386. mes "[Aile]";
  387. mes "I'll be looking";
  388. mes "forward to a great";
  389. mes "performance~";
  390. close2;
  391. cutin "",255;
  392. end;
  393. }
  394. else {
  395. cutin "job_dancer_eir03",2;
  396. mes "[Aile]";
  397. mes "Welcom--Hm?";
  398. mes "Hey, only authorized";
  399. mes "personnel are allowed";
  400. mes "in here.";
  401. next;
  402. mes "[Aile]";
  403. mes "If you want to watch, be quiet and don't disturb the performers. Everyone here is busy practicing so that they can become fine Dancers.";
  404. close2;
  405. cutin "",255;
  406. end;
  407. }
  408. }
  409. job_duncer,95,93,4 script Bijou#da 101,{
  410. if (SkillPoint) {
  411. mes "[Bijou]";
  412. mes "You can't change jobs";
  413. mes "if you still have skill";
  414. mes "points left. Use the rest";
  415. mes "and come back later.";
  416. close;
  417. }
  418. if (BaseJob != Job_Archer) {
  419. if (BaseJob == Job_Bard) {
  420. mes "[Bijou]";
  421. mes "Welcome~";
  422. mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances.";
  423. close;
  424. }
  425. else if (BaseJob == Job_Dancer) {
  426. mes "[Bijou]";
  427. mes "Oh my...!";
  428. mes "Welcome back~";
  429. next;
  430. mes "[Bijou]";
  431. mes "How are you";
  432. mes "these days?";
  433. mes "A lot of people";
  434. mes "must love watching";
  435. mes "you dance. Are you";
  436. mes "enjoying the spotlight?";
  437. close;
  438. }
  439. mes "[Bijou]";
  440. mes "Oh dear~";
  441. mes "You seem to have traveled quite a distance to watch me perform.";
  442. next;
  443. mes "[Bijou]";
  444. mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~";
  445. close;
  446. }
  447. else if (DANC_Q < 5) {
  448. mes "[Bijou]";
  449. mes "Oh my~";
  450. mes "You want to";
  451. mes "become a Dancer,";
  452. mes "don't you?";
  453. next;
  454. mes "[Bijou]";
  455. mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that.";
  456. close;
  457. }
  458. else if (DANC_Q > 4 && DANC_Q < 7) {
  459. if (DANC_Q == 5) {
  460. mes "[Bijou]";
  461. mes "Oh my~";
  462. mes "You want to";
  463. mes "become a Dancer,";
  464. mes "don't you?";
  465. next;
  466. mes "[Bijou]";
  467. mes "G-goodness!";
  468. mes "Look at that stomach fat!";
  469. mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
  470. next;
  471. mes "[Bijou]";
  472. mes "Still...";
  473. mes "The idea of the";
  474. mes "perfect body sure";
  475. mes "has changed since";
  476. mes "I was young. Anyway...";
  477. next;
  478. mes "[Bijou]";
  479. mes "Let's start";
  480. mes "with the interview.";
  481. mes "I'm only going to ask";
  482. mes "a couple of simple things";
  483. mes "so don't worry~";
  484. next;
  485. mes "[Bijou]";
  486. mes "Okay...";
  487. mes "Let's begin.";
  488. next;
  489. }
  490. else {
  491. mes "[Bijou]";
  492. mes "Oh, you're back~";
  493. mes "Have you studied";
  494. mes "some more? Try to";
  495. mes "pass this time, okay?";
  496. next;
  497. }
  498. switch(rand(1,3)) {
  499. case 1:
  500. mes "[Bijou]";
  501. mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
  502. mes "increases which of the following?";
  503. next;
  504. if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
  505. set .@da_score,.@da_score+10;
  506. mes "[Bijou]";
  507. mes "2. Of the following,";
  508. mes "which can you not consider";
  509. mes "to be a dance?";
  510. next;
  511. switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
  512. default:
  513. set .@da_score,.@da_score-10;
  514. break;
  515. case 5:
