diff options
Diffstat (limited to 'npc/jobs/2-2/dancer.txt')
-rw-r--r-- | npc/jobs/2-2/dancer.txt | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt index a34bf0540..36e84321a 100644 --- a/npc/jobs/2-2/dancer.txt +++ b/npc/jobs/2-2/dancer.txt @@ -176,7 +176,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ 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; + DANC_Q = 1; setquest 7000; end; } @@ -230,9 +230,9 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ 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); + .@item_nd = rand(1,10); if (.@item_nd > 0 && .@item_nd < 3) { - set DANC_Q,2; + 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."; @@ -249,7 +249,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ mes "^CD68891 Shoes^000000."; } else if (.@item_nd == 4) { - set DANC_Q,3; + 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."; @@ -261,7 +261,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ mes "^CD68891 Boots^000000."; } else { - set DANC_Q,4; + 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."; @@ -299,8 +299,8 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ setarray .@count[0], 2,5,20,10,1; break; } - set .@size, getarraysize(.@item); - for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) { + .@size = getarraysize(.@item); + for (.@i = 0; .@i < .@size; ++.@i) { if( countitem(.@item[.@i]) < .@count[.@i] ) { break; } @@ -319,7 +319,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ 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; + DANC_Q = 5; if (questprogress(7001)) { changequest 7001,7004; } @@ -504,7 +504,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ 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; + .@da_score += 10; mes "[Bijou]"; mes "2. Of the following,"; mes "which can you not consider"; @@ -512,10 +512,10 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ next; switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) { default: - set .@da_score,.@da_score-10; + .@da_score -= 10; break; case 5: - set .@da_score,.@da_score+10; + .@da_score += 10; break; } mes "[Bijou]"; @@ -523,18 +523,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ 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; + .@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; + .@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; + .@da_score += 10; mes "[Bijou]"; mes "6. Who is the most"; mes "beautiful dancer?"; @@ -548,11 +548,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "Didn't you see the"; mes "other choices?!"; mes "Minus points...!"; - set .@da_score,.@da_score-10; + .@da_score -= 10; next; break; case 2: - set .@da_score,.@da_score+10; + .@da_score += 10; break; default: break; @@ -563,26 +563,26 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "with a Dancer?"; next; if (select("Assassin:Bard:Alchemist:Sage") == 2) - set .@da_score,.@da_score+10; + .@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; + .@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; + .@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; + .@da_score += 10; break; case 2: mes "[Bijou]"; @@ -591,14 +591,14 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "^CD6889Mental Sensing^000000?"; next; if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3) - set .@da_score,.@da_score+10; + .@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; + .@da_score += 10; mes "[Bijou]"; mes "3. Which is not an"; mes "appropriate response"; @@ -607,27 +607,27 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ 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; + .@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; + .@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; + .@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; + .@da_score += 10; mes "[Bijou]"; mes "7. Who is the most"; mes "graceful dancer?"; @@ -641,11 +641,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "Didn't you see the"; mes "other choices?!"; mes "Minus points...!"; - set .@da_score,.@da_score-10; + .@da_score -= 10; next; break; case 2: - set .@da_score,.@da_score+10; + .@da_score += 10; break; default: break; @@ -656,18 +656,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ 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; + .@da_score += 10; mes "[......]"; mes "9. What is my name?"; next; if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3) - set .@da_score,.@da_score+10; + .@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; + .@da_score += 10; break; case 3: mes "[Bijou]"; @@ -679,7 +679,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ break; case 2: case 3: - set .@da_score,.@da_score+10; + .@da_score += 10; break; } mes "[Bijou]"; @@ -690,19 +690,19 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "ground to create a rhythm?"; next; if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1) - set .@da_score,.@da_score+10; + .@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; + .@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; + .@da_score += 10; mes "[Bijou]"; mes "5. Of the following,"; mes "who dances most beautifully?"; @@ -716,11 +716,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "Didn't you see the"; mes "other choices?!"; mes "Minus points...!"; - set .@da_score,.@da_score-10; + .@da_score -= 10; next; break; case 2: - set .@da_score,.@da_score+10; + .@da_score += 10; break; default: break; @@ -731,32 +731,32 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "job classes?"; next; if (select("Health:Acting :Dancing :Magic ") == 3) - set .@da_score,.@da_score+10; + .@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; + .@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; + .@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; + .@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; + .@da_score += 10; } mes "[Bijou]"; mes "Good job~"; @@ -769,7 +769,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "Your score is"; mes "" + .@da_score + " points..."; if (.@da_score == 100) { - set DANC_Q,7; + DANC_Q = 7; mes "Very well done!"; mes "A perfect score!"; next; @@ -782,12 +782,12 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ close; } else if (.@da_score > 70) { - set DANC_Q,7; + DANC_Q = 7; mes "It wasn't perfect, but I'll let you pass."; close; } else { - set DANC_Q,6; + DANC_Q = 6; mes "You.. You failed!"; next; mes "[Bijou]"; @@ -831,7 +831,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "Well then~"; mes "Good luck...!!"; changequest 7004,7005; - set DANC_Q,8; + DANC_Q = 8; close2; warp "job_duncer",105,109; end; @@ -868,7 +868,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ 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; + .@jlevel = JobLevel; mes "[Bijou]"; completequest 7006; callfunc "Job_Change",Job_Dancer; @@ -1236,7 +1236,7 @@ OnTimer89000: 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; + DANC_Q = 9; changequest 7005,7006; warp "comodo",188,162; end; @@ -1255,7 +1255,7 @@ OnEnable: job_duncer,66,110,0 script dance#return#2 -1,1,1,{ OnTouch: - set DANC_Q,9; + DANC_Q = 9; warp "comodo",188,162; end; @@ -1271,7 +1271,7 @@ OnEnable: job_duncer,72,110,0 script dance#return#3 -1,1,1,{ OnTouch: - set DANC_Q,9; + DANC_Q = 9; warp "comodo",188,162; end; @@ -1292,7 +1292,7 @@ OnEnable: OnTouch: donpcevent "Backdancer#1::OnOmg"; mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map; - set DANC_Q,8; + DANC_Q = 8; donpcevent "Bijou#dance_timer::OnDisable"; donpcevent "Waiting Room#dance::OnEnable"; warp "comodo",188,162; |