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-rw-r--r--npc/re/jobs/2-2/dancer.txt1327
1 files changed, 839 insertions, 488 deletions
diff --git a/npc/re/jobs/2-2/dancer.txt b/npc/re/jobs/2-2/dancer.txt
index db81f1a17..48bc44e65 100644
--- a/npc/re/jobs/2-2/dancer.txt
+++ b/npc/re/jobs/2-2/dancer.txt
@@ -1,26 +1,18 @@
//===== rAthena Script =======================================
-//= Dancer Job Quest
-//===== By: ==================================================
-//= Kalen - Original jAthena
-//= Fredzilla - Converted, Lupus
+// Dancer Job change Quest
+//===== By: ==================================================
+//= Masao
+//= Credits: Muad_Dib
//===== Current Version: =====================================
-//= 3.7
+//= 1.0
//===== Compatible With: =====================================
-//= rAthena SVN
+//= Any rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
-//= Job quest for Dancer classes
+//= [Translated from the Official]
+//= Job change Quest from Archer[F] -> Dancer.
//===== 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]
-//============================================================
+//= 1.0 Updated to latest available official file. [Masao]
+//============================================================
comodo,180,153,4 script Sonotora#1 90,{
mes "[Athena Sonotora]";
@@ -59,23 +51,25 @@ comodo,193,151,4 script Bor Robin#1 86,{
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) {
+ switch (select("Go to the Job Change Area:Cancel")) {
+ case 1:
mes "[Bor Robin]";
mes "Yaay~~";
mes "Let's go!";
close2;
warp "job_duncer",70,49;
end;
+ case 2:
+ mes "[Bor Robin]";
+ mes "Huh...";
+ mes "Well, I can't";
+ mes "help it if you don't";
+ mes "want to accompany me.";
+ close;
}
- 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,{
+job_duncer,43,93,4 script Aile 724,{
if (Upper == 1) {
mes "[Aile]";
mes "One two three four,";
@@ -98,8 +92,8 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- if (BaseJob != Job_Archer) {
- if (BaseJob == Job_Bard) {
+ if ((Class != Job_Baby_Archer) && (Class != Job_Archer) && (Sex == 1)) {
+ if (Class == Job_Bard) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
@@ -109,8 +103,8 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- else if (BaseJob == Job_Dancer) {
- cutin "",2;
+ if (Class == Job_Baby_Dancer || Class == Job_Dancer) {
+ cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
mes "How are you";
@@ -132,7 +126,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) {
+ if ((DNCR_Q == 0) && (Sex == 0) && (Class == Job_Archer)) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
@@ -156,7 +150,8 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "So what do";
mes "you want to do~?";
next;
- if (select("Fill out the application.:I'll pass.") == 1) {
+ switch (select("Fill out the application.:I'll pass.")) {
+ case 1:
if (JobLevel > 39) {
cutin "job_dancer_eir02",2;
mes "[Aile]";
@@ -168,7 +163,7 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "...";
mes "......";
next;
- mes "^3355FF*Shuffle Shuffle*^000000";
+ mes "^3355FF * Shuffle Shuffle * ^000000";
next;
cutin "job_dancer_eir01",2;
mes "[Aile]";
@@ -177,38 +172,37 @@ job_duncer,43,93,4 script Aile#da 724,{
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;
+ set DNCR_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 "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;
+ case 2:
+ 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;
}
- 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) {
+ if (Sex == 1) {
cutin "job_dancer_eir03",2;
mes "[Aile]";
mes "Welco--Mmm?";
@@ -222,7 +216,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- else if (DANC_Q == 1) {
+ if (DNCR_Q == 1) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Good.";
@@ -231,9 +225,9 @@ job_duncer,43,93,4 script Aile#da 724,{
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;
+ set .@item_nd, rand(1,10);
+ if ((.@item_nd > 0) && (.@item_nd < 3)) {
+ set DNCR_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.";
@@ -249,8 +243,8 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "^CD68895 Red Potions^000000 and";
mes "^CD68891 Shoes^000000.";
}
- else if (.@item_nd == 4) {
- set DANC_Q,3;
+ if (.@item_nd == 4) {
+ set DNCR_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.";
@@ -262,7 +256,7 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "^CD68891 Boots^000000.";
}
else {
- set DANC_Q,4;
