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author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
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committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/jobs/2-2/dancer.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders.
-NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences.
-For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates.
-All pre-renewal files has been reverted back to their pre-renewal behavior.
TODO:
-Correct pre-re quest rewards.
-Check for pre-re/re differences in mapflags.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-2/dancer.txt')
-rw-r--r-- | npc/jobs/2-2/dancer.txt | 1400 |
1 files changed, 1400 insertions, 0 deletions
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt new file mode 100644 index 000000000..db81f1a17 --- /dev/null +++ b/npc/jobs/2-2/dancer.txt @@ -0,0 +1,1400 @@ +//===== rAthena Script ======================================= +//= Dancer Job Quest +//===== By: ================================================== +//= Kalen - Original jAthena +//= Fredzilla - Converted, Lupus +//===== Current Version: ===================================== +//= 3.7 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Job quest for Dancer classes +//===== Additional Comments: ================================= +//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= No longer uses function "F_BlockHigh" +//= 3.2a Deleted unused variables. [Samuray22] +//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf] +//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm] +//= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf] +//= 3.6 Applied Correction bug with for loop. [L0ne_W0lf] +//= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22] +//= 3.7 Added Quest Log commands. [Kisuka] +//============================================================ + +comodo,180,153,4 script Sonotora#1 90,{ + mes "[Athena Sonotora]"; + mes "They say the"; + mes "famous dance school"; + mes "here in Comodo is going"; + mes "to open soon."; + next; + mes "[Athena Sonotora]"; + mes "Aah..."; + mes "To be a prima donna"; + mes "in the spotlight!"; + next; + mes "[Athena Sonotora]"; + mes "I want to sign up too,"; + mes "but the requirements are"; + mes "so specific. I wonder if"; + mes "I should just try anyways..."; + close; +} + +comodo,193,151,4 script Bor Robin#1 86,{ + mes "[Bor Robin]"; + mes "Aah...."; + mes "A prima donna"; + mes "in the spotlight!"; + mes "I'll be able to watch them become Dancers right before my eyes...!"; + next; + mes "[Bor Robin]"; + mes "It's great to be"; + mes "a man in this day and age! Hurray for the Comodo Theater!"; + next; + mes "[Bor Robin]"; + mes "Mm?"; + mes "You want"; + mes "to go, too?"; + mes "It's a good opportunity to watch the Dancer job change test."; + next; + if (select("Go to the Job Change Area:Cancel") == 1) { + mes "[Bor Robin]"; + mes "Yaay~~"; + mes "Let's go!"; + close2; + warp "job_duncer",70,49; + end; + } + mes "[Bor Robin]"; + mes "Huh..."; + mes "Well, I can't"; + mes "help it if you don't"; + mes "want to accompany me."; + close; +} + +job_duncer,43,93,4 script Aile#da 724,{ + if (Upper == 1) { + mes "[Aile]"; + mes "One two three four,"; + mes "Two two three four,"; + mes "three four, three four,"; + mes "one two three four."; + mes "Um?"; + next; + mes "[Aile]"; + mes "I'm sorry, but you're interrupting my practice by looking at me funny."; + next; + mes "[Aile]"; + mes "......."; + mes ".....Hey, haven't I seen you before?"; + next; + mes "[Aile]"; + mes "Err..."; + mes "That's weird, I can't remember where I've seen you."; + close2; + cutin "",255; + end; + } + if (BaseJob != Job_Archer) { + if (BaseJob == Job_Bard) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Welcome~!"; + mes "Let me know"; + mes "if you have any new songs. We can always use some new music to complement our performances."; + close2; + cutin "",255; + end; + } + else if (BaseJob == Job_Dancer) { + cutin "",2; + mes "[Aile]"; + mes "Welcome~!"; + mes "How are you"; + mes "these days?"; + mes "Do many people enjoy"; + mes "your performances?"; + close2; + cutin "",255; + end; + } + cutin "job_dancer_eir03",2; + mes "[Aile]"; + mes "Welco--Mmm?"; + mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School."; + next; + mes "[Aile]"; + mes "If you want to watch, why don't