//===== Hercules Script ======================================
//= Dancer Job Quest
//===== By: ==================================================
//= Kalen - Original jAthena
//= Fredzilla - Converted, Lupus
//===== Current Version: =====================================
//= 3.7a
//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Dancer classes
//===== Additional Comments: =================================
//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_BlockHigh"
//= 3.2a Deleted unused variables. [Samuray22]
//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
//= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf]
//= 3.6 Applied Correction bug with for loop. [L0ne_W0lf]
//= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22]
//= 3.7 Added Quest Log commands. [Kisuka]
//= 3.7a Fixed a label execution. [Euphy]
//============================================================
comodo,180,153,4 script Sonotora#1 4_F_01,{
mes "[Athena Sonotora]";
mes "They say the";
mes "famous dance school";
mes "here in Comodo is going";
mes "to open soon.";
next;
mes "[Athena Sonotora]";
mes "Aah...";
mes "To be a prima donna";
mes "in the spotlight!";
next;
mes "[Athena Sonotora]";
mes "I want to sign up too,";
mes "but the requirements are";
mes "so specific. I wonder if";
mes "I should just try anyways...";
close;
}
comodo,193,151,4 script Bor Robin#1 4_M_04,{
mes "[Bor Robin]";
mes "Aah....";
mes "A prima donna";
mes "in the spotlight!";
mes "I'll be able to watch them become Dancers right before my eyes...!";
next;
mes "[Bor Robin]";
mes "It's great to be";
mes "a man in this day and age! Hurray for the Comodo Theater!";
next;
mes "[Bor Robin]";
mes "Mm?";
mes "You want";
mes "to go, too?";
mes "It's a good opportunity to watch the Dancer job change test.";
next;
if (select("Go to the Job Change Area:Cancel") == 1) {
mes "[Bor Robin]";
mes "Yaay~~";
mes "Let's go!";
close2;
warp "job_duncer",70,49;
end;
}
mes "[Bor Robin]";
mes "Huh...";
mes "Well, I can't";
mes "help it if you don't";
mes "want to accompany me.";
close;
}
job_duncer,43,93,4 script Aile#da 4_F_07,{
if (Upper == 1) {
mes "[Aile]";
mes "One two three four,";
mes "Two two three four,";
mes "three four, three four,";
mes "one two three four.";
mes "Um?";
next;
mes "[Aile]";
mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
next;
mes "[Aile]";
mes ".......";
mes ".....Hey, haven't I seen you before?";
next;
mes "[Aile]";
mes "Err...";
mes "That's weird, I can't remember where I've seen you.";
close2;
cutin "",255;
end;
}
if (BaseJob != Job_Archer) {
if (BaseJob == Job_Bard) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
mes "Let me know";
mes "if you have any new songs. We can always use some new music to complement our performances.";
close2;
cutin "",255;
end;
}
else if (BaseJob == Job_Dancer) {
cutin "",2;
mes "[Aile]";
mes "Welcome~!";
mes "How are you";
mes "these days?";
mes "Do many people enjoy";
mes "your performances?";
close2;
cutin "",255;
end;
}
cutin "job_dancer_eir03",2;
mes "[Aile]";
mes "Welco--Mmm?";
mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
next;
mes "[Aile]";
mes "If you want to watch, why don't you go to the Dance Stage in town?";
close2;
cutin "",255;
end;
}
if (DANC_Q == 0 && Sex == 0 && BaseJob == Job_Archer) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
mes "This is the";
mes "'Comodo Dance School,'";
mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
next;
mes "[Aile]";
mes "We also provide the opportunity for aspiring Dancers to become famous throughout the Rune-Midgarts Kingdom! Doesn't dancing in the spotlight sound spectacular?";
next;
mes "[Aile]";
mes "I think it's fair to let you know that our school is selective. So we don't accept students who don't seem to have the talent to become Dancers.";
next;
cutin "job_dancer_eir02",2;
mes "[Aile]";
mes "What do you think?";
mes "Do you want to sign up? You only have to write a couple of things on the application, and you can just come to the lessons once or twice and try it out.";