+ set DNCR_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.";
@@ -285,28 +279,8 @@ job_duncer,43,93,4 script Aile#da 724,{
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 ) {
+ if (DNCR_Q == 2) {
+ if ((Zeny > 9999) && (countitem(938) > 19) && (countitem(909) > 2) && (countitem(501) > 4) && (countitem(2403) > 0)) {
cutin "job_dancer_eir02",2;
mes "[Aile]";
mes "Oh...!";
@@ -317,59 +291,118 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "tuition fee.";
next;
cutin "job_dancer_eir01",2;
- set zeny,zeny-10000;
+ 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;
- }
+ set DNCR_Q,5;
+ changequest 7001,7004;
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,";
+ mes "^CD688920 Sticky Mucus^000000,";
+ mes "^CD68893 Jellopy^000000,";
+ mes "^CD68895 Red Potions^000000 and";
+ mes "^CD68891 Shoes^000000.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (DNCR_Q == 3) {
+ if ((Zeny > 9999) && (countitem(1055) > 4) && (countitem(2405) > 0)) {
+ 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 "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.";
+ 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 DNCR_Q,5;
+ changequest 7002,7004;
+ close2;
+ cutin "",255;
+ end;
+ }
+ 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,";
+ mes "^CD68895 Earthworm Peelings^000000 and ";
+ mes "^CD68891 Boots^000000.";
+ close;
+ cutin "",255;
+ end;
+ }
+ if (DNCR_Q == 4) {
+ if ((Zeny > 9999) && (countitem(965) > 1) && (countitem(503) > 4) && (countitem(909) > 19) && (countitem(1020) > 9) && (countitem(2401) > 0)) {
+ 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 "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.";
- }
+ mes "Next, go to ^CD6889'Bijou'^000000";
+ mes "who is in charge of the interviews.";
+ mes "She has a couple of things to ask you.";
+ set DNCR_Q,5;
+ changequest 7003,7004;
close2;
cutin "",255;
end;
}
+ 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 "^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.";
+ close2;
+ cutin "",255;
+ end;
}
- else if (DANC_Q == 5) {
+ if (DNCR_Q == 5) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Hmm...?";
@@ -383,7 +416,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- else if (DANC_Q > 5) {
+ if (DNCR_Q > 5) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "I'll be looking";
@@ -393,24 +426,22 @@ job_duncer,43,93,4 script Aile#da 724,{
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;
- }
+ 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) {
+job_duncer,95,93,4 script Bijou 101,{
+ if (SkillPoint != 0) {
mes "[Bijou]";
mes "You can't change jobs";
mes "if you still have skill";
@@ -418,14 +449,14 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "and come back later.";
close;
}
- if (BaseJob != Job_Archer) {
- if (BaseJob == Job_Bard) {
+ if ((Class != Job_Baby_Archer) && (Class != Job_Archer)) {
+ if (Class == Job_Baby_Bard || Class == 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) {
+ if (Class == Job_Baby_Dancer || Class == Job_Dancer) {
mes "[Bijou]";
mes "Oh my...!";
mes "Welcome back~";
@@ -447,7 +478,7 @@ job_duncer,95,93,4 script Bijou#da 101,{
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) {
+ if (DNCR_Q < 5) {
mes "[Bijou]";
mes "Oh my~";
mes "You want to";
@@ -458,8 +489,8 @@ job_duncer,95,93,4 script Bijou#da 101,{
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) {
+ if ((DNCR_Q > 4) && (DNCR_Q < 7)) {
+ if (DNCR_Q == 5) {
mes "[Bijou]";
mes "Oh my~";
mes "You want to";
@@ -498,49 +529,97 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "pass this time, okay?";
next;
}
- switch(rand(1,3)) {
- case 1:
+ set .@dancer_q, rand(1,3);
+ set @da_score,0;
+ if (.@dancer_q == 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;
+ switch (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
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;
+ switch (select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
+ case 1:
+ set @da_score,@da_score - 10;
+ break;
+ case 2:
+ set @da_score,@da_score - 10;
+ break;
+ case 3:
+ set @da_score,@da_score - 10;
+ break;
+ case 4:
+ set @da_score,@da_score - 10;
break;
case 5:
- set .@da_score,.@da_score+10;
+ 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;
+ switch (select("Person who yells.:A loud person.:A person who dances.:A person who sings.")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ case 5:
+ set @da_score,@da_score + 10;