you go to the Dance Stage in town?"; + close2; + cutin "",255; + end; + } + if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Welcome~!"; + mes "This is the"; + mes "'Comodo Dance School,'"; + mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world."; + next; + mes "[Aile]"; + 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?"; + next; + mes "[Aile]"; + 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."; + next; + cutin "job_dancer_eir02",2; + mes "[Aile]"; + mes "What do you think?"; + 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."; + next; + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "So what do"; + mes "you want to do~?"; + next; + if (select("Fill out the application.:I'll pass.") == 1) { + if (JobLevel > 39) { + cutin "job_dancer_eir02",2; + mes "[Aile]"; + mes "Good choice!!"; + mes "Just fill out the application right there."; + next; + mes "..."; + next; + mes "..."; + mes "......"; + next; + mes "^3355FF*Shuffle Shuffle*^000000"; + next; + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Your name is"; + mes "" + strcharinfo(0) + "?"; + 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?"; + close2; + cutin "",255; + set DANC_Q,1; + setquest 7000; + end; + } + else { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Mmm..."; + mes "It seems that"; + mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40."; + next; + mes "[Aile]"; + mes "Well, I hope"; + mes "that you apply"; + mes "again when you meet"; + mes "the requirements."; + close2; + cutin "",255; + end; + } + } + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Aww~"; + mes "Just think about it."; + mes "Don't forget to come back"; + mes "if you change your mind."; + close2; + cutin "",255; + end; + } + else if (sex == 1) { + cutin "job_dancer_eir03",2; + mes "[Aile]"; + mes "Welco--Mmm?"; + mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard."; + next; + mes "[Aile]"; + mes "Not all Archers"; + mes "can become Dancers."; + mes "At least, not without some sort of sex change~"; + close2; + cutin "",255; + end; + } + else if (DANC_Q == 1) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Good."; + mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons."; + next; + mes "[Aile]"; + 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."; + next; + set .@item_nd,rand(1,10); + if (.@item_nd > 0 && .@item_nd < 3) { + set DANC_Q,2; + changequest 7000,7001; + mes "[Aile]"; + mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish."; + next; + mes "[Aile]"; + 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."; + next; + mes "[Aile]"; + mes "Once again, that's"; + mes "^CD688910,000 Zeny^000000,"; + mes "^CD688920 Sticky Mucus^000000,"; + mes "^CD68893 Jellopy^000000,"; + mes "^CD68895 Red Potions^000000 and"; + mes "^CD68891 Shoes^000000."; + } + else if (.@item_nd == 4) { + set DANC_Q,3; + changequest 7000,7002; + mes "[Aile]"; + 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."; + next; + mes "[Aile]"; + mes "Once again that's"; + mes "^CD688910,000 Zeny^000000,"; + mes "^CD68895 Earthworm Peelings^000000 and "; + mes "^CD68891 Boots^000000."; + } + else { + set DANC_Q,4; + changequest 7000,7003; + mes "[Aile]"; + 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."; + next; + mes "[Aile]"; + 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..."; + next; + mes "[Aile]"; + mes "^CD688910,000 Zeny^000000,"; + mes "^CD68892 Clam Shells^000000,"; + mes "^CD68895 Yellow Potions^000000,"; + mes "^CD688920 Jellopy^000000,"; + mes "^CD688910 Black Hairs^000000 and"; + mes "^CD6889Sandals^000000."; + } + next; + mes "[Aile]"; + mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?"; + close2; + cutin "",255; + end; + } + else if (DANC_Q >= 2 && DANC_Q <= 4) { + switch(DANC_Q) { + case 2: + setarray .@item[0], 938,909,501,2403; + setarray .@count[0], 20,3,5,1; + break; + case 3: + setarray .@item[0], 1055,2405; + setarray .@count[0], 5,1; + break; + case 4: + setarray .@item[0], 965,503,909,1020,2401; + setarray .@count[0], 2,5,20,10,1; + break; + } + set .@size, getarraysize(.@item); + for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) { + if( countitem(.@item[.@i]) < .@count[.@i] ) { + break; + } + } + if( .@i == .