diff options
Diffstat (limited to 'npc/re/jobs/2-2/dancer.txt')
-rw-r--r-- | npc/re/jobs/2-2/dancer.txt | 1327 |
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
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