+ break;
+ }
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;
+ switch (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
+ break;
+ }
mes "[Bijou]";
mes "6. Who is the most";
mes "beautiful dancer?";
next;
- switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
+ switch (select("")) {
case 1:
mes "[Bijou]";
mes "...";
@@ -549,13 +628,15 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ set @da_score,@da_score - 100;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
break;
- default:
+ case 4:
break;
}
mes "[Bijou]";
@@ -563,43 +644,97 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "who can perform together";
mes "with a Dancer?";
next;
- if (select("Assassin:Bard:Alchemist:Sage") == 2)
- set .@da_score,.@da_score+10;
+ switch (select("Assassin:Bard:Alchemist:Sage")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
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;
+ switch (select("Yoo:Moo:Hoon:Roul")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
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:
+ switch (select("Bijou:Aile:Athena:Sonotora")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
+ }
+ if (.@dancer_q == 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;
+ switch (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
mes "[Bijou]";
mes "3. Which is not an";
mes "appropriate response";
@@ -607,33 +742,69 @@ job_duncer,95,93,4 script Bijou#da 101,{
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;
+ switch (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.")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Cocomo:Sandarman:Comudo:Comodo")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
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;
+ switch (select("1:2:3:4")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Isis:Argiope:Dokebi:Deviruchi")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
mes "[Bijou]";
mes "7. Who is the most";
mes "graceful dancer?";
next;
- switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
+ switch (select("")) {
case 1:
mes "[Bijou]";
mes "...";
@@ -642,13 +813,15 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ set @da_score,@da_score - 100;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
break;
- default:
+ case 4:
break;
}
mes "[Bijou]";
@@ -656,31 +829,62 @@ job_duncer,95,93,4 script Bijou#da 101,{
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;
+ switch (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters_ Western Branch")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
mes "[......]";
mes "9. What is my name?";
next;
- if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
- set .@da_score,.@da_score+10;
+ switch (select("Borjuis:Bourgeois:Bijou:Beruberu")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
+ break;
+ }
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:
+ switch (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.")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
+ }
+ else {
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:
+ switch (select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
+ case 1:
break;
case 2:
+ set @da_score,@da_score + 10;
+ break;
case 3:
- set .@da_score,.@da_score+10;
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
break;
}
mes "[Bijou]";
@@ -690,25 +894,52 @@ job_duncer,95,93,4 script Bijou#da 101,{
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;
+ switch (select("Tap Dance:Improve Concentration:Tango:Double Strafing")) {
+ case 1:
+ set @da_score,@da_score + 10;
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
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;
+ switch (select("Al De Baran:Juno:Morroc:Comodo")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ set @da_score,@da_score + 10;
+ break;
+ }
mes "[Bijou]";
mes "5. Of the following,";
mes "who dances most beautifully?";
next;
- switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
+ switch (select("")) {
case 1:
mes "[Bijou]";
mes "...";
@@ -717,13 +948,15 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ set @da_score,@da_score - 100;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ set @da_score,@da_score + 10;
break;
- default:
+ case 3:
+ break;
+ case 4:
break;
}
mes "[Bijou]";
@@ -731,33 +964,77 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "better at than the other";
mes "job classes?";
next;
