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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-23 00:36:51 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-23 00:36:51 +0000
commita278eb2e074ce0cb0c9c68e372c66b87f84577a1 (patch)
treeca16345b7f329c6591c6d8ce6d5f3ab5ac076020 /npc/jobs/2-2/dancer.txt
parent61364c8b050391b585944174bd5a753f74ed51f4 (diff)
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2-2 job quest update. Although completable, further testing (and optimizing) required.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11278 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-2/dancer.txt')
-rw-r--r--npc/jobs/2-2/dancer.txt1997
1 files changed, 1193 insertions, 804 deletions
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
index c5cda8186..0dfe76990 100644
--- a/npc/jobs/2-2/dancer.txt
+++ b/npc/jobs/2-2/dancer.txt
@@ -4,963 +4,1348 @@
//= Kalen - Original jAthena
//= Fredzilla - Converted, Lupus
//===== Current Version: =====================================
-//= 3.1
+//= 3.2
//===== Compatible With: =====================================
-//= eAthena 9880+
+//= eAthena SVN
//===== Description: =========================================
-//= Dancer job quest based off a jAthena script and other sources for clarity
+//= [Aegis Conversion]
+//= Job quest for Dancer classes
//===== Additional Comments: =================================
-//= 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]
+//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= No longer uses function "F_BlockHigh"
//============================================================
-//= Warning Warp to escape the quest if need to
-job_duncer,69,165,1 script DQWWarp 45,1,1,{
- mes "[Warning]";
- mes "This is the way out, this will cancel your quest if you leave.";
+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;
- menu "Leave the quest",-,"Cancel",L_Can;
- warp "comodo",193,149;
- end;
-L_Can:
+ 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;
}
-//= Warp man, takes you to the quest map (Comodo Theater)
-comodo,193,151,4 script Bor Robin 86,{
- callfunc "F_BlockHigh",Job_Archer_High,"High Archer",Job_Gypsy,"Gypsy","Bor Robin";
-
- mes "[Bor Robin]";
- mes "Well...... alot of people seem to be coming here lately.";
- emotion e_hmm;
- next;
+comodo,193,151,4 script Bor Robin#1 86,{
mes "[Bor Robin]";
- mes "They used to become Dancers instantaneously.";
- mes "I've seen right before my eyes, more than I could count.";
- mes "Now only people who are worthy can become Dancers.";
+ 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 "Becoming a Dancer in these times would bring you true happiness.";
- mes "It would be great to see more Dancers around.";
+ mes "It's great to be";
+ mes "a man in this day and age! Hurray for the Comodo Theater!";
next;
mes "[Bor Robin]";
- mes "I can take you to the Comodo Theater if you want.";
- mes " ";
- mes "What have you got to say?";
+ mes "Mm?";
+ mes "You want";
+ mes "to go, too?";
+ mes "It's a good opportunity to watch the Dancer job change test.";
next;
- menu "Can you take me to the Theater?",L1,"I want to Leave",-;
- mes "[Bor Robin]";
- mes "Come back when you feel ready.";
- close;
-L1:
+ if (select("Go to the Job Change Area:Cancel") == 1) {
mes "[Bor Robin]";
- mes "I will take you now.";
+ mes "Yaay~~";
+ mes "Let's go!";
close2;
warp "job_duncer",70,49;
end;
-}
-
-//= 1st quest NPC, asks for Items and/or money, then passes you onto the next NPC
-job_duncer,43,93,4 script Aire 724,{
- mes "[Aire]";
- if(BaseJob == Job_Dancer) {
- mes "Nice to see you return.";
- mes "How have you been recently?";
- mes "Have you been bringing many people joy?";
- close;
- }
- if(Upper == 1){
- mes "It's such a big honor to salute envoys of Valhalla.";
- mes "Come again.";
- emotion e_ho;
- close;
- }
- if(BaseJob != Job_Archer || Sex){
- mes "Hi "+strcharinfo(0)+", you are only allowed to stay in this room any where else is off limits to you.";
- next;
- mes "[Aire]";
- mes "We can't just let anyone become a Dancer, there is no reason other than this for people to be here.";
- next;
- mes "[Aire]";
- mes "You can stay and watch the dance stage if you want to, there might be an audition going on.";
- mes "See you later.";
- close;
}
+ mes "[Bor Robin]";
+ mes "Huh...";
+ mes "Well, I can't";
+ mes "help it if you don't";
+ mes "want to accompany me.";
+ close;
+}
- switch(DANC_Q){
- case 0:
- mes "Welcome to our Theater.";
- mes "This is where various dances are taught.";
- next;
- mes "[Aire]";
- mes "Sightseers visit from all other the place, to watch the Dancers.";
- next;
- mes "[Aire]";
- mes "We can also train new Dancers here, obviously for a price, we don't want to go out of business.";
