//===== rAthena Script ======================================= // Dancer Job change Quest //===== By: ================================================== //= Masao //= Credits: Muad_Dib //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= Any rAthena SVN //===== Description: ========================================= //= [Translated from the Official] //= Job change Quest from Archer[F] -> Dancer. //===== Additional Comments: ================================= //= 1.0 Updated to latest available official file. [Masao] //============================================================ comodo,180,153,4 script Sonotora#1 90,{ mes "[Athena Sonotora]"; mes "They say the"; mes "famous dance school"; mes "here in Comodo is going"; mes "to open soon."; next; mes "[Athena Sonotora]"; mes "Aah..."; mes "To be a prima donna"; mes "in the spotlight!"; next; mes "[Athena Sonotora]"; mes "I want to sign up too,"; mes "but the requirements are"; mes "so specific. I wonder if"; mes "I should just try anyways..."; close; } comodo,193,151,4 script Bor Robin#1 86,{ mes "[Bor Robin]"; mes "Aah...."; mes "A prima donna"; mes "in the spotlight!"; mes "I'll be able to watch them become Dancers right before my eyes...!"; next; mes "[Bor Robin]"; mes "It's great to be"; mes "a man in this day and age! Hurray for the Comodo Theater!"; next; mes "[Bor Robin]"; mes "Mm?"; mes "You want"; mes "to go, too?"; mes "It's a good opportunity to watch the Dancer job change test."; next; 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; } } job_duncer,43,93,4 script Aile 724,{ if (Upper == 1) { mes "[Aile]"; mes "One two three four,"; mes "Two two three four,"; mes "three four, three four,"; mes "one two three four."; mes "Um?"; next; mes "[Aile]"; mes "I'm sorry, but you're interrupting my practice by looking at me funny."; next; mes "[Aile]"; mes "......."; mes ".....Hey, haven't I seen you before?"; next; mes "[Aile]"; mes "Err..."; mes "That's weird, I can't remember where I've seen you."; close2; cutin "",255; end; } if ((Class != Job_Baby_Archer) && (Class != Job_Archer) && (Sex == 1)) { if (Class == Job_Bard) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Welcome~!"; mes "Let me know"; mes "if you have any new songs. We can always use some new music to complement our performances."; close2; cutin "",255; end; } if (Class == Job_Baby_Dancer || Class == Job_Dancer) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Welcome~!"; mes "How are you"; mes "these days?"; mes "Do many people enjoy"; mes "your performances?"; close2; cutin "",255; end; } cutin "job_dancer_eir03",2; mes "[Aile]"; mes "Welco--Mmm?"; mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School."; next; mes "[Aile]"; mes "If you want to watch, why don't you go to the Dance Stage in town?"; close2; cutin "",255; end; } if ((DNCR_Q == 0) && (Sex == 0) && (Class == Job_Archer)) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Welcome~!"; mes "This is the"; mes "'Comodo Dance School,'"; mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world."; next; mes "[Aile]"; mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?"; next; mes "[Aile]"; mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers."; next; cutin "job_dancer_eir02",2; mes "[Aile]"; mes "What do you think?"; mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out."; next; cutin "job_dancer_eir01",2; mes "[Aile]"; mes "So what do"; mes "you want to do~?"; next; switch (select("Fill out the application.:I'll pass.")) { case 1: if (JobLevel > 39) { cutin "job_dancer_eir02",2; mes "[Aile]"; mes "Good choice!!"; mes "Just fill out the application right there."; next; mes "..."; next; mes "..."; mes "......"; next; mes "^3355FF * Shuffle Shuffle * ^000000"; next; cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Your name is"; mes "" + strcharinfo(0) + "?"; mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?"; close2; cutin "",255; set DNCR_Q,1; setquest 7000; 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; } } if (Sex == 1) { cutin "job_dancer_eir03",2; mes "[Aile]"; mes "Welco--Mmm?"; mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard."; next; mes "[Aile]"; mes "Not all Archers"; mes "can become Dancers."; mes "At least, not without some sort of sex change~"; close2; cutin "",255; end; } if (DNCR_Q == 1) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Good."; mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons."; next; mes "[Aile]"; mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much."; next; set .@item_nd, rand(1,10); if ((.@item_nd > 0) && (.