- if (select("Health:Acting :Dancing :Magic ") == 3)
- set .@da_score,.@da_score+10;
+ switch (select("Health:Acting :Dancing :Magic ")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ set @da_score,@da_score + 10;
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Ryu:Moo:Roul:Hoon")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Kitty Band :Two-handed Sword:Sandals:Earring")) {
+ case 1:
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ }
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;
+ switch (select("Yes:No")) {
+ case 1:
+ set @da_score,@da_score + 10;
+ break;
+ case 2:
+ set @da_score,@da_score + 10;
+ break;
+ }
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;
+ switch (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ")) {
+ case 1:
+ break;
+ case 2:
+ break;
+ case 3:
+ break;
+ case 4:
+ break;
+ case 5:
+ set @da_score,@da_score + 10;
+ break;
+ }
}
mes "[Bijou]";
mes "Good job~";
@@ -768,9 +1045,9 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "[Bijou]";
mes "Let's see...";
mes "Your score is";
- mes "" + .@da_score + " points...";
- if (.@da_score == 100) {
- set DANC_Q,7;
+ mes "" + @da_score + " points...";
+ if (@da_score == 100) {
+ set DNCR_Q,7;
mes "Very well done!";
mes "A perfect score!";
next;
@@ -782,22 +1059,21 @@ job_duncer,95,93,4 script Bijou#da 101,{
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;
+ if (@da_score > 70) {
+ set DNCR_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;
- }
+ set DNCR_Q,6;
+ mes "That's enough to pass!";
+ mes "You.. You failed!";
+ next;
+ mes "[Bijou]";
+ mes "Was it too hard?";
+ mes "When I was young, everyone knew at least enough to pass thet test. Go and study some more before coming back, okay?";
+ close;
}
- else if (DANC_Q == 7) {
+ if (DNCR_Q == 7) {
mes "[Bijou]";
mes "Okay...";
mes "Are you ready";
@@ -805,7 +1081,8 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "If you like, I can";
mes "explain the instructions.";
next;
- if (select("Listen to instructions.:Go to the testing area.") == 1) {
+ switch (select("Listen to instructions.:Go to the testing area.")) {
+ case 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;
@@ -827,17 +1104,18 @@ job_duncer,95,93,4 script Bijou#da 101,{
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;
+ case 2:
+ mes "[Bijou]";
+ mes "Well then~";
+ mes "Good luck...!!";
+ set DNCR_Q,8;
+ changequest 7004,7005;
+ close2;
+ warp "job_duncer",105,109;
+ end;
}
- 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) {
+ if (DNCR_Q == 8) {
mes "[Bijou]";
mes "Oh my...";
mes "Did you";
@@ -848,8 +1126,8 @@ job_duncer,95,93,4 script Bijou#da 101,{
warp "job_duncer",105,109;
end;
}
- else if (DANC_Q == 9) {
- if (SkillPoint) {
+ if (DNCR_Q == 9) {
+ if (SkillPoint != 0) {
mes "[Bijou]";
mes "You can't change jobs";
mes "if you still have skill";
@@ -869,11 +1147,19 @@ job_duncer,95,93,4 script Bijou#da 101,{
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;
+ if (JobLevel == 50) {
+ set .@dancer_joblevel,2;
+ }
+ else {
+ set .@dancer_joblevel,1;
+ }
mes "[Bijou]";
+ if(Class == Job_Baby_Archer){
+ jobchange Job_Baby_Dancer;
+ } else {
+ jobchange Job_Dancer;
+ }
completequest 7006;
- callfunc "Job_Change",Job_Dancer;
- callfunc "F_ClearJobVar";
mes "Ooh...!";
mes "You look great";
mes "as a Dancer~";
@@ -884,36 +1170,38 @@ job_duncer,95,93,4 script Bijou#da 101,{
mes "gift from me.";
mes "Please take it.";
mes "May your performances always bring joy to your audience~";
- if (.@jlevel == 50)
+ if (.@dancer_joblevel == 2) {
getitem 1953,1; //Line_
- else
+ }
+ else {
getitem 1950,1; //Rope
+ }
close;
}
-}
+}
-// Waiting Room
-//============================================================
job_duncer,32,154,1 script Waiting Room#dance 66,{
+ end;
+
OnInit:
- waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
- enablewaitingroomevent;
+// makewaitingroom "Waiting Room" 20
+// enablearena
end;
OnStartArena:
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
donpcevent "dance#return::OnDisable";
- warpwaitingpc "job_duncer",69,110,1;
+// warpwaitingpctoarena "job_duncer" 69 110
donpcevent "Bijou#dance_timer::OnEnable";
- disablewaitingroomevent;
+// disablearena
end;
-OnEnable:
- enablewaitingroomevent;
+OnReset:
+// enablearena
end;
}
@@ -929,17 +1217,21 @@ job_duncer,32,154,1 script Waiting Room#click 66,{
mes "are curious about";
mes "the test can watch";
mes "backstage.";
- close;
+ close2;