+job_duncer,43,93,4 script Aile#da 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 "[Aire]";
- mes "You must first fill in the application form.";
- mes "All you have to do is write in your details.";
+ mes "[Aile]";
+ mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
next;
- mes "[Aire]";
- mes "So what do you say?";
- mes "Are you proposing you become a Dancer? or will you be leaving like many before you.";
+ mes "[Aile]";
+ mes ".......";
+ mes ".....Hey, haven't I seen you before?";
next;
- if(select("Fill in the form:Leave")!=1){
- mes "[Aire]";
- mes "If you do reconsider please return to me.";
- mes "See you later.";
- close;
+ 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;
}
- mes "[Aire]";
- if(JobLevel < 40){
- mes "Huh......";
- mes "I am very sorry, but you have not met our minimun job level requirements.";
- next;
- mes "[Aire]";
- mes "You need to be at least above Job Level 40.";
- mes "Please return when you are Job Level 40 or higher.";
- mes "Don't tell anyone I told you this, but if you complete the training for Dancer and you are Job Level 50 you get an extra gift from us.";
- mes "Enjoy your day.";
- close;
+ 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;
}
- mes "So you are ready to start you journey!";
- mes "Please enter in the application form which is there.";
+ 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 "......";
+ 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 "......Filling in information......";
+ 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 "......";
+ 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;
- mes "[Aire]";
- mes "Your name......";
- mes strcharinfo(0)+"......";
- mes "That is a cute name!";
+ 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;
- mes "[Aire]";
- mes "You will need to do a little waiting.";
- mes "The form is being read by the dancing school teacher.";
+ cutin "job_dancer_eir01",2;
+ mes "[Aile]";
+ mes "So what do";
+ mes "you want to do~?";
next;
- mes "[Aire]";
- mes "When you have time for the next part of your journey talk to me again.";
- set JBLVL, JobLevel; // used to determine what item to get at the end
- set DANC_Q,1;
- close;
-
- case 1:
- mes "Your proposal has been accepted, but you still need to bring some items, and maybe zeny to cover the bill of our school.";
+ if (select("Fill out the application.:I'll pass.") == 1) {
+ if (JobLevel > 39) {
+ set name,PcName;
+ 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 DANC_Q,1;
+ 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 "[Aire]";
- mes "Lets see what items you will need to bring to cover your bill.";
- mes " ";
- mes "Ok...";
+ 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 "[Aire]";
- mes "The cost for the lesson will be:";
- set DANC_Q,rand(2,4);
- callsub S_SHOWITEMS;
- mes "When you have all these, I can prepare the lesson for you.";
- mes "Come and speak to me again when you are ready.";
- close;
-
- case 2:
- case 3:
- case 4:
- if(DANC_Q==2 && countitem(938) >= 20 && countitem(501) >= 5 && countitem(909) >= 3 && countitem(2403) >= 1 && Zeny >= 10000) {
- set Zeny,Zeny-10000;
- delitem 938,20;
- delitem 501,5;
- delitem 909,3;
- delitem 2403,1;
- goto L_DONE;
+ 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;
+ 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(DANC_Q==3 && countitem(1055) >= 5 && countitem(2405) >= 1 && Zeny >= 10000) {
- set Zeny,Zeny-10000;
- delitem 1055,5;
- delitem 2405,1;
- goto L_DONE;
+ else if (.@item_nd == 4) {
+ set DANC_Q,3;
+ 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.";
}
- if(DANC_Q==4 && countitem(965) >= 2 && countitem(503) >= 5 && countitem(909) >= 20 && countitem(1020) >= 10 && countitem(2401) >= 1) {
- delitem 965,2;
- delitem 503,5;
- delitem 909,20;
- delitem 1020,10;
- delitem 2401,1;
- goto L_DONE;
+ else {
+ set DANC_Q,4;
+ 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.";
}
- mes "Something is wrong here.";
- mes "Seems you don't have enough items, we need everything that was asked for.";
- mes "They are all necessary for you to be taught.";
- mes "In case you have forgotten, please bring.";
- next;
- mes "[Aire]";
- callsub S_SHOWITEMS;
- mes "Don't forget to get everything.";
- mes "What are you waiting for?";
- mes "See you back here soon.";
- close;
-
-L_DONE:
- mes "Lets see here, oh you brought everything.";
- mes "I accept your payment!";
next;
- mes "[Aire]";
- case 5:
- case 6:
- mes "Now that the cost of the training is out of that way, we need you to participate in an interview, and pass a small test to be worthy of becoming a Dancer.";
+ 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;
+ }
+ set .@size, (getarraysize(.@item)-1);
+ for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 );