@item_nd < 3)) { set 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."; next; mes "[Aile]"; mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000."; next; mes "[Aile]"; mes "Once again, that's"; mes "^CD688910,000 Zeny^000000,"; mes "^CD688920 Sticky Mucus^000000,"; mes "^CD68893 Jellopy^000000,"; mes "^CD68895 Red Potions^000000 and"; mes "^CD68891 Shoes^000000."; } 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."; next; mes "[Aile]"; mes "Once again that's"; mes "^CD688910,000 Zeny^000000,"; mes "^CD68895 Earthworm Peelings^000000 and "; mes "^CD68891 Boots^000000."; } else { set 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."; next; mes "[Aile]"; mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's..."; next; mes "[Aile]"; mes "^CD688910,000 Zeny^000000,"; mes "^CD68892 Clam Shells^000000,"; mes "^CD68895 Yellow Potions^000000,"; mes "^CD688920 Jellopy^000000,"; mes "^CD688910 Black Hairs^000000 and"; mes "^CD6889Sandals^000000."; } next; mes "[Aile]"; mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?"; close2; cutin "",255; end; } 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...!"; mes "You brought"; mes "everything!"; mes "Alright then,"; mes "let me take your"; mes "tuition fee."; next; cutin "job_dancer_eir01",2; set Zeny, Zeny - 10000; mes "[Aile]"; mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you."; set DNCR_Q,5; changequest 7001,7004; 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 "^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 "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 "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; } if (DNCR_Q == 5) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Hmm...?"; mes "Are you having"; mes "trouble finding"; mes "^CD6889Bijou^000000?"; next; mes "[Aile]"; mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School."; close2; cutin "",255; end; } if (DNCR_Q > 5) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "I'll be looking"; mes "forward to a great"; mes "performance~"; close2; cutin "",255; end; } 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 101,{ if (SkillPoint != 0) { mes "[Bijou]"; mes "You can't change jobs"; mes "if you still have skill"; mes "points left. Use the rest"; mes "and come back later."; close; } if ((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; } if (Class == Job_Baby_Dancer || Class == Job_Dancer) { mes "[Bijou]"; mes "Oh my...!"; mes "Welcome back~"; next; mes "[Bijou]"; mes "How are you"; mes "these days?"; mes "A lot of people"; mes "must love watching"; mes "you dance. Are you"; mes "enjoying the spotlight?"; close; } mes "[Bijou]"; mes "Oh dear~"; mes "You seem to have traveled quite a distance to watch me perform."; next; mes "[Bijou]"; mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~"; close; } if (DNCR_Q < 5) { mes "[Bijou]"; mes "Oh my~"; mes "You want to"; mes "become a Dancer,"; mes "don't you?"; next; mes "[Bijou]"; mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that."; close; } if ((DNCR_Q > 4) && (DNCR_Q < 7)) { if (DNCR_Q == 5) { mes "[Bijou]"; mes "Oh my~"; mes "You want to"; mes "become a Dancer,"; mes "don't you?"; next; mes "[Bijou]"; mes "G-goodness!"; mes "Look at that stomach fat!"; mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~"; next; mes "[Bijou]"; mes "Still..."; mes "The idea of the"; mes "perfect body sure"; mes "has changed since"; mes "I was young. Anyway..."; next; mes "[Bijou]"; mes "Let's start"; mes "with the interview."; mes "I'm only going to ask"; mes "a couple of simple things"; mes "so don't worry~"; next; mes "[Bijou]"; mes "Okay..."; mes "Let's begin."; next; } else { mes "[Bijou]"; mes "Oh, you're back~"; mes "Have you studied"; mes "some more? Try to"; mes "pass this time, okay?"; next; } 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; 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")) { 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; break; } mes "[Bijou]"; mes "3. Which of the following"; mes "best describes a Dancer?"; next; 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; 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; 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("")) { case 1: mes "[Bijou]"; mes "..."; mes "That's..."; mes "^660000completely wrong^000000."; mes "Didn't you see the"; mes "other choices?!"; mes "Minus points...!"; set @da_score,@da_score - 100; next; break; case 2: set @da_score,@da_score + 10; break; case 3: break; case 4: break; } mes "[Bijou]"; mes "7. Of the following,"; mes "who can perform together"; mes "with a Dancer?"; next; 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; 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; 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; 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; 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; 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"; mes "when someone