+ playBGM "Oops.wav";
+ end;
}
-// Dance Timer
-//============================================================
-job_duncer,69,105,0 script Bijou#dance_timer -1,{
+job_duncer,69,105,0 script Bijou#dance_timer 139,{
+ end;
+
OnEnable:
+ playBGM "dancer_jun01.wav";
initnpctimer;
end;
OnDisable:
+ playBGM "dancer_jun01.wav";
stopnpctimer;
end;
@@ -952,83 +1244,83 @@ OnTimer5000:
end;
OnTimer7000:
- disablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer8000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Down!",bc_map;
end;
OnTimer11000:
- enablenpc "dance#up";
- disablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer12000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Left~!",bc_map;
end;
OnTimer15000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- disablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer16000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
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";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer20000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
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";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnDisable";
end;
OnTimer23500:
@@ -1047,29 +1339,29 @@ OnTimer28500:
OnTimer30000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Left!",bc_map;
end;
OnTimer34000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- disablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer35000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Down!",bc_map;
end;
@@ -1078,233 +1370,317 @@ OnTimer38500:
end;
OnTimer40000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- disablenpc "dance#right";
- enablenpc "dance#cen";
- mapannounce "job_duncer"," Hold it~",bc_map;
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnEnable";
+ 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";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
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";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer50000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Right!",bc_map;
end;
OnTimer53000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- disablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer54000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
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";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer61000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
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";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer67000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Down~!",bc_map;
end;
OnTimer69000:
- enablenpc "dance#up";
- disablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer70000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Left!",bc_map;
end;
OnTimer74000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- disablenpc "dance#left";
- enablenpc "dance#right";
- enablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnEnable";
end;
OnTimer75000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Center!",bc_map;
end;
OnTimer80000:
- enablenpc "dance#up";
- enablenpc "dance#down";
- enablenpc "dance#left";
- enablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnEnable";
+ donpcevent "dance#down::OnEnable";
+ donpcevent "dance#left::OnEnable";
+ donpcevent "dance#right::OnEnable";
+ donpcevent "dance#cen::OnDisable";
end;
OnTimer81000:
donpcevent "Backdancer#1::OnSmile";
- disablenpc "dance#up";
- disablenpc "dance#down";
- disablenpc "dance#left";
- disablenpc "dance#right";
- disablenpc "dance#cen";
+ donpcevent "dance#up::OnDisable";
+ donpcevent "dance#down::OnDisable";
+ donpcevent "dance#left::OnDisable";
+ donpcevent "dance#right::OnDisable";
+ donpcevent "dance#cen::OnDisable";
mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
end;
OnTimer82000:
+ playBGM "dancer_jun01.wav";
donpcevent "dance#poring::OnEnable";
end;
OnTimer89000:
- donpcevent "dance#poring::OnDisable";
donpcevent "dance#return::OnEnable";
+ donpcevent "dance#poring::OnReset";
+ stopnpctimer;
end;
}
-job_duncer,69,110,0 script dance#return -1,1,4,{
+job_duncer,69,110,0 script dance#return 139,1,4,{
+
OnTouch:
mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
- set DANC_Q,9;
+ set DNCR_Q,9;
changequest 7005,7006;
warp "comodo",188,162;
end;
OnDisable:
- disablenpc "dance#return";
+ hideonnpc "dance#return";