+ 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;
+ 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;
+ 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(.@items[0])+"^000000,";
+ mes "^CD6889"+.@count[1]+" "+getitemname(.@items[1])+"^000000,";
+ mes "^CD6889"+.@count[2]+" "+getitemname(.@items[2])+"^000000 and";
+ mes "^CD6889"+.@count[3]+" "+getitemname(.@items[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 "[Aire]";
- mes "Your interview and test will be performed by ^0000FF'Bijou'^000000.";
- mes "Please go and see her as soon as possible.";
- if(DANC_Q < 5) set DANC_Q,5;
- close;
+ 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;
}
- mes "Practice enthusiastically that cute dance.";
- mes "When you have completed your training please show me!";
- close;
-
-S_SHOWITEMS:
- switch(DANC_Q){
- case 2:
- mes "^0000FF10,000 Zeny^000000, ";
- mes "A pair of ^0000FFUnslotted Shoes^000000, ";
- mes "^0000FF20 Sticky Mucus^000000, ";
- mes "^0000FF5 Red Potions^000000 and";
- mes "^0000FF3 Jellopy^000000.";
- break;
- case 3:
- mes "^0000FF10,000 Zeny^000000,";
- mes "A pair of ^0000FFUnslotted Boots^000000 and";
- mes "^0000FF5 Earthworm skins^000000.";
- break;
- case 4:
- mes "A pair of ^0000FFUnslotted Sandals^000000,";
- mes "^0000FF2 Clam Shells^000000,";
- mes "^0000FF5 Yellow Potions^000000,";
- mes "^0000FF20 Jellopy^000000 and";
- mes "^0000FF10 Black Hair^000000.";
- break;
+ 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;
}
- next;
- mes "[Aire]";
- return;
}
-//= 2nd "Quest" and Job changer for after the 3rd Quest
-job_duncer,95,93,4 script Bijou 101,{
- mes "[Bijou]";
- if(BaseJob == Job_Dancer){
- mes "What will you be doing today?";
- next;
+job_duncer,95,93,4 script Bijou#da 101,{
+ if (SkillPoint) {
mes "[Bijou]";
- mes "Go and bring joy to all the others that you see.";
- mes "Making impression on the many people.";
- mes "Help other as much as possible.";
- mes "Don't forget your training.";
- mes "See you again soon!";
+ 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 || Sex){
- mes "Welcome to our Dance Theater, there are many Dancers around here.";
- next;
- mes "[Bijou]";
- mes "Unfortunately for you I have already retired from being a Dancer, but I stay here to train new Dancers.";
- next;
+ 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 "The hardest part of becoming a Dancer is the physical test of timing and speed, which is done at the stage.";
+ mes "Oh dear~";
+ mes "You seem to have traveled quite a distance to watch me perform.";
next;
mes "[Bijou]";
- mes "I will call out directions to the trainee, and they need to follow them to the letter.";
- mes "If they complete that test they come back to me for the final part of their training, and they leave as a Dancer.";
- close;
- }
- if(SkillPoint){
- mes "You still seem to have skill points.";
- mes "Until you use all of your points you cannot change jobs.";
+ 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(DANC_Q == 5 || DANC_Q == 6) goto L_QUIZ;
- if(DANC_Q == 7 || DANC_Q == 8) goto L_DANCETEST;
- if(DANC_Q == 9){
- mes "You have done great, you have passed all the tests we have set out for you.";
- next;
- mes "[Bijou]";
- mes "I now think you have sufficient knowledge to become a Dancer now!";
- next;
+ else if (DANC_Q < 5) {
mes "[Bijou]";
- mes "Now...... please relax as we finish our training here.";
+ mes "Oh my~";
+ mes "You want to";
+ mes "become a Dancer,";
+ mes "don't you?";
next;
mes "[Bijou]";
- mes "It will be your job to bring joy to all the people in Rune Midgard.";
- next;
- set @gift,JBLVL;
- mes "[Bijou]";
- mes "Watch each time you dance from now on.";
- next;
- callfunc "Job_Change",Job_Dancer;
- callfunc "F_ClearJobVar";
+ 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)) {
+ 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;
+ 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;
+ break;
+ case 5:
+ 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;
+ 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;
+ 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;
+ 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...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@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)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "8. Which of the following";
+ mes "is not a specialty of Comodo?";
+ next;
+ if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
+ set .@da_score,.@da_score+10;
+ 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;
+ 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:
+ 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;
+ 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;