makes"; mes "a mistake while you"; mes "are dancing together?"; next; 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; 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; 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; 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("")) { case 1: mes "[Bijou]"; mes "..."; mes "That's..."; mes "^660000completely wrong^000000."; mes "Didn't you see the"; mes "other choices?!"; mes "Minus points...!"; set @da_score,@da_score - 100; next; break; case 2: set @da_score,@da_score + 10; break; case 3: break; case 4: break; } mes "[Bijou]"; mes "8. What is the"; mes "exact name of the"; mes "Kafra in Comodo?"; next; 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; 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; 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.")) { case 1: break; case 2: set @da_score,@da_score + 10; break; case 3: set @da_score,@da_score + 10; break; case 4: break; } mes "[Bijou]"; mes "2. What dance uses shoes"; mes "that are designed to make"; mes "sound as the dancer rolls"; mes "their feet and taps the"; mes "ground to create a rhythm?"; next; 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; 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; 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("")) { case 1: mes "[Bijou]"; mes "..."; mes "That's..."; mes "^660000completely wrong^000000."; mes "Didn't you see the"; mes "other choices?!"; mes "Minus points...!"; set @da_score,@da_score - 100; next; break; case 2: set @da_score,@da_score + 10; break; case 3: break; case 4: break; } mes "[Bijou]"; mes "6. What is the Dancer"; mes "better at than the other"; mes "job classes?"; next; 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; 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; 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; 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; 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~"; mes "It seems like you"; mes "answered all the"; mes "questions~"; next; mes "[Bijou]"; mes "Let's see..."; mes "Your score is"; mes "" + @da_score + " points..."; if (@da_score == 100) { set DNCR_Q,7; mes "Very well done!"; mes "A perfect score!"; next; mes "[Bijou]"; mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~"; next; mes "[Bijou]"; mes "Whew~"; mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~"; close; } if (@da_score > 70) { set DNCR_Q,7; mes "It wasn't perfect, but I'll let you pass."; 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; } if (DNCR_Q == 7) { mes "[Bijou]"; mes "Okay..."; mes "Are you ready"; mes "for the Dance Test?"; mes "If you like, I can"; mes "explain the instructions."; next; 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; mes "[Bijou]"; mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000."; next; mes "[Bijou]"; mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused."; next; mes "[Bijou]"; mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin."; next; mes "[Bijou]"; mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~"; next; mes "[Bijou]"; mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs."; next; mes "[Bijou]"; mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~"; close; case 2: mes "[Bijou]"; mes "Well then~"; mes "Good luck...!!"; set DNCR_Q,8; changequest 7004,7005; close2; warp "job_duncer",105,109; end; } } if (DNCR_Q == 8) { mes "[Bijou]"; mes "Oh my..."; mes "Did you"; mes "fail last time?"; mes "Don't worry, just"; mes "try to feel the rhythm~"; close2; warp "job_duncer",105,109; end; } if (DNCR_Q == 9) { if (SkillPoint != 0) { mes "[Bijou]"; mes "You can't change jobs"; mes "if you still have skill"; mes "points left. Use the rest"; mes "and come back later."; close; } mes "[Bijou]"; mes "Oh my..."; mes "I saw your"; mes "dance earlier."; mes "You were great!"; next; mes "[Bijou]"; mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job."; next; mes "[Bijou]"; mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~"; next; 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; mes "Ooh...!"; mes "You look great"; mes "as a Dancer~"; mes "Congratulations!"; next; mes "[Bijou]"; mes "Here's a small"; mes "gift from me."; mes "Please take it."; mes "May your performances always bring joy to your audience~"; if (.