next;
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "So what do";
mes "you want to do~?";
next;
if (select("Fill out the application.:I'll pass.") == 1) {
if (JobLevel > 39) {
cutin "job_dancer_eir02",2;
mes "[Aile]";
mes "Good choice!!";
mes "Just fill out the application right there.";
next;
mes "...";
next;
mes "...";
mes "......";
next;
mes "^3355FF*Shuffle Shuffle*^000000";
next;
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Your name is";
mes "" + strcharinfo(0) + "?";
mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?";
close2;
cutin "",255;
DANC_Q = 1;
setquest 7000;
end;
}
else {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Mmm...";
mes "It seems that";
mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40.";
next;
mes "[Aile]";
mes "Well, I hope";
mes "that you apply";
mes "again when you meet";
mes "the requirements.";
close2;
cutin "",255;
end;
}
}
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Aww~";
mes "Just think about it.";
mes "Don't forget to come back";
mes "if you change your mind.";
close2;
cutin "",255;
end;
}
else if (Sex == 1) {
cutin "job_dancer_eir03",2;
mes "[Aile]";
mes "Welco--Mmm?";
mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard.";
next;
mes "[Aile]";
mes "Not all Archers";
mes "can become Dancers.";
mes "At least, not without some sort of sex change~";
close2;
cutin "",255;
end;
}
else if (DANC_Q == 1) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Good.";
mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons.";
next;
mes "[Aile]";
mes "We're short on some supplies, but you'll be using them for yourself anyway. Just think of it as part of the tuition, so don't worry too much.";
next;
.@item_nd = rand(1,10);
if (.@item_nd > 0 && .@item_nd < 3) {
DANC_Q = 2;
changequest 7000,7001;
mes "[Aile]";
mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
next;
mes "[Aile]";
mes "Then, bring ^CD68893 Jellopy^000000 and ^CD68895 Red Potions^000000 to use as ointment. And of course, you'll need a pair of ^CD6889Shoes^000000.";
next;
mes "[Aile]";
mes "Once again, that's";
mes "^CD688910,000 Zeny^000000,";
mes "^CD688920 Sticky Mucus^000000,";
mes "^CD68893 Jellopy^000000,";
mes "^CD68895 Red Potions^000000 and";
mes "^CD68891 Shoes^000000.";
}
else if (.@item_nd == 4) {
DANC_Q = 3;
changequest 7000,7002;
mes "[Aile]";
mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68895 Earthworm Peelings^000000 for polishing the floor and, of course, a pair of ^CD6889Boots^000000.";
next;
mes "[Aile]";
mes "Once again that's";
mes "^CD688910,000 Zeny^000000,";
mes "^CD68895 Earthworm Peelings^000000 and ";
mes "^CD68891 Boots^000000.";
}
else {
DANC_Q = 4;
changequest 7000,7003;
mes "[Aile]";
mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, bring ^CD68892 Clam Shells^000000 for your costume, ^CD68895 Yellow Potions^000000 and ^CD688920 Jellopy^000000 to treat foot injuries.";
next;
mes "[Aile]";
mes "You'll also need to bring ^CD688910 Black Hairs^000000 to make wigs for the performances and, of course, a pair of ^CD6889Sandals^000000. Once again, that's...";
next;
mes "[Aile]";
mes "^CD688910,000 Zeny^000000,";
mes "^CD68892 Clam Shells^000000,";
mes "^CD68895 Yellow Potions^000000,";
mes "^CD688920 Jellopy^000000,";
mes "^CD688910 Black Hairs^000000 and";
mes "^CD6889Sandals^000000.";
}
next;
mes "[Aile]";
mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
close2;
cutin "",255;
end;
}
else if (DANC_Q >= 2 && DANC_Q <= 4) {
switch(DANC_Q) {
case 2:
setarray .@item[0], 938,909,501,2403;
setarray .@count[0], 20,3,5,1;
break;
case 3:
setarray .@item[0], 1055,2405;
setarray .@count[0], 5,1;
break;
case 4:
setarray .@item[0], 965,503,909,1020,2401;
setarray .@count[0], 2,5,20,10,1;
break;
}
.@size = getarraysize(.@item);
for (.@i = 0; .@i < .@size; ++.@i) {
if( countitem(.@item[.@i]) < .@count[.@i] ) {
break;
}
}
if( .@i == .@size && Zeny > 9999 ) {
cutin "job_dancer_eir02",2;
mes "[Aile]";
mes "Oh...!";
mes "You brought";
mes "everything!";
mes "Alright then,";
mes "let me take your";