+ 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)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "4. In which town";
+ mes "can you change jobs";
+ mes "to a Dancer?";
+ next;
+ if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
+ set .@da_score,.@da_score+10;
+ 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;
+ 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;
+ 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...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@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)
+ set .@da_score,.@da_score+10;
+ mes "[......]";
+ mes "9. What is my name?";
+ next;
+ if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "10. What is the";
+ mes "effect of ^CD6889Lullaby^000000?";
+ next;
+ if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
+ set .@da_score,.@da_score+10;
+ 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:
+ set .@da_score,.@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)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "3. Which of the following";
+ mes "is not a characteristic of a Dancer?";
+ next;
+ if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
+ set .@da_score,.@da_score+10;
+ 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;
+ 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...!";
+ set .@da_score,.@da_score-10;
+ next;
+ break;
+ case 2:
+ set .@da_score,.@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)
+ set .@da_score,.@da_score+10;
+ mes "[Bijou]";
+ mes "7. Who is the manager";
+ mes "of the Comodo Casino?";
+ next;
+ if (select("Ryu:Moo:Roul:Hoon") == 2)
+ set .@da_score,.@da_score+10;
+ 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;
+ 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;
+ 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;
+ }
mes "[Bijou]";
- mes "The enjoyment of the people watching you perform......";
+ mes "Good job~";
+ mes "It seems like you";
+ mes "answered all the";
+ mes "questions~";
next;
mes "[Bijou]";
- mes "This present is from me!";
- if(@gift==50) {
- getitem 1953,1;
- mes "Since you are very experienced I have given you a Line, instead of a simple Rope that normal people would get.";
- mes "Now take your Line, and be the best Dancer you can be!";
- } else {
- getitem 1950,1;
- mes "Now take this Rope, and be the best Dancer you can be!";
+ mes "Let's see...";
+ mes "Your score is";
+ mes "" + .@da_score + " points...";
+ if (.@da_score == 100) {
+ set 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) {
+ set DANC_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;
}
- close;
}
- mes "So you want to become a Dancer, eh?";
- next;
- mes "[Bijou]";
- mes "Well, it seems you haven't paid anything towards it yet.";
- mes "First you need to fill in an application, and be accepted.";
- mes "Once accepted you will need to give the payment, which can be all items, or some items and zeny.";
- mes "The person you need to go and talk to about this is 'Aire', she is the other side of the stage.";
- mes "When everything is ok with her come back to me.";
- close;
-L_QUIZ:
- if(DANC_Q == 6)
- mes "Back for another try?";
- else {
- mes "So you want to become a Dancer, eh?";
- next;
+ else if (DANC_Q == 7) {
mes "[Bijou]";
- mes "......You have already paid I see, so we can now continue.";
- next;
- mes "[Bijou]";
- mes "Before I can let you become a Dancer I need to test you mental attitude, this is done through a simple test.";
- mes "It is multiple choice and alot of them are common sense, well common for someone that has the mental attitude to become a Dancer.";
+ 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 "There is a total of 10 questions, for each one you get correct you are awarded 10 points.";
- mes " ";
- mes "There are some answers that will reduce your final score, try and avoid answering them wrong.";
- next;
+ mes "Well then~";
+ mes "Good luck...!!";
+ set DANC_Q,8;
+ close2;
+ warp "job_duncer",105,109;
+ end;
}
- mes "Good luck to you, now let the test begin.";
- next;
- set @dcpoint,0;
- if(rand(2)) goto L_QUIZ2;
-
-//-------
- mes "[Bijou]";
- mes "1. ^00FF00Subject:^000000 Dancer + Bard combination playing skill.";
- mes "What is the effect of ^777777'Classical Pluck/Loki's Veil'^000000 ?";
- next;
- menu "Attack power of the level 4 weapon improves",L1_2,"Double the damage that is done",L1_2,"Makes skills and magic unusable",-,"Attack speed rises",L1_2;
- set @dcpoint,@dcpoint+10;
-L1_2:
-//I am unsure about the translated meaning on Question 2, I tried to adapt it with my own question,
-//I will put a asterisk (*) next to all I have done this for, I done this so other people who might understand it better can correct it.