  516. set .@da_score,.@da_score+10;
  517. break;
  518. }
  519. mes "[Bijou]";
  520. mes "3. Which of the following";
  521. mes "best describes a Dancer?";
  522. next;
  523. if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
  524. set .@da_score,.@da_score+10;
  525. mes "[Bijou]";
  526. mes "4. Which of the following";
  527. mes "cannot be associated with Comodo?";
  528. next;
  529. if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
  530. set .@da_score,.@da_score+10;
  531. mes "[Bijou]";
  532. mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
  533. next;
  534. if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
  535. set .@da_score,.@da_score+10;
  536. mes "[Bijou]";
  537. mes "6. Who is the most";
  538. mes "beautiful dancer?";
  539. next;
  540. switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
  541. case 1:
  542. mes "[Bijou]";
  543. mes "...";
  544. mes "That's...";
  545. mes "^660000completely wrong^000000.";
  546. mes "Didn't you see the";
  547. mes "other choices?!";
  548. mes "Minus points...!";
  549. set .@da_score,.@da_score-10;
  550. next;
  551. break;
  552. case 2:
  553. set .@da_score,.@da_score+10;
  554. break;
  555. default:
  556. break;
  557. }
  558. mes "[Bijou]";
  559. mes "7. Of the following,";
  560. mes "who can perform together";
  561. mes "with a Dancer?";
  562. next;
  563. if (select("Assassin:Bard:Alchemist:Sage") == 2)
  564. set .@da_score,.@da_score+10;
  565. mes "[Bijou]";
  566. mes "8. Which of the following";
  567. mes "is not a specialty of Comodo?";
  568. next;
  569. if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
  570. set .@da_score,.@da_score+10;
  571. mes "[Bijou]";
  572. mes "9. Who is the manager";
  573. mes "of the Comodo Casino?";
  574. next;
  575. if (select("Yoo:Moo:Hoon:Roul") == 2)
  576. set .@da_score,.@da_score+10;
  577. mes "[Bijou]";
  578. mes "10. Who accepts the";
  579. mes "Dancer job change";
  580. mes "applications?";
  581. next;
  582. if (select("Bijou:Aile:Athena:Sonotora") == 2)
  583. set .@da_score,.@da_score+10;
  584. break;
  585. case 2:
  586. mes "[Bijou]";
  587. mes "1. What is the effect";
  588. mes "of the combined skill,";
  589. mes "^CD6889Mental Sensing^000000?";
  590. next;
  591. if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
  592. set .@da_score,.@da_score+10;
  593. mes "[Bijou]";
  594. mes "2. Which is considered";
  595. mes "bad etiquette on the dance";
  596. mes "floor after a dance?";
  597. next;
  598. if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
  599. set .@da_score,.@da_score+10;
  600. mes "[Bijou]";
  601. mes "3. Which is not an";
  602. mes "appropriate response";
  603. mes "when someone makes";
  604. mes "a mistake while you";
  605. mes "are dancing together?";
  606. next;
  607. if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2)
  608. set .@da_score,.@da_score+10;
  609. mes "[Bijou]";
  610. mes "4. In which town";
  611. mes "can you change jobs";
  612. mes "to a Dancer?";
  613. next;
  614. if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
  615. set .@da_score,.@da_score+10;
  616. mes "[Bijou]";
  617. mes "5. How many dungeons";
  618. mes "are directly connected";
  619. mes "to Comodo?";
  620. next;
  621. if (select("1:2:3:4") == 3)
  622. set .@da_score,.@da_score+10;
  623. mes "[Bijou]";
  624. mes "6. Which of the following";
  625. mes "is not a Cute Pet monster?";
  626. next;
  627. if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
  628. set .@da_score,.@da_score+10;