mes "tuition fee.";
next;
cutin "job_dancer_eir01",2;
Zeny -= 10000;
mes "[Aile]";
mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
DANC_Q = 5;
if (questprogress(7001)) {
changequest 7001,7004;
}
else if (questprogress(7002)) {
changequest 7002,7004;
}
else {
changequest 7003,7004;
}
close2;
cutin "",255;
end;
}
else {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Mmm...?";
mes "You don't have";
mes "everything yet?";
mes "Let me remind you";
mes "so you can bring";
mes "what you need next time.";
next;
mes "[Aile]";
mes "Bring...";
mes "^CD688910,000 Zeny^000000,";
if (DANC_Q == 2) {
mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and";
mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000.";
}
else if (DANC_Q == 3) {
mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
}
else {
mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
}
close2;
cutin "",255;
end;
}
}
else if (DANC_Q == 5) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Hmm...?";
mes "Are you having";
mes "trouble finding";
mes "^CD6889Bijou^000000?";
next;
mes "[Aile]";
mes "You need to talk to her because she's in charge of the interviewing process. Don't worry, she should be somewhere here in the Dance School.";
close2;
cutin "",255;
end;
}
else if (DANC_Q > 5) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "I'll be looking";
mes "forward to a great";
mes "performance~";
close2;
cutin "",255;
end;
}
else {
cutin "job_dancer_eir03",2;
mes "[Aile]";
mes "Welcom--Hm?";
mes "Hey, only authorized";
mes "personnel are allowed";
mes "in here.";
next;
mes "[Aile]";
mes "If you want to watch, be quiet and don't disturb the performers. Everyone here is busy practicing so that they can become fine Dancers.";
close2;
cutin "",255;
end;
}
}
job_duncer,95,93,4 script Bijou#da 4W_F_01,{
if (SkillPoint) {
mes "[Bijou]";
mes "You can't change jobs";
mes "if you still have skill";
mes "points left. Use the rest";
mes "and come back later.";
close;
}
if (BaseJob != Job_Archer) {
if (BaseJob == Job_Bard) {
mes "[Bijou]";
mes "Welcome~";
mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances.";
close;
}
else if (BaseJob == Job_Dancer) {
mes "[Bijou]";
mes "Oh my...!";
mes "Welcome back~";
next;
mes "[Bijou]";
mes "How are you";
mes "these days?";
mes "A lot of people";
mes "must love watching";
mes "you dance. Are you";
mes "enjoying the spotlight?";
close;
}
mes "[Bijou]";
mes "Oh dear~";
mes "You seem to have traveled quite a distance to watch me perform.";
next;
mes "[Bijou]";
mes "I'm sorry, but I've retired. Now I'm focusing on training new Dancers. If you go to the Center Stage, you can watch my students~";
close;
}
else if (DANC_Q < 5) {
mes "[Bijou]";
mes "Oh my~";
mes "You want to";
mes "become a Dancer,";
mes "don't you?";
next;
mes "[Bijou]";
mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that.";
close;
}
else if (DANC_Q > 4 && DANC_Q < 7) {
if (DANC_Q == 5) {
mes "[Bijou]";
mes "Oh my~";
mes "You want to";
mes "become a Dancer,";
mes "don't you?";
next;
mes "[Bijou]";
mes "G-goodness!";
mes "Look at that stomach fat!";
mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
next;
mes "[Bijou]";
mes "Still...";
mes "The idea of the";
mes "perfect body sure";
mes "has changed since";
mes "I was young. Anyway...";
next;
mes "[Bijou]";
mes "Let's start";
mes "with the interview.";
mes "I'm only going to ask";
mes "a couple of simple things";
mes "so don't worry~";
next;
mes "[Bijou]";
mes "Okay...";
mes "Let's begin.";
next;
}
else {
mes "[Bijou]";
mes "Oh, you're back~";
mes "Have you studied";
mes "some more? Try to";
mes "pass this time, okay?";
next;
}
switch(rand(1,3)) {
case 1:
mes "[Bijou]";
mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
mes "increases which of the following?";
next;
if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
.@da_score += 10;
mes "[Bijou]";
mes "2. Of the following,";
mes "which can you not consider";
mes "to be a dance?";
next;
switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
default:
.@da_score -= 10;