donpcevent "dance#return#2::OnDisable";
donpcevent "dance#return#3::OnDisable";
end;
OnEnable:
- enablenpc "dance#return";
+ hideoffnpc "dance#return";
donpcevent "dance#return#2::OnEnable";
end;
}
-job_duncer,66,110,0 script dance#return#2 -1,1,1,{
+job_duncer,66,110,0 script dance#return#2 139,1,1,{
+
OnTouch:
- set DANC_Q,9;
+ set DNCR_Q,9;
+ changequest 7005,7006;
warp "comodo",188,162;
end;
OnDisable:
- disablenpc "dance#return#2";
+ hideonnpc "dance#return#2";
end;
OnEnable:
- enablenpc "dance#return#2";
+ hideoffnpc "dance#return#2";
donpcevent "dance#return#3::OnEnable";
end;
}
-job_duncer,72,110,0 script dance#return#3 -1,1,1,{
+job_duncer,72,110,0 script dance#return#3 139,1,1,{
+
OnTouch:
- set DANC_Q,9;
+ set DNCR_Q,9;
+ changequest 7005,7006;
warp "comodo",188,162;
end;
OnDisable:
- disablenpc "dance#return#3";
+ hideonnpc "dance#return#3";
end;
OnEnable:
- enablenpc "dance#return#3";
- donpcevent "Bijou#dance_timer::OnDisable";
- donpcevent "Waiting Room#dance::OnEnable";
+ hideoffnpc "dance#return#3";
+ donpcevent "Waiting Room#dance::OnReset";
end;
}
-// Dance Move Triggers
-//============================================================
-- script dancestep::StepTrigger -1,1,1,{
+job_duncer,69,113,0 script dance#up 139,1,1,{
+
OnTouch:
- donpcevent "Backdancer#1::OnOmg";
+ donpcevent "Backdancer#1::OnHuk";
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";
+ set DNCR_Q,8;
+ donpcevent "Waiting Room#dance::OnReset";
warp "comodo",188,162;
end;
+
+OnDisable:
+ hideonnpc "dance#up";
+ end;
+
+OnEnable:
+ hideoffnpc "dance#up";
+ 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,69,107,0 script dance#down 139,1,1,{
+
+OnTouch:
+ donpcevent "Backdancer#1::OnHuk";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DNCR_Q,8;
+ donpcevent "Waiting Room#dance::OnReset";
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ hideonnpc "dance#down";
+ end;
+
+OnEnable:
+ hideoffnpc "dance#down";
+ end;
+}
+
+job_duncer,66,110,0 script dance#left 139,1,1,{
+
+OnTouch:
+ donpcevent "Backdancer#1::OnHuk";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DNCR_Q,8;
+ donpcevent "Waiting Room#dance::OnReset";
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ hideonnpc "dance#left";
+ end;
+
+OnEnable:
+ hideoffnpc "dance#left";
+ end;
+}
+
+job_duncer,72,110,0 script dance#right 139,1,1,{
+
+OnTouch:
+ donpcevent "Backdancer#1::OnHuk";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DNCR_Q,8;
+ donpcevent "Waiting Room#dance::OnReset";
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ hideonnpc "dance#right";
+ end;
+
+OnEnable:
+ hideoffnpc "dance#right";
+ end;
+}
+
+job_duncer,69,110,0 script dance#cen 139,1,1,{
+
+OnTouch:
+ donpcevent "Backdancer#1::OnHuk";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DNCR_Q,8;
+ donpcevent "Waiting Room#dance::OnReset";
+ warp "comodo",188,162;
+ end;
+
+OnDisable:
+ hideonnpc "dance#cen";
+ end;
+
+OnEnable:
+ hideoffnpc "dance#cen";
+ end;
+}
+
+job_duncer,10,10,0 script dance#poring 139,{
+ end;
-job_duncer,10,10,0 script dance#poring -1,{
OnEnable:
monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead";
end;
@@ -1313,29 +1689,26 @@ OnMyMobDead:
mapannounce "job_duncer"," Good! Well done! ",bc_map;
end;
-OnDisable:
- killmonsterall "job_duncer";
+OnReset:
+ killmonster "job_duncer","dance#poring::OnMyMobDead";
end;
-
}
-// Backup Dancers
-//============================================================
-job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{
+job_duncer,63,110,4 script Backdancer#1 724,{
end;
OnSmile:
- Emotion e_no1;
+ 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";
+OnHuk:
+ emotion e_omg;
+ donpcevent "Backdancer#2::OnHuk";
+ donpcevent "Backdancer#3::OnHuk";
+ donpcevent "Backdancer#4::OnHuk";
end;
}
@@ -1343,11 +1716,11 @@ job_duncer,66,113,4 script Backdancer#2 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
end;
-OnOmg:
- Emotion e_omg;
+OnHuk:
+ emotion e_omg;
end;
}
@@ -1355,11 +1728,11 @@ job_duncer,72,113,4 script Backdancer#3 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
end;
-OnOmg:
- Emotion e_omg;
+OnHuk:
+ emotion e_omg;
end;
}
@@ -1367,34 +1740,12 @@ job_duncer,75,110,4 script Backdancer#4 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
end;
-OnOmg:
- Emotion e_omg;
+OnHuk:
+ 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]
+job_duncer,69,43,0 warp warp_dance 1,1,comodo,185,156 \ No newline at end of file