@dancer_joblevel == 2) { getitem 1953,1; //Line_ } else { getitem 1950,1; //Rope } close; } } job_duncer,32,154,1 script Waiting Room#dance 66,{ end; OnInit: // makewaitingroom "Waiting Room" 20 // enablearena end; OnStartArena: donpcevent "dance#up::OnDisable"; donpcevent "dance#down::OnDisable"; donpcevent "dance#left::OnDisable"; donpcevent "dance#right::OnDisable"; donpcevent "dance#cen::OnDisable"; donpcevent "dance#return::OnDisable"; // warpwaitingpctoarena "job_duncer" 69 110 donpcevent "Bijou#dance_timer::OnEnable"; // disablearena end; OnReset: // enablearena end; } job_duncer,32,154,1 script Waiting Room#click 66,{ mes "[Pyorgin]"; mes "Please wait in"; mes "the waiting room."; mes "Click the Chatroom"; mes "box to enter."; next; mes "[Pyorgin]"; mes "Also, those who"; mes "are curious about"; mes "the test can watch"; mes "backstage."; close2; playBGM "Oops.wav"; end; } 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; OnTimer2000: mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map; end; OnTimer5000: mapannounce "job_duncer"," Up!",bc_map; end; OnTimer7000: 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"; 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: 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"; 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: 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"; 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: 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"; 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: donpcevent "dance#up::OnEnable"; donpcevent "dance#down::OnEnable"; donpcevent "dance#left::OnEnable"; donpcevent "dance#right::OnEnable"; donpcevent "dance#cen::OnDisable"; end; OnTimer23500: donpcevent "Backdancer#1::OnSmile"; mapannounce "job_duncer"," Hold in place... ",bc_map; end; OnTimer27000: donpcevent "Backdancer#1::OnSmile"; mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map; end; OnTimer28500: mapannounce "job_duncer"," Pay attention! ",bc_map; end; OnTimer30000: donpcevent "Backdancer#1::OnSmile"; 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: 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"; 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; OnTimer38500: mapannounce "job_duncer"," Down, then Right~ ",bc_map; end; OnTimer40000: 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"; 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: 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"; 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: 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"; 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: 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"; 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: 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"; 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: 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"; 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: 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"; 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: 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"; 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#return::OnEnable"; donpcevent "dance#poring::OnReset"; stopnpctimer; end; } 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 DNCR_Q,9; changequest 7005,7006; warp "comodo",188,162; end; OnDisable: hideonnpc "dance#return"; donpcevent "dance#return#2::OnDisable"; donpcevent "dance#return#3::OnDisable"; end; OnEnable: hideoffnpc "dance#return"; donpcevent "dance#return#2::OnEnable"; end; } job_duncer,66,110,0 script dance#return#2 139,1,1,{ OnTouch: set DNCR_Q,9; changequest 7005,7006; warp "comodo",188,162; end; OnDisable: hideonnpc "dance#return#2"; end; OnEnable: hideoffnpc "dance#return#2"; donpcevent "dance#return#3::OnEnable"; end; } job_duncer,72,110,0 script dance#return#3 139,1,1,{ OnTouch: set DNCR_Q,9; changequest 7005,7006; warp "comodo",188,162; end; OnDisable: hideonnpc "dance#return#3"; end; OnEnable: hideoffnpc "dance#return#3"; donpcevent "Waiting Room#dance::OnReset"; end; } job_duncer,69,113,0 script dance#up 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#up"; end; OnEnable: hideoffnpc "dance#up"; end; } 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; OnEnable: monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead"; end; OnMyMobDead: mapannounce "job_duncer"," Good! Well done! ",bc_map; end; OnReset: killmonster "job_duncer","dance#poring::OnMyMobDead"; end; } job_duncer,63,110,4 script Backdancer#1 724,{ end; OnSmile: emotion e_no1; donpcevent "Backdancer#2::OnSmile"; donpcevent "Backdancer#3::OnSmile"; donpcevent "Backdancer#4::OnSmile"; end; OnHuk: emotion e_omg; donpcevent "Backdancer#2::OnHuk"; donpcevent "Backdancer#3::OnHuk"; donpcevent "Backdancer#4::OnHuk"; end; } job_duncer,66,113,4 script Backdancer#2 724,{ end; OnSmile: emotion e_no1; end; OnHuk: emotion e_omg; end; } job_duncer,72,113,4 script Backdancer#3 724,{ end; OnSmile: emotion e_no1; end; OnHuk: emotion e_omg; end; } job_duncer,75,110,4 script Backdancer#4 724,{ end; OnSmile: emotion e_no1; end; OnHuk: emotion e_omg; end; } job_duncer,69,43,0 warp warp_dance 1,1,comodo,185,156