break;
case 5:
.@da_score += 10;
break;
}
mes "[Bijou]";
mes "3. Which of the following";
mes "best describes a Dancer?";
next;
if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
.@da_score += 10;
mes "[Bijou]";
mes "4. Which of the following";
mes "cannot be associated with Comodo?";
next;
if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
.@da_score += 10;
mes "[Bijou]";
mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
next;
if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
.@da_score += 10;
mes "[Bijou]";
mes "6. Who is the most";
mes "beautiful dancer?";
next;
switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
case 1:
mes "[Bijou]";
mes "...";
mes "That's...";
mes "^660000completely wrong^000000.";
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
.@da_score -= 10;
next;
break;
case 2:
.@da_score += 10;
break;
default:
break;
}
mes "[Bijou]";
mes "7. Of the following,";
mes "who can perform together";
mes "with a Dancer?";
next;
if (select("Assassin:Bard:Alchemist:Sage") == 2)
.@da_score += 10;
mes "[Bijou]";
mes "8. Which of the following";
mes "is not a specialty of Comodo?";
next;
if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
.@da_score += 10;
mes "[Bijou]";
mes "9. Who is the manager";
mes "of the Comodo Casino?";
next;
if (select("Yoo:Moo:Hoon:Roul") == 2)
.@da_score += 10;
mes "[Bijou]";
mes "10. Who accepts the";
mes "Dancer job change";
mes "applications?";
next;
if (select("Bijou:Aile:Athena:Sonotora") == 2)
.@da_score += 10;
break;
case 2:
mes "[Bijou]";
mes "1. What is the effect";
mes "of the combined skill,";
mes "^CD6889Mental Sensing^000000?";
next;
if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
.@da_score += 10;
mes "[Bijou]";
mes "2. Which is considered";
mes "bad etiquette on the dance";
mes "floor after a dance?";
next;
if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
.@da_score += 10;
mes "[Bijou]";
mes "3. Which is not an";
mes "appropriate response";
mes "when someone makes";
mes "a mistake while you";
mes "are dancing together?";
next;
if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2)
.@da_score += 10;
mes "[Bijou]";
mes "4. In which town";
mes "can you change jobs";
mes "to a Dancer?";
next;
if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
.@da_score += 10;
mes "[Bijou]";
mes "5. How many dungeons";
mes "are directly connected";
mes "to Comodo?";
next;
if (select("1:2:3:4") == 3)
.@da_score += 10;
mes "[Bijou]";
mes "6. Which of the following";
mes "is not a Cute Pet monster?";
next;
if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
.@da_score += 10;
mes "[Bijou]";
mes "7. Who is the most";
mes "graceful dancer?";
next;
switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
case 1:
mes "[Bijou]";
mes "...";
mes "That's...";
mes "^660000completely wrong^000000.";
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
.@da_score -= 10;
next;
break;
case 2:
.@da_score += 10;
break;
default:
break;
}
mes "[Bijou]";
mes "8. What is the";
mes "exact name of the";
mes "Kafra in Comodo?";
next;
if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
.@da_score += 10;
mes "[......]";
mes "9. What is my name?";
next;
if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
.@da_score += 10;
mes "[Bijou]";
mes "10. What is the";
mes "effect of ^CD6889Lullaby^000000?";
next;
if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
.@da_score += 10;
break;
case 3:
mes "[Bijou]";
mes "1. What is the effect";
mes "of the skill ^CD6889Dance Lessons^000000?";
next;
switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
default:
break;
case 2:
case 3:
.@da_score += 10;
break;
}
mes "[Bijou]";
mes "2. What dance uses shoes";
mes "that are designed to make";
mes "sound as the dancer rolls";
mes "their feet and taps the";
mes "ground to create a rhythm?";
next;
if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
.@da_score += 10;
mes "[Bijou]";
mes "3. Which of the following";
mes "is not a characteristic of a Dancer?";
next;
if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
