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Diffstat (limited to 'npc/jobs/2-2/dancer.txt')
-rw-r--r-- | npc/jobs/2-2/dancer.txt | 1402 |
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diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt deleted file mode 100644 index 36e84321a..000000000 --- a/npc/jobs/2-2/dancer.txt +++ /dev/null @@ -1,1402 +0,0 @@ -//===== Hercules Script ====================================== -//= Dancer Job Quest -//===== By: ================================================== -//= Kalen - Original jAthena -//= Fredzilla - Converted, Lupus -//===== Current Version: ===================================== -//= 3.7a -//===== Description: ========================================= -//= [Official 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] -//= 3.7a Fixed a label execution. [Euphy] -//============================================================ - -comodo,180,153,4 script Sonotora#1 4_F_01,{ - 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 4_M_04,{ - 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 4_F_07,{ - 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; - 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; - .@item_nd = rand(1,10); - if (.@item_nd > 0 && .@item_nd < 3) { - 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) { - 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 { - 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; - } - .@size = getarraysize(.@item); - for (.@i = 0; .@i < .@size; ++.@i) { - 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; - 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."; - DANC_Q = 5; - if (questprogress(7001)) { - changequest 7001,7004; - } - else if (questprogress(7002)) { - 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 4W_F_01,{ - 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) - .@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: - .@da_score -= 10; - break; - case 5: - .@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) - .@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) - .@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) - .@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...!"; - .@da_score -= 10; - next; - break; - case 2: - .@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) - .@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) - .@da_score += 10; - mes "[Bijou]"; - mes "9. Who is the manager"; - mes "of the Comodo Casino?"; - next; - if (select("Yoo:Moo:Hoon:Roul") == 2) - .@da_score += 10; - mes "[Bijou]"; - mes "10. Who accepts the"; - mes "Dancer job change"; - mes "applications?"; - next; - if (select("Bijou:Aile:Athena:Sonotora") == 2) - .@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) - .@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) - .@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) - .@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) - .@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) - .@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) - .@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...!"; - .@da_score -= 10; - next; - break; - case 2: - .@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) - .@da_score += 10; - mes "[......]"; - mes "9. What is my name?"; - next; - if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3) - .@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) - .@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: - .@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) - .@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) - .@da_score += 10; - mes "[Bijou]"; - mes "4. Which town has"; - mes "the most Dancers?"; - next; - if (select("Al De Baran:Juno:Morroc:Comodo") == 4) - .@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...!"; - .@da_score -= 10; - next; - break; - case 2: - .@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) - .@da_score += 10; - mes "[Bijou]"; - mes "7. Who is the manager"; - mes "of the Comodo Casino?"; - next; - if (select("Ryu:Moo:Roul:Hoon") == 2) - .@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) - .@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"); - .@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) - .@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) { - 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) { - DANC_Q = 7; - mes "It wasn't perfect, but I'll let you pass."; - close; - } - else { - 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; - 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; - .@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 1_F_01,{ - end; - -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 1_F_01,{ - 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; - 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: - 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: - 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; - 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 4_F_07,{ - 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 4_F_07,{ - end; - -OnSmile: - emotion e_no1; - end; - -OnOmg: - emotion e_omg; - end; -} - -job_duncer,72,113,4 script Backdancer#3 4_F_07,{ - end; - -OnSmile: - emotion e_no1; - end; - -OnOmg: - emotion e_omg; - end; -} - -job_duncer,75,110,4 script Backdancer#4 4_F_07,{ - 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] -//============================================================ |