- mes "[Bijou]";
- mes "2. ^00FF00Subject:^000000 After Dancing.";
- mes "After you have finished using an Ensemble skill with a partner what should you never do?";
- next;
- menu "Use words of appreciation towards the partner",L1_3,"The dance is praised",L1_3,"Invite the partner to dance again",L1_3,"You tell the partner they did an insufficient job",-;
- set @dcpoint,@dcpoint+10;
-L1_3:
-// *
- mes "[Bijou]";
- mes "3. ^00FF00Subject:^000000 Before Dancing.";
- mes "When a partner activates the incorrect dance what should you do?";
- next;
- menu "Smile and just continue to dance",L1_4,"Point out the mistake",-,"Cancel the dance and walk away",L1_4,"Hide your smirk",L1_4;
- set @dcpoint,@dcpoint+10;
-L1_4:
- mes "[Bijou]";
- mes "4. ^00FF00Subject:^000000 General Knowledge.";
- mes "What is the name of the village where you can designate the change of your occupation to that of a Dancer?";
- next;
- menu "Prontera",L1_5,"Morroc",L1_5,"Al De Baran",L1_5,"Comodo",-;
- set @dcpoint,@dcpoint+10;
-L1_5:
- mes "[Bijou]";
- mes "5. ^00FF00Subject:^000000 Places around Comodo.";
- mes "How many caves are directly connect to Comodo Village?";
- next;
- menu "1",L1_6,"2",L1_6,"3",-,"4",L1_6;
- set @dcpoint,@dcpoint+10;
-L1_6:
- mes "[Bijou]";
- mes "6. ^00FF00Subject:^000000 Pets.";
- mes "Which of the following is not able to be tamed?";
- next;
- menu "Isis",L1_7,"Argiope",-,"Dokebi",L1_7,"Deviruchi",L1_7;
- set @dcpoint,@dcpoint+10;
-L1_7:
- mes "[Bijou]";
- mes "7. ^00FF00Subject:^000000 General Knowledge.";
- mes "Who is the best Dancer?";
- next;
- menu strcharinfo(0),L1_7a,"Bijou",-,"Isis",L1_8,"Flora",L1_8;
- set @dcpoint,@dcpoint+10;
- goto L1_8;
- L1_7a:
- set @dcpoint,@dcpoint-100;
- emotion e_dots;
- mes ".........";
- next;
-L1_8:
-// *
- mes "[Bijou]";
- mes "8. ^00FF00Subject:^000000 Places around Comodo.";
- mes "What is one of the main attractions of Comodo?";
- next;
- menu "A Church",L1_9,"Exceptionally good shops",L1_9,"The best chicken you can get anywhere",L1_9,"The Casino",-;
- set @dcpoint,@dcpoint+10;
-L1_9:
- mes "[...]";
- mes "9. ^00FF00Subject:^000000 General Knowledge.";
- mes "What is my name?";
- next;
- menu "Gijou",L1_10,"Bijon",L1_10,"Bijou",-,"Bojou",L1_10;
- set @dcpoint,@dcpoint+10;
-// *
-L1_10:
- mes "[Bijou]";
- mes "10. ^00FF00Subject:^000000 Dancer + Bard combination playing skill.";
- mes "What is the effect of ^777777'Lullaby'^000000 ?";
- next;
- menu "Make enemy asleep, in a 5x5 area",L_ENDQ,"Make enemy asleep, in a 9x9 area",-,"Stun the enemy, in a 5x5 area",L_ENDQ,"Stun the enemy, in a 9x9 area",L_ENDQ;
- set @dcpoint,@dcpoint+10;
- goto L_ENDQ;
-//-------
-L_QUIZ2:
- mes "[Bijou]";
- mes "1. ^00FF00Subject:^000000 Dancer skill.";
- mes "What is the effect of ^777777'Dancing Lessons'^000000? ";
- next;
- menu "Your INT is increased",L2_2,"The damage of whip type attacks are raised",-,"The damage of rod type attacks are raised",L2_2,"The damage of ranged type attacks are raised",L2_2;
- set @dcpoint,@dcpoint+10;
-L2_2:
- mes "[Bijou]";
- mes "2. ^00FF00Subject:^000000 Dance Type.";
- mes "While doing this type of dance, you wear special shoes that make loud sounds.";
- mes "What is this type of dancing called?";
- next;
- menu "Tap dance",-,"Attention Concentrate",L2_3,"Tango",L2_3,"Salsa",L2_3;
- set @dcpoint,@dcpoint+10;
-L2_3:
- mes "[Bijou]";
- mes "3. ^00FF00Subject:^000000 Dancer feature.";
- mes "Choose the thing a Dancer cannot do";
- next;