.@da_score += 10;
mes "[Bijou]";
mes "4. Which town has";
mes "the most Dancers?";
next;
if (select("Al De Baran:Juno:Morroc:Comodo") == 4)
.@da_score += 10;
mes "[Bijou]";
mes "5. Of the following,";
mes "who dances most beautifully?";
next;
switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
case 1:
mes "[Bijou]";
mes "...";
mes "That's...";
mes "^660000completely wrong^000000.";
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
.@da_score -= 10;
next;
break;
case 2:
.@da_score += 10;
break;
default:
break;
}
mes "[Bijou]";
mes "6. What is the Dancer";
mes "better at than the other";
mes "job classes?";
next;
if (select("Health:Acting :Dancing :Magic ") == 3)
.@da_score += 10;
mes "[Bijou]";
mes "7. Who is the manager";
mes "of the Comodo Casino?";
next;
if (select("Ryu:Moo:Roul:Hoon") == 2)
.@da_score += 10;
mes "[Bijou]";
mes "8. What item cannot";
mes "be equipped by a Dancer?";
next;
if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
.@da_score += 10;
mes "[Bijou]";
mes "9. Do you think you";
mes "can say this quiz is";
mes "frustrating and annoying?";
next;
select("Yes:No");
.@da_score += 10;
mes "[Bijou]";
mes "10. Which of the following";
mes "is not a Jazz musician?";
next;
if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
.@da_score += 10;
}
mes "[Bijou]";
mes "Good job~";
mes "It seems like you";
mes "answered all the";
mes "questions~";
next;
mes "[Bijou]";
mes "Let's see...";
mes "Your score is";
mes "" + .@da_score + " points...";
if (.@da_score == 100) {
DANC_Q = 7;
mes "Very well done!";
mes "A perfect score!";
next;
mes "[Bijou]";
mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~";
next;
mes "[Bijou]";
mes "Whew~";
mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
close;
}
else if (.@da_score > 70) {
DANC_Q = 7;
mes "It wasn't perfect, but I'll let you pass.";
close;
}
else {
DANC_Q = 6;
mes "You.. You failed!";
next;
mes "[Bijou]";
mes "Was it too hard?";
mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
close;
}
}
else if (DANC_Q == 7) {
mes "[Bijou]";
mes "Okay...";
mes "Are you ready";
mes "for the Dance Test?";
mes "If you like, I can";
mes "explain the instructions.";
next;
if (select("Listen to instructions.:Go to the testing area.") == 1) {
mes "[Bijou]";
mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~";
next;
mes "[Bijou]";
mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000.";
next;
mes "[Bijou]";
mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
next;
mes "[Bijou]";
mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin.";
next;
mes "[Bijou]";
mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~";
next;
mes "[Bijou]";
mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs.";
next;
mes "[Bijou]";
mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~";
close;
}
mes "[Bijou]";
mes "Well then~";
mes "Good luck...!!";
changequest 7004,7005;
DANC_Q = 8;
close2;
warp "job_duncer",105,109;
end;
}
else if (DANC_Q == 8) {
mes "[Bijou]";
mes "Oh my...";
mes "Did you";
mes "fail last time?";
mes "Don't worry, just";
mes "try to feel the rhythm~";
close2;
warp "job_duncer",105,109;
end;
}
else if (DANC_Q == 9) {
if (SkillPoint) {
mes "[Bijou]";
mes "You can't change jobs";
mes "if you still have skill";
mes "points left. Use the rest";
mes "and come back later.";
close;
}
mes "[Bijou]";
mes "Oh my...";
mes "I saw your";
mes "dance earlier.";
mes "You were great!";
next;
mes "[Bijou]";
mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
next;
mes "[Bijou]";
mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
next;
.@jlevel = JobLevel;
mes "[Bijou]";
completequest 7006;
callfunc "Job_Change",Job_Dancer;
callfunc "F_ClearJobVar";
mes "Ooh...!";
mes "You look great";
mes "as a Dancer~";
mes "Congratulations!";
next;
mes "[Bijou]";
mes "Here's a small";
mes "gift from me.";
mes "Please take it.";
mes "May your performances always bring joy to your audience~";
if (.@jlevel == 50)
getitem 1953,1; //Line_
else
getitem 1950,1; //Rope
close;
}
}
// Waiting Room