@size && Zeny > 9999 ) { + cutin "job_dancer_eir02",2; + mes "[Aile]"; + mes "Oh...!"; + mes "You brought"; + mes "everything!"; + mes "Alright then,"; + mes "let me take your"; + mes "tuition fee."; + next; + cutin "job_dancer_eir01",2; + set zeny,zeny-10000; + mes "[Aile]"; + 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."; + set DANC_Q,5; + if(checkquest(7001) != -1) { + changequest 7001,7004; + } + else if(checkquest(7002) != -1) { + changequest 7002,7004; + } + else { + changequest 7003,7004; + } + close2; + cutin "",255; + end; + } + else { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Mmm...?"; + mes "You don't have"; + mes "everything yet?"; + mes "Let me remind you"; + mes "so you can bring"; + mes "what you need next time."; + next; + mes "[Aile]"; + mes "Bring..."; + mes "^CD688910,000 Zeny^000000,"; + if (DANC_Q == 2) { + mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,"; + mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,"; + mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and"; + mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000."; + } + else if (DANC_Q == 3) { + mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and"; + mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000."; + } + else { + mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,"; + mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,"; + mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,"; + mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and"; + mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000."; + } + close2; + cutin "",255; + end; + } + } + else if (DANC_Q == 5) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "Hmm...?"; + mes "Are you having"; + mes "trouble finding"; + mes "^CD6889Bijou^000000?"; + next; + mes "[Aile]"; + 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."; + close2; + cutin "",255; + end; + } + else if (DANC_Q > 5) { + cutin "job_dancer_eir01",2; + mes "[Aile]"; + mes "I'll be looking"; + mes "forward to a great"; + mes "performance~"; + close2; + cutin "",255; + end; + } + else { + cutin "job_dancer_eir03",2; + mes "[Aile]"; + mes "Welcom--Hm?"; + mes "Hey, only authorized"; + mes "personnel are allowed"; + mes "in here."; + next; + mes "[Aile]"; + 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."; + close2; + cutin "",255; + end; + } +} + +job_duncer,95,93,4 script Bijou#da 101,{ + if (SkillPoint) { + mes "[Bijou]"; + mes "You can't change jobs"; + mes "if you still have skill"; + mes "points left. Use the rest"; + mes "and come back later."; + close; + } + if (BaseJob != Job_Archer) { + if (BaseJob == Job_Bard) { + mes "[Bijou]"; + mes "Welcome~"; + mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances."; + close; + } + else if (BaseJob == Job_Dancer) { + mes "[Bijou]"; + mes "Oh my...!"; + mes "Welcome back~"; + next; + mes "[Bijou]"; + mes "How are you"; + mes "these days?"; + mes "A lot of people"; + mes "must love watching"; + mes "you dance. Are you"; + mes "enjoying the spotlight?"; + close; + } + mes "[Bijou]"; + mes "Oh dear~"; + mes "You seem to have traveled quite a distance to watch me perform."; + next; + mes "[Bijou]"; + 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~"; + close; + } + else if (DANC_Q < 5) { + mes "[Bijou]"; + mes "Oh my~"; + mes "You want to"; + mes "become a Dancer,"; + mes "don't you?"; + next; + mes "[Bijou]"; + 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."; + close; + } + else if (DANC_Q > 4 && DANC_Q < 7) { + if (DANC_Q == 5) { + mes "[Bijou]"; + mes "Oh my~"; + mes "You want to"; + mes "become a Dancer,"; + mes "don't you?"; + next; + mes "[Bijou]"; + mes "G-goodness!"; + mes "Look at that stomach fat!"; + mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~"; + next; + mes "[Bijou]"; + mes "Still..."; + mes "The idea of the"; + mes "perfect body sure"; + mes "has changed since"; + mes "I was young. Anyway..."; + next; + mes "[Bijou]"; + mes "Let's start"; + mes "with the interview."; + mes "I'm only going to ask"; + mes "a couple of simple things"; + mes "so don't worry~"; + next; + mes "[Bijou]"; + mes "Okay..."; + mes "Let's begin."; + next; + } + else { + mes "[Bijou]"; + mes "Oh, you're back~"; + mes "Have you studied"; + mes "some more? Try to"; + mes "pass this time, okay?"; + next; + } + switch(rand(1,3)) { + case 1: + mes "[Bijou]"; + mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,"; + mes "increases which of the following?"; + next; + if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "2. Of the following,"; + mes "which can you not consider"; + mes "to be a dance?"; + next; + switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) { + default: + set .