  629. mes "[Bijou]";
  630. mes "7. Who is the most";
  631. mes "graceful dancer?";
  632. next;
  633. switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
  634. case 1:
  635. mes "[Bijou]";
  636. mes "...";
  637. mes "That's...";
  638. mes "^660000completely wrong^000000.";
  639. mes "Didn't you see the";
  640. mes "other choices?!";
  641. mes "Minus points...!";
  642. set .@da_score,.@da_score-10;
  643. next;
  644. break;
  645. case 2:
  646. set .@da_score,.@da_score+10;
  647. break;
  648. default:
  649. break;
  650. }
  651. mes "[Bijou]";
  652. mes "8. What is the";
  653. mes "exact name of the";
  654. mes "Kafra in Comodo?";
  655. next;
  656. if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
  657. set .@da_score,.@da_score+10;
  658. mes "[......]";
  659. mes "9. What is my name?";
  660. next;
  661. if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
  662. set .@da_score,.@da_score+10;
  663. mes "[Bijou]";
  664. mes "10. What is the";
  665. mes "effect of ^CD6889Lullaby^000000?";
  666. next;
  667. if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
  668. set .@da_score,.@da_score+10;
  669. break;
  670. case 3:
  671. mes "[Bijou]";
  672. mes "1. What is the effect";
  673. mes "of the skill ^CD6889Dance Lessons^000000?";
  674. next;
  675. switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
  676. default:
  677. break;
  678. case 2:
  679. case 3:
  680. set .@da_score,.@da_score+10;
  681. break;
  682. }
  683. mes "[Bijou]";
  684. mes "2. What dance uses shoes";
  685. mes "that are designed to make";
  686. mes "sound as the dancer rolls";
  687. mes "their feet and taps the";
  688. mes "ground to create a rhythm?";
  689. next;
  690. if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
  691. set .@da_score,.@da_score+10;
  692. mes "[Bijou]";
  693. mes "3. Which of the following";
  694. mes "is not a characteristic of a Dancer?";
  695. next;
  696. if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
  697. set .@da_score,.@da_score+10;
  698. mes "[Bijou]";
  699. mes "4. Which town has";
  700. mes "the most Dancers?";
  701. next;
  702. if (select("Al De Baran:Juno:Morocc:Comodo") == 4)
  703. set .@da_score,.@da_score+10;
  704. mes "[Bijou]";
  705. mes "5. Of the following,";
  706. mes "who dances most beautifully?";
  707. next;
  708. switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
  709. case 1:
  710. mes "[Bijou]";
  711. mes "...";
  712. mes "That's...";
  713. mes "^660000completely wrong^000000.";
  714. mes "Didn't you see the";
  715. mes "other choices?!";
  716. mes "Minus points...!";
  717. set .@da_score,.@da_score-10;
  718. next;
  719. break;
  720. case 2:
  721. set .@da_score,.@da_score+10;
  722. break;
  723. default:
  724. break;
  725. }
  726. mes "[Bijou]";
  727. mes "6. What is the Dancer";
  728. mes "better at than the other";
  729. mes "job classes?";
  730. next;
  731. if (select("Health:Acting :Dancing :Magic ") == 3)
  732. set .@da_score,.@da_score+10;
  733. mes "[Bijou]";
  734. mes "7. Who is the manager";
  735. mes "of the Comodo Casino?";
  736. next;
  737. if (select("Ryu:Moo:Roul:Hoon") == 2)
  738. set .@da_score,.@da_score+10;
  739. mes "[Bijou]";
  740. mes "8. What item cannot";
  741. mes "be equipped by a Dancer?";
  742. next;
  743. if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
  744. set .@da_score,.@da_score+10;
  745. mes "[Bijou]";
  746. mes "9. Do you think you";
  747. mes "can say this quiz is";
  748. mes "frustrating and annoying?";
  749. next;