//============================================================
job_duncer,32,154,1 script Waiting Room#dance 1_F_01,{
end;
OnInit:
waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
enablewaitingroomevent;
end;
OnStartArena:
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
donpcevent "dance#return::OnDisable";
warpwaitingpc "job_duncer",69,110,1;
donpcevent "Bijou#dance_timer::OnEnable";
disablewaitingroomevent;
end;
OnEnable:
enablewaitingroomevent;
end;
}
job_duncer,32,154,1 script Waiting Room#click 1_F_01,{
mes "[Pyorgin]";
mes "Please wait in";
mes "the waiting room.";
mes "Click the Chatroom";
mes "box to enter.";
next;
mes "[Pyorgin]";
mes "Also, those who";
mes "are curious about";
mes "the test can watch";
mes "backstage.";
close;
}
// Dance Timer
//============================================================
job_duncer,69,105,0 script Bijou#dance_timer -1,{
OnEnable:
initnpctimer;
end;
OnDisable:
stopnpctimer;
end;
OnTimer2000:
mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
end;
OnTimer5000:
mapannounce "job_duncer"," Up!",bc_map;
end;
OnTimer7000:
disablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer8000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Down!",bc_map;
end;
OnTimer11000:
enablenpc "dance#up";
disablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer12000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Left~!",bc_map;
end;
OnTimer15000:
enablenpc "dance#up";
enablenpc "dance#down";
disablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer16000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Left, then Right~!",bc_map;
end;
OnTimer19000:
enablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
disablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer20000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Back to the Center~ !",bc_map;
end;
OnTimer23000:
enablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
disablenpc "dance#cen";
end;
OnTimer23500:
donpcevent "Backdancer#1::OnSmile";
mapannounce "job_duncer"," Hold in place... ",bc_map;
end;
OnTimer27000:
donpcevent "Backdancer#1::OnSmile";
mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
end;
OnTimer28500:
mapannounce "job_duncer"," Pay attention! ",bc_map;
end;
OnTimer30000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Left!",bc_map;
end;
OnTimer34000:
enablenpc "dance#up";
enablenpc "dance#down";
disablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer35000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Down!",bc_map;
end;
OnTimer38500:
mapannounce "job_duncer"," Down, then Right~ ",bc_map;
end;
OnTimer40000:
enablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
disablenpc "dance#right";
enablenpc "dance#cen";
mapannounce "job_duncer"," Hold it~",bc_map;
end;
OnTimer43000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
end;
OnTimer49000:
disablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer50000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Right!",bc_map;
end;
OnTimer53000:
enablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
disablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer54000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
end;
OnTimer60000:
disablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer61000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
end;
OnTimer66000:
disablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer67000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Down~!",bc_map;
end;
OnTimer69000:
enablenpc "dance#up";
disablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer70000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Left!",bc_map;
end;
OnTimer74000:
enablenpc "dance#up";
enablenpc "dance#down";
disablenpc "dance#left";
enablenpc "dance#right";
enablenpc "dance#cen";
end;
OnTimer75000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Center!",bc_map;
end;
OnTimer80000:
enablenpc "dance#up";
enablenpc "dance#down";
enablenpc "dance#left";
enablenpc "dance#right";
disablenpc "dance#cen";
end;
OnTimer81000:
donpcevent "Backdancer#1::OnSmile";
disablenpc "dance#up";
disablenpc "dance#down";
disablenpc "dance#left";
disablenpc "dance#right";
disablenpc "dance#cen";
mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
end;
OnTimer82000:
donpcevent "dance#poring::OnEnable";
end;
OnTimer89000:
donpcevent "dance#poring::OnDisable";
donpcevent "dance#return::OnEnable";
end;
}
job_duncer,69,110,0 script dance#return -1,1,4,{
OnTouch:
mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
DANC_Q = 9;
changequest 7005,7006;
warp "comodo",188,162;
end;
OnDisable:
disablenpc "dance#return";
donpcevent "dance#return#2::OnDisable";
donpcevent "dance#return#3::OnDisable";
end;
OnEnable:
enablenpc "dance#return";
donpcevent "dance#return#2::OnEnable";
end;
}
job_duncer,66,110,0 script dance#return#2 -1,1,1,{
OnTouch:
DANC_Q = 9;
warp "comodo",188,162;
end;
OnDisable:
disablenpc "dance#return#2";
end;
OnEnable:
enablenpc "dance#return#2";
donpcevent "dance#return#3::OnEnable";
end;
}
job_duncer,72,110,0 script dance#return#3 -1,1,1,{
OnTouch:
DANC_Q = 9;
warp "comodo",188,162;
end;
OnDisable:
disablenpc "dance#return#3";
end;
OnEnable:
enablenpc "dance#return#3";
donpcevent "Bijou#dance_timer::OnDisable";
donpcevent "Waiting Room#dance::OnEnable";
end;
}
// Dance Move Triggers
//============================================================
- script dancestep::StepTrigger -1,1,1,{
OnTouch:
donpcevent "Backdancer#1::OnOmg";
mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
DANC_Q = 8;
donpcevent "Bijou#dance_timer::OnDisable";
donpcevent "Waiting Room#dance::OnEnable";
warp "comodo",188,162;
end;
}
job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1
job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1
job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1
job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1
job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1
job_duncer,10,10,0 script dance#poring -1,{
OnEnable:
monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead";
end;
OnMyMobDead:
mapannounce "job_duncer"," Good! Well done! ",bc_map;
end;
OnDisable:
killmonsterall "job_duncer";
end;
}
// Backup Dancers
//============================================================
job_duncer,63,110,4 script Backdancer#1 4_F_07,{
end;
OnSmile:
emotion e_no1;
donpcevent "Backdancer#2::OnSmile";
donpcevent "Backdancer#3::OnSmile";
donpcevent "Backdancer#4::OnSmile";
end;
OnOmg:
emotion e_omg;
donpcevent "Backdancer#2::OnOmg";
donpcevent "Backdancer#3::OnOmg";
donpcevent "Backdancer#4::OnOmg";
end;
}
job_duncer,66,113,4 script Backdancer#2 4_F_07,{
end;
OnSmile:
emotion e_no1;
end;
OnOmg:
emotion e_omg;
end;
}
job_duncer,72,113,4 script Backdancer#3 4_F_07,{
end;
OnSmile:
emotion e_no1;
end;
OnOmg:
emotion e_omg;
end;
}
job_duncer,75,110,4 script Backdancer#4 4_F_07,{
end;
OnSmile:
emotion e_no1;
end;
OnOmg:
emotion e_omg;
end;
}
//============================================================
// Old changelog
//============================================================
//= 1.1 Removed the warp I left here my accident, added a check for using
//= Improved Concentration and arrow shower, people could get away with it
//= [Fredzilla]
//= 1.0 I tried to keep as much the same from the Jap version as possible
//= this turned out to be quite hard, but on the whole it is the same script
//= I have added some new things, and changed some of the used commands,
//= along with some optimization. [Fredzilla]
//= 1.5 Added Baby Class Support [Fredzilla]
//= 1.6 Added a func which prevent advanced classes passing
//= 2nd Job Quests again. It also guides adv classes where
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Script check #1. [Lance]
//= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
//= 2.5 Final fix of chrid issues, changed 'Improved
//= Concentration' to 'Attention Concentrate' [Lupus]
//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
//= 3.1 Implemented JOBLVL as in other quests [Lupus]
//============================================================