@da_score,.@da_score-10; + break; + case 5: + set .@da_score,.@da_score+10; + break; + } + mes "[Bijou]"; + mes "3. Which of the following"; + mes "best describes a Dancer?"; + next; + if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "4. Which of the following"; + mes "cannot be associated with Comodo?"; + next; + if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?"; + next; + if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "6. Who is the most"; + mes "beautiful dancer?"; + next; + switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) { + case 1: + mes "[Bijou]"; + mes "..."; + mes "That's..."; + mes "^660000completely wrong^000000."; + mes "Didn't you see the"; + mes "other choices?!"; + mes "Minus points...!"; + set .@da_score,.@da_score-10; + next; + break; + case 2: + set .@da_score,.@da_score+10; + break; + default: + break; + } + mes "[Bijou]"; + mes "7. Of the following,"; + mes "who can perform together"; + mes "with a Dancer?"; + next; + if (select("Assassin:Bard:Alchemist:Sage") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "8. Which of the following"; + mes "is not a specialty of Comodo?"; + next; + if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "9. Who is the manager"; + mes "of the Comodo Casino?"; + next; + if (select("Yoo:Moo:Hoon:Roul") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "10. Who accepts the"; + mes "Dancer job change"; + mes "applications?"; + next; + if (select("Bijou:Aile:Athena:Sonotora") == 2) + set .@da_score,.@da_score+10; + break; + case 2: + mes "[Bijou]"; + mes "1. What is the effect"; + mes "of the combined skill,"; + mes "^CD6889Mental Sensing^000000?"; + next; + if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "2. Which is considered"; + mes "bad etiquette on the dance"; + mes "floor after a dance?"; + next; + if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "3. Which is not an"; + mes "appropriate response"; + mes "when someone makes"; + mes "a mistake while you"; + mes "are dancing together?"; + next; + 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) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "4. In which town"; + mes "can you change jobs"; + mes "to a Dancer?"; + next; + if (select("Cocomo:Sandarman:Comudo:Comodo") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "5. How many dungeons"; + mes "are directly connected"; + mes "to Comodo?"; + next; + if (select("1:2:3:4") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "6. Which of the following"; + mes "is not a Cute Pet monster?"; + next; + if (select("Isis:Argiope:Dokebi:Deviruchi") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "7. Who is the most"; + mes "graceful dancer?"; + next; + switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) { + case 1: + mes "[Bijou]"; + mes "..."; + mes "That's..."; + mes "^660000completely wrong^000000."; + mes "Didn't you see the"; + mes "other choices?!"; + mes "Minus points...!"; + set .@da_score,.@da_score-10; + next; + break; + case 2: + set .@da_score,.@da_score+10; + break; + default: + break; + } + mes "[Bijou]"; + mes "8. What is the"; + mes "exact name of the"; + mes "Kafra in Comodo?"; + next; + if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4) + set .@da_score,.@da_score+10; + mes "[......]"; + mes "9. What is my name?"; + next; + if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "10. What is the"; + mes "effect of ^CD6889Lullaby^000000?"; + next; + 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) + set .@da_score,.@da_score+10; + break; + case 3: + mes "[Bijou]"; + mes "1. What is the effect"; + mes "of the skill ^CD6889Dance Lessons^000000?"; + next; + switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) { + default: + break; + case 2: + case 3: + set .@da_score,.