  750. select("Yes:No");
  751. set .@da_score,.@da_score+10;
  752. mes "[Bijou]";
  753. mes "10. Which of the following";
  754. mes "is not a Jazz musician?";
  755. next;
  756. if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
  757. set .@da_score,.@da_score+10;
  758. }
  759. mes "[Bijou]";
  760. mes "Good job~";
  761. mes "It seems like you";
  762. mes "answered all the";
  763. mes "questions~";
  764. next;
  765. mes "[Bijou]";
  766. mes "Let's see...";
  767. mes "Your score is";
  768. mes "" + .@da_score + " points...";
  769. if (.@da_score == 100) {
  770. set DANC_Q,7;
  771. mes "Very well done!";
  772. mes "A perfect score!";
  773. next;
  774. mes "[Bijou]";
  775. mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~";
  776. next;
  777. mes "[Bijou]";
  778. mes "Whew~";
  779. mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
  780. close;
  781. }
  782. else if (.@da_score > 70) {
  783. set DANC_Q,7;
  784. mes "It wasn't perfect, but I'll let you pass.";
  785. close;
  786. }
  787. else {
  788. set DANC_Q,6;
  789. mes "You.. You failed!";
  790. next;
  791. mes "[Bijou]";
  792. mes "Was it too hard?";
  793. mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
  794. close;
  795. }
  796. }
  797. else if (DANC_Q == 7) {
  798. mes "[Bijou]";
  799. mes "Okay...";
  800. mes "Are you ready";
  801. mes "for the Dance Test?";
  802. mes "If you like, I can";
  803. mes "explain the instructions.";
  804. next;
  805. if (select("Listen to instructions.:Go to the testing area.") == 1) {
  806. mes "[Bijou]";
  807. mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~";
  808. next;
  809. mes "[Bijou]";
  810. mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000.";
  811. next;
  812. mes "[Bijou]";
  813. mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
  814. next;
  815. mes "[Bijou]";
  816. mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin.";
  817. next;
  818. mes "[Bijou]";
  819. mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~";
  820. next;
  821. mes "[Bijou]";
  822. mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs.";
  823. next;
  824. mes "[Bijou]";
  825. mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~";
  826. close;
  827. }
  828. mes "[Bijou]";
  829. mes "Well then~";
  830. mes "Good luck...!!";
  831. changequest 7004,7005;
  832. set DANC_Q,8;
  833. close2;
  834. warp "job_duncer",105,109;
  835. end;
  836. }
  837. else if (DANC_Q == 8) {
  838. mes "[Bijou]";
  839. mes "Oh my...";
  840. mes "Did you";
  841. mes "fail last time?";
  842. mes "Don't worry, just";
  843. mes "try to feel the rhythm~";
  844. close2;
  845. warp "job_duncer",105,109;
  846. end;
  847. }
  848. else if (DANC_Q == 9) {
  849. if (SkillPoint) {
  850. mes "[Bijou]";
  851. mes "You can't change jobs";
  852. mes "if you still have skill";
  853. mes "points left. Use the rest";
  854. mes "and come back later.";
  855. close;
  856. }
  857. mes "[Bijou]";
  858. mes "Oh my...";
  859. mes "I saw your";
  860. mes "dance earlier.";
  861. mes "You were great!";
  862. next;
  863. mes "[Bijou]";
  864. mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
  865. next;
  866. mes "[Bijou]";
  867. mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
  868. next;
  869. set .@jlevel,JobLevel;
  870. mes "[Bijou]";
  871. completequest 7006;
  872. callfunc "Job_Change",Job_Dancer;
  873. callfunc "F_ClearJobVar";
  874. mes "Ooh...!";
  875. mes "You look great";
  876. mes "as a Dancer~";
  877. mes "Congratulations!";
  878. next;
  879. mes "[Bijou]";
  880. mes "Here's a small";
  881. mes "gift from me.";
  882. mes "Please take it.";
  883. mes "May your performances always bring joy to your audience~";
  884. if (.@jlevel == 50)
  885. getitem 1953,1; //Line_
  886. else
  887. getitem 1950,1; //Rope
  888. close;
  889. }
  890. }
  891. // Waiting Room
  892. //============================================================
  893. job_duncer,32,154,1 script Waiting Room#dance 66,{
  894. end;
  895. OnInit:
  896. waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
  897. enablewaitingroomevent;
  898. end;
  899. OnStartArena:
  900. disablenpc "dance#up";
  901. disablenpc "dance#down";
  902. disablenpc "dance#left";
  903. disablenpc "dance#right";
  904. disablenpc "dance#cen";
  905. donpcevent "dance#return::OnDisable";
  906. warpwaitingpc "job_duncer",69,110,1;
  907. donpcevent "Bijou#dance_timer::OnEnable";
  908. disablewaitingroomevent;
  909. end;
  910. OnEnable:
  911. enablewaitingroomevent;
  912. end;
  913. }
  914. job_duncer,32,154,1 script Waiting Room#click 66,{
  915. mes "[Pyorgin]";
  916. mes "Please wait in";
  917. mes "the waiting room.";
  918. mes "Click the Chatroom";
  919. mes "box to enter.";
  920. next;
  921. mes "[Pyorgin]";
  922. mes "Also, those who";
  923. mes "are curious about";
  924. mes "the test can watch";
  925. mes "backstage.";
  926. close;
  927. }
  928. // Dance Timer
  929. //============================================================
  930. job_duncer,69,105,0 script Bijou#dance_timer -1,{
  931. OnEnable:
  932. initnpctimer;
  933. end;
  934. OnDisable:
  935. stopnpctimer;
  936. end;
  937. OnTimer2000:
  938. mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
  939. end;
  940. OnTimer5000:
  941. mapannounce "job_duncer"," Up!",bc_map;
  942. end;
  943. OnTimer7000:
  944. disablenpc "dance#up";
  945. enablenpc "dance#down";
  946. enablenpc "dance#left";
  947. enablenpc "dance#right";
  948. enablenpc "dance#cen";
  949. end;
  950. OnTimer8000:
  951. donpcevent "Backdancer#1::OnSmile";
  952. disablenpc "dance#up";
  953. disablenpc "dance#down";
  954. disablenpc "dance#left";
  955. disablenpc "dance#right";
  956. disablenpc "dance#cen";
  957. mapannounce "job_duncer"," Down!",bc_map;
  958. end;
  959. OnTimer11000:
  960. enablenpc "dance#up";
  961. disablenpc "dance#down";
  962. enablenpc "dance#left";
  963. enablenpc "dance#right";
  964. enablenpc "dance#cen";
  965. end;
  966. OnTimer12000:
  967. donpcevent "Backdancer#1::OnSmile";
  968. disablenpc "dance#up";
  969. disablenpc "dance#down";
  970. disablenpc "dance#left";
  971. disablenpc "dance#right";
  972. disablenpc "dance#cen";
  973. mapannounce "job_duncer"," Left~!",bc_map;
  974. end;
  975. OnTimer15000:
  976. enablenpc "dance#up";
  977. enablenpc "dance#down";
  978. disablenpc "dance#left";
  979. enablenpc "dance#right";
  980. enablenpc "dance#cen";
  981. end;
  982. OnTimer16000:
  983. donpcevent "Backdancer#1::OnSmile";
  984. disablenpc "dance#up";
  985. disablenpc "dance#down";
  986. disablenpc "dance#left";
  987. disablenpc "dance#right";
  988. disablenpc "dance#cen";
  989. mapannounce "job_duncer"," Left, then Right~!",bc_map;
  990. end;
  991. OnTimer19000:
  992. enablenpc "dance#up";
  993. enablenpc "dance#down";
  994. enablenpc "dance#left";
  995. disablenpc "dance#right";
  996. enablenpc "dance#cen";
  997. end;
  998. OnTimer20000:
  999. donpcevent "Backdancer#1::OnSmile";
  1000. disablenpc "dance#up";
  1001. disablenpc "dance#down";
  1002. disablenpc "dance#left";
  1003. disablenpc "dance#right";
  1004. disablenpc "dance#cen";
  1005. mapannounce "job_duncer"," Back to the Center~ !",bc_map;
  1006. end;
  1007. OnTimer23000:
  1008. enablenpc "dance#up";
  1009. enablenpc "dance#down";
  1010. enablenpc "dance#left";
  1011. enablenpc "dance#right";
  1012. disablenpc "dance#cen";
  1013. end;
  1014. OnTimer23500:
  1015. donpcevent "Backdancer#1::OnSmile";
  1016. mapannounce "job_duncer"," Hold in place... ",bc_map;
  1017. end;
  1018. OnTimer27000:
  1019. donpcevent "Backdancer#1::OnSmile";
  1020. mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
  1021. end;
  1022. OnTimer28500:
  1023. mapannounce "job_duncer"," Pay attention! ",bc_map;
  1024. end;
  1025. OnTimer30000:
  1026. donpcevent "Backdancer#1::OnSmile";
  1027. disablenpc "dance#up";
  1028. disablenpc "dance#down";
  1029. disablenpc "dance#left";
  1030. disablenpc "dance#right";
  1031. disablenpc "dance#cen";
  1032. mapannounce "job_duncer"," Left!",bc_map;
  1033. end;
  1034. OnTimer34000:
  1035. enablenpc "dance#up";
  1036. enablenpc "dance#down";
  1037. disablenpc "dance#left";
  1038. enablenpc "dance#right";
  1039. enablenpc "dance#cen";
  1040. end;
  1041. OnTimer35000:
  1042. donpcevent "Backdancer#1::OnSmile";
  1043. disablenpc "dance#up";
  1044. disablenpc "dance#down";
  1045. disablenpc "dance#left";
  1046. disablenpc "dance#right";
  1047. disablenpc "dance#cen";
  1048. mapannounce "job_duncer"," Down!",bc_map;
  1049. end;
  1050. OnTimer38500:
  1051. mapannounce "job_duncer"," Down, then Right~ ",bc_map;
  1052. end;
  1053. OnTimer40000:
  1054. enablenpc "dance#up";
  1055. enablenpc "dance#down";
  1056. enablenpc "dance#left";
  1057. disablenpc "dance#right";
  1058. enablenpc "dance#cen";
  1059. mapannounce "job_duncer"," Hold it~",bc_map;
  1060. end;
  1061. OnTimer43000:
  1062. donpcevent "Backdancer#1::OnSmile";
  1063. disablenpc "dance#up";
  1064. disablenpc "dance#down";
  1065. disablenpc "dance#left";
  1066. disablenpc "dance#right";
  1067. disablenpc "dance#cen";
  1068. mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
  1069. end;
  1070. OnTimer49000:
  1071. disablenpc "dance#up";
  1072. enablenpc "dance#down";
  1073. enablenpc "dance#left";
  1074. enablenpc "dance#right";
  1075. enablenpc "dance#cen";
  1076. end;
  1077. OnTimer50000:
  1078. donpcevent "Backdancer#1::OnSmile";
  1079. disablenpc "dance#up";
  1080. disablenpc "dance#down";
  1081. disablenpc "dance#left";
  1082. disablenpc "dance#right";
  1083. disablenpc "dance#cen";
  1084. mapannounce "job_duncer"," Right!",bc_map;
  1085. end;
  1086. OnTimer53000:
  1087. enablenpc "dance#up";
  1088. enablenpc "dance#down";
  1089. enablenpc "dance#left";
  1090. disablenpc "dance#right";
  1091. enablenpc "dance#cen";
  1092. end;
  1093. OnTimer54000:
  1094. donpcevent "Backdancer#1::OnSmile";
  1095. disablenpc "dance#up";
  1096. disablenpc "dance#down";
  1097. disablenpc "dance#left";
  1098. disablenpc "dance#right";
  1099. disablenpc "dance#cen";
  1100. mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
  1101. end;
  1102. OnTimer60000:
  1103. disablenpc "dance#up";
  1104. enablenpc "dance#down";
  1105. enablenpc "dance#left";
  1106. enablenpc "dance#right";
  1107. enablenpc "dance#cen";
  1108. end;
  1109. OnTimer61000:
  1110. donpcevent "Backdancer#1::OnSmile";
  1111. disablenpc "dance#up";
  1112. disablenpc "dance#down";
  1113. disablenpc "dance#left";
  1114. disablenpc "dance#right";
  1115. disablenpc "dance#cen";
  1116. mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
  1117. end;
  1118. OnTimer66000:
  1119. disablenpc "dance#up";
  1120. enablenpc "dance#down";
  1121. enablenpc "dance#left";
  1122. enablenpc "dance#right";
  1123. enablenpc "dance#cen";
  1124. end;
  1125. OnTimer67000:
  1126. donpcevent "Backdancer#1::OnSmile";
  1127. disablenpc "dance#up";
  1128. disablenpc "dance#down";
  1129. disablenpc "dance#left";
  1130. disablenpc "dance#right";
  1131. disablenpc "dance#cen";
  1132. mapannounce "job_duncer"," Down~!",bc_map;
  1133. end;
  1134. OnTimer69000:
  1135. enablenpc "dance#up";
  1136. disablenpc "dance#down";
  1137. enablenpc "dance#left";
  1138. enablenpc "dance#right";
  1139. enablenpc "dance#cen";
  1140. end;
  1141. OnTimer70000:
  1142. donpcevent "Backdancer#1::OnSmile";
  1143. disablenpc "dance#up";
  1144. disablenpc "dance#down";
  1145. disablenpc "dance#left";
  1146. disablenpc "dance#right";
  1147. disablenpc "dance#cen";
  1148. mapannounce "job_duncer"," Left!",bc_map;
  1149. end;
  1150. OnTimer74000:
  1151. enablenpc "dance#up";
  1152. enablenpc "dance#down";
  1153. disablenpc "dance#left";
  1154. enablenpc "dance#right";
  1155. enablenpc "dance#cen";
  1156. end;
  1157. OnTimer75000:
  1158. donpcevent "Backdancer#1::OnSmile";
  1159. disablenpc "dance#up";
  1160. disablenpc "dance#down";
  1161. disablenpc "dance#left";
  1162. disablenpc "dance#right";
  1163. disablenpc "dance#cen";
  1164. mapannounce "job_duncer"," Center!",bc_map;
  1165. end;
  1166. OnTimer80000:
  1167. enablenpc "dance#up";
  1168. enablenpc "dance#down";
  1169. enablenpc "dance#left";
  1170. enablenpc "dance#right";
  1171. disablenpc "dance#cen";
  1172. end;
  1173. OnTimer81000:
  1174. donpcevent "Backdancer#1::OnSmile";
  1175. disablenpc "dance#up";
  1176. disablenpc "dance#down";
  1177. disablenpc "dance#left";
  1178. disablenpc "dance#right";
  1179. disablenpc "dance#cen";
  1180. mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
  1181. end;
  1182. OnTimer82000:
  1183. donpcevent "dance#poring::OnEnable";
  1184. end;
  1185. OnTimer89000:
  1186. donpcevent "dance#poring::OnDisable";
  1187. donpcevent "dance#return::OnEnable";
  1188. end;
  1189. }
  1190. job_duncer,69,110,0 script dance#return -1,1,4,{
  1191. OnTouch_:
  1192. mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
  1193. set DANC_Q,9;
  1194. changequest 7005,7006;
  1195. warp "comodo",188,162;
  1196. end;
  1197. OnDisable:
  1198. disablenpc "dance#return";
  1199. donpcevent "dance#return#2::OnDisable";
  1200. donpcevent "dance#return#3::OnDisable";
  1201. end;
  1202. OnEnable:
  1203. enablenpc "dance#return";
  1204. donpcevent "dance#return#2::OnEnable";
  1205. end;
  1206. }
  1207. job_duncer,66,110,0 script dance#return#2 -1,1,1,{
  1208. OnTouch_:
  1209. set DANC_Q,9;
  1210. warp "comodo",188,162;
  1211. end;
  1212. OnDisable:
  1213. disablenpc "dance#return#2";
  1214. end;
  1215. OnEnable:
  1216. enablenpc "dance#return#2";
  1217. donpcevent "dance#return#3::OnEnable";
  1218. end;
  1219. }
  1220. job_duncer,72,110,0 script dance#return#3 -1,1,1,{
  1221. OnTouch_:
  1222. set DANC_Q,9;
  1223. warp "comodo",188,162;
  1224. end;
  1225. OnDisable:
  1226. disablenpc "dance#return#3";
  1227. end;
  1228. OnEnable:
  1229. enablenpc "dance#return#3";
  1230. donpcevent "Bijou#dance_timer::OnDisable";
  1231. donpcevent "Waiting Room#dance::OnEnable";
  1232. end;
  1233. }
  1234. // Dance Move Triggers
  1235. //============================================================
  1236. - script dancestep::StepTrigger -1,1,1,{
  1237. OnTouch_:
  1238. donpcevent "Backdancer#1::OnOmg";
  1239. mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
  1240. set DANC_Q,8;
  1241. donpcevent "Bijou#dance_timer::OnDisable";
  1242. donpcevent "Waiting Room#dance::OnEnable";
  1243. warp "comodo",188,162;
  1244. end;
  1245. }
  1246. job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1
  1247. job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1
  1248. job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1
  1249. job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1
  1250. job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1
  1251. job_duncer,10,10,0 script dance#poring -1,{
  1252. OnEnable:
  1253. areamonster "job_duncer",68,105,70,107,"Poring",1002,1,"dance#poring::OnMyMobDead";
  1254. end;
  1255. OnMyMobDead:
  1256. mapannounce "job_duncer"," Good! Well done! ",bc_map;
  1257. end;
  1258. OnDisable:
  1259. killmonsterall "job_duncer";
  1260. end;
  1261. }
  1262. // Backup Dancers
  1263. //============================================================
  1264. job_duncer,63,110,4 script Backdancer#1 724,{
  1265. end;
  1266. OnSmile:
  1267. emotion ET_BEST;
  1268. donpcevent "Backdancer#2::OnSmile";
  1269. donpcevent "Backdancer#3::OnSmile";
  1270. donpcevent "Backdancer#4::OnSmile";
  1271. end;
  1272. OnOmg:
  1273. emotion ET_HUK;
  1274. donpcevent "Backdancer#2::OnOmg";
  1275. donpcevent "Backdancer#3::OnOmg";
  1276. donpcevent "Backdancer#4::OnOmg";
  1277. end;
  1278. }
  1279. job_duncer,66,113,4 script Backdancer#2 724,{
  1280. end;
  1281. OnSmile:
  1282. emotion ET_BEST;
  1283. end;
  1284. OnOmg:
  1285. emotion ET_HUK;
  1286. end;
  1287. }
  1288. job_duncer,72,113,4 script Backdancer#3 724,{
  1289. end;
  1290. OnSmile:
  1291. emotion ET_BEST;
  1292. end;
  1293. OnOmg:
  1294. emotion ET_HUK;
  1295. end;
  1296. }
  1297. job_duncer,75,110,4 script Backdancer#4 724,{
  1298. end;
  1299. OnSmile:
  1300. emotion ET_BEST;
  1301. end;
  1302. OnOmg:
  1303. emotion ET_HUK;
  1304. end;
  1305. }
  1306. //============================================================
  1307. // Old changelog
  1308. //============================================================
  1309. //= 1.1 Removed the warp I left here my accident, added a check for using
  1310. //= Improved Concentration and arrow shower, people could get away with it
  1311. //= [Fredzilla]
  1312. //= 1.0 I tried to keep as much the same from the Jap version as possible
  1313. //= this turned out to be quite hard, but on the whole it is the same script
  1314. //= I have added some new things, and changed some of the used commands,
  1315. //= along with some optimization. [Fredzilla]
  1316. //= 1.5 Added Baby Class Support [Fredzilla]
  1317. //= 1.6 Added a func which prevent advanced classes passing
  1318. //= 2nd Job Quests again. It also guides adv classes where
  1319. //= to go. [Lupus]
  1320. //= 2.0 Changed numbers to constants. [Vicious]
  1321. //= 2.1 Script check #1. [Lance]
  1322. //= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
  1323. //= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
  1324. //= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
  1325. //= 2.5 Final fix of chrid issues, changed 'Improved
  1326. //= Concentration' to 'Attention Concentrate' [Lupus]
  1327. //= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
  1328. //= 3.1 Implemented JOBLVL as in other quests [Lupus]
  1329. //============================================================