@da_score+10; + break; + } + mes "[Bijou]"; + mes "2. What dance uses shoes"; + mes "that are designed to make"; + mes "sound as the dancer rolls"; + mes "their feet and taps the"; + mes "ground to create a rhythm?"; + next; + if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "3. Which of the following"; + mes "is not a characteristic of a Dancer?"; + next; + if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "4. Which town has"; + mes "the most Dancers?"; + next; + if (select("Al De Baran:Juno:Morroc:Comodo") == 4) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "5. Of the following,"; + mes "who dances most beautifully?"; + next; + switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) { + case 1: + mes "[Bijou]"; + mes "..."; + mes "That's..."; + mes "^660000completely wrong^000000."; + mes "Didn't you see the"; + mes "other choices?!"; + mes "Minus points...!"; + set .@da_score,.@da_score-10; + next; + break; + case 2: + set .@da_score,.@da_score+10; + break; + default: + break; + } + mes "[Bijou]"; + mes "6. What is the Dancer"; + mes "better at than the other"; + mes "job classes?"; + next; + if (select("Health:Acting :Dancing :Magic ") == 3) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "7. Who is the manager"; + mes "of the Comodo Casino?"; + next; + if (select("Ryu:Moo:Roul:Hoon") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "8. What item cannot"; + mes "be equipped by a Dancer?"; + next; + if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2) + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "9. Do you think you"; + mes "can say this quiz is"; + mes "frustrating and annoying?"; + next; + select("Yes:No"); + set .@da_score,.@da_score+10; + mes "[Bijou]"; + mes "10. Which of the following"; + mes "is not a Jazz musician?"; + next; + if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5) + set .@da_score,.@da_score+10; + } + mes "[Bijou]"; + mes "Good job~"; + mes "It seems like you"; + mes "answered all the"; + mes "questions~"; + next; + mes "[Bijou]"; + mes "Let's see..."; + mes "Your score is"; + mes "" + .@da_score + " points..."; + if (.@da_score == 100) { + set DANC_Q,7; + mes "Very well done!"; + mes "A perfect score!"; + next; + mes "[Bijou]"; + 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~"; + next; + mes "[Bijou]"; + mes "Whew~"; + mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~"; + close; + } + else if (.@da_score > 70) { + set DANC_Q,7; + mes "It wasn't perfect, but I'll let you pass."; + close; + } + else { + set DANC_Q,6; + mes "You.. You failed!"; + next; + mes "[Bijou]"; + mes "Was it too hard?"; + mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?"; + close; + } + } + else if (DANC_Q == 7) { + mes "[Bijou]"; + mes "Okay..."; + mes "Are you ready"; + mes "for the Dance Test?"; + mes "If you like, I can"; + mes "explain the instructions."; + next; + if (select("Listen to instructions.:Go to the testing area.") == 1) { + mes "[Bijou]"; + 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~"; + next; + mes "[Bijou]"; + 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."; + next; + mes "[Bijou]"; + mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused."; + next; + mes "[Bijou]"; + 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."; + next; + mes "[Bijou]"; + 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~"; + next; + mes "[Bijou]"; + 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."; + next; + mes "[Bijou]"; + 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~"; + close; + } + mes "[Bijou]"; + mes "Well then~"; + mes "Good luck...!!"; + changequest 7004,7005; + set DANC_Q,8; + close2; + warp "job_duncer",105,109; + end; + } + else if (DANC_Q == 8) { + mes "[Bijou]"; + mes "Oh my..."; + mes "Did you"; + mes "fail last time?"; + mes "Don't worry, just"; + mes "try to feel the rhythm~"; + close2; + warp "job_duncer",105,109; + end; + } + else if (DANC_Q == 9) { + if (SkillPoint) { + mes "[Bijou]"; + mes "You can't change jobs"; + mes "if you still have skill"; + mes "points left. Use the rest"; + mes "and come back later."; + close; + } + mes "[Bijou]"; + mes "Oh my..."; + mes "I saw your"; + mes "dance earlier."; + mes "You were great!"; + next; + mes "[Bijou]"; + mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job."; + next; + mes "[Bijou]"; + 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~"; + next; + set .@jlevel,JobLevel; + mes "[Bijou]"; + completequest 7006; + callfunc "Job_Change",Job_Dancer; + callfunc "F_ClearJobVar"; + mes "Ooh...!"; + mes "You look great"; + mes "as a Dancer~"; + mes "Congratulations!"; + next; + mes "[Bijou]"; + mes "Here's a small"; + mes "gift from me."; + mes "Please take it."; + mes "May your performances always bring joy to your audience~"; + if (.@jlevel == 50) + getitem 1953,1; //Line_ + else + getitem 1950,1; //Rope + close; + } +} + +// Waiting Room +//============================================================ +job_duncer,32,154,1 script Waiting Room#dance 66,{ +OnInit: + waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1; + enablewaitingroomevent; + end; + +OnStartArena: + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + donpcevent "dance#return::OnDisable"; + warpwaitingpc "job_duncer",69,110,1; + donpcevent "Bijou#dance_timer::OnEnable"; + disablewaitingroomevent; + end; + +OnEnable: + enablewaitingroomevent; + end; +} + +job_duncer,32,154,1 script Waiting Room#click 66,{ + mes "[Pyorgin]"; + mes "Please wait in"; + mes "the waiting room."; + mes "Click the Chatroom"; + mes "box to enter."; + next; + mes "[Pyorgin]"; + mes "Also, those who"; + mes "are curious about"; + mes "the test can watch"; + mes "backstage."; + close; +} + +// Dance Timer +//============================================================ +job_duncer,69,105,0 script Bijou#dance_timer -1,{ +OnEnable: + initnpctimer; + end; + +OnDisable: + stopnpctimer; + end; + +OnTimer2000: + mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map; + end; + +OnTimer5000: + mapannounce "job_duncer"," Up!",bc_map; + end; + +OnTimer7000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer8000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Down!",bc_map; + end; + +OnTimer11000: + enablenpc "dance#up"; + disablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer12000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left~!",bc_map; + end; + +OnTimer15000: + enablenpc "dance#up"; + enablenpc "dance#down"; + disablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer16000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left, then Right~!",bc_map; + end; + +OnTimer19000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + disablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer20000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Back to the Center~ !",bc_map; + end; + +OnTimer23000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + disablenpc "dance#cen"; + end; + +OnTimer23500: + donpcevent "Backdancer#1::OnSmile"; + mapannounce "job_duncer"," Hold in place... ",bc_map; + end; + +OnTimer27000: + donpcevent "Backdancer#1::OnSmile"; + mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map; + end; + +OnTimer28500: + mapannounce "job_duncer"," Pay attention! ",bc_map; + end; + +OnTimer30000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left!",bc_map; + end; + +OnTimer34000: + enablenpc "dance#up"; + enablenpc "dance#down"; + disablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer35000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Down!",bc_map; + end; + +OnTimer38500: + mapannounce "job_duncer"," Down, then Right~ ",bc_map; + end; + +OnTimer40000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + disablenpc "dance#right"; + enablenpc "dance#cen"; + mapannounce "job_duncer"," Hold it~",bc_map; + end; + +OnTimer43000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map; + end; + +OnTimer49000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer50000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Right!",bc_map; + end; + +OnTimer53000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + disablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer54000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map; + end; + +OnTimer60000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer61000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map; + end; + +OnTimer66000: + disablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer67000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Down~!",bc_map; + end; + +OnTimer69000: + enablenpc "dance#up"; + disablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer70000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Left!",bc_map; + end; + +OnTimer74000: + enablenpc "dance#up"; + enablenpc "dance#down"; + disablenpc "dance#left"; + enablenpc "dance#right"; + enablenpc "dance#cen"; + end; + +OnTimer75000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Center!",bc_map; + end; + +OnTimer80000: + enablenpc "dance#up"; + enablenpc "dance#down"; + enablenpc "dance#left"; + enablenpc "dance#right"; + disablenpc "dance#cen"; + end; + +OnTimer81000: + donpcevent "Backdancer#1::OnSmile"; + disablenpc "dance#up"; + disablenpc "dance#down"; + disablenpc "dance#left"; + disablenpc "dance#right"; + disablenpc "dance#cen"; + mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map; + end; + +OnTimer82000: + donpcevent "dance#poring::OnEnable"; + end; + +OnTimer89000: + donpcevent "dance#poring::OnDisable"; + donpcevent "dance#return::OnEnable"; + end; +} + +job_duncer,69,110,0 script dance#return -1,1,4,{ +OnTouch: + mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map; + set DANC_Q,9; + changequest 7005,7006; + warp "comodo",188,162; + end; + +OnDisable: + disablenpc "dance#return"; + donpcevent "dance#return#2::OnDisable"; + donpcevent "dance#return#3::OnDisable"; + end; + +OnEnable: + enablenpc "dance#return"; + donpcevent "dance#return#2::OnEnable"; + end; +} + +job_duncer,66,110,0 script dance#return#2 -1,1,1,{ +OnTouch: + set DANC_Q,9; + warp "comodo",188,162; + end; + +OnDisable: + disablenpc "dance#return#2"; + end; + +OnEnable: + enablenpc "dance#return#2"; + donpcevent "dance#return#3::OnEnable"; + end; +} + +job_duncer,72,110,0 script dance#return#3 -1,1,1,{ +OnTouch: + set DANC_Q,9; + warp "comodo",188,162; + end; + +OnDisable: + disablenpc "dance#return#3"; + end; + +OnEnable: + enablenpc "dance#return#3"; + donpcevent "Bijou#dance_timer::OnDisable"; + donpcevent "Waiting Room#dance::OnEnable"; + end; +} + +// Dance Move Triggers +//============================================================ +- script dancestep::StepTrigger -1,1,1,{ +OnTouch: + donpcevent "Backdancer#1::OnOmg"; + mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map; + set DANC_Q,8; + donpcevent "Bijou#dance_timer::OnDisable"; + donpcevent "Waiting Room#dance::OnEnable"; + warp "comodo",188,162; + end; +} + +job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1 +job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1 +job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1 +job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1 +job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1 + +job_duncer,10,10,0 script dance#poring -1,{ +OnEnable: + monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead"; + end; + +OnMyMobDead: + mapannounce "job_duncer"," Good! Well done! ",bc_map; + end; + +OnDisable: + killmonsterall "job_duncer"; + end; + +} + +// Backup Dancers +//============================================================ +job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{ + end; + +OnSmile: + Emotion e_no1; + donpcevent "Backdancer#2::OnSmile"; + donpcevent "Backdancer#3::OnSmile"; + donpcevent "Backdancer#4::OnSmile"; + end; + +OnOmg: + Emotion e_omg; + donpcevent "Backdancer#2::OnOmg"; + donpcevent "Backdancer#3::OnOmg"; + donpcevent "Backdancer#4::OnOmg"; + end; +} + +job_duncer,66,113,4 script Backdancer#2 724,{ + end; + +OnSmile: + Emotion e_no1; + end; + +OnOmg: + Emotion e_omg; + end; +} + +job_duncer,72,113,4 script Backdancer#3 724,{ + end; + +OnSmile: + Emotion e_no1; + end; + +OnOmg: + Emotion e_omg; + end; +} + +job_duncer,75,110,4 script Backdancer#4 724,{ + end; + +OnSmile: + Emotion e_no1; + end; + +OnOmg: + Emotion e_omg; + end; +} + +//============================================================ +// Old changelog +//============================================================ +//= 1.1 Removed the warp I left here my accident, added a check for using +//= Improved Concentration and arrow shower, people could get away with it +//= [Fredzilla] +//= 1.0 I tried to keep as much the same from the Jap version as possible +//= this turned out to be quite hard, but on the whole it is the same script +//= I have added some new things, and changed some of the used commands, +//= along with some optimization. [Fredzilla] +//= 1.5 Added Baby Class Support [Fredzilla] +//= 1.6 Added a func which prevent advanced classes passing +//= 2nd Job Quests again. It also guides adv classes where +//= to go. [Lupus] +//= 2.0 Changed numbers to constants. [Vicious] +//= 2.1 Script check #1. [Lance] +//= 2.2 Fixed unpassable part, thx2 Alis [Lupus] +//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex] +//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus] +//= 2.5 Final fix of chrid issues, changed 'Improved +//= Concentration' to 'Attention Concentrate' [Lupus] +//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus] +//= 3.1 Implemented JOBLVL as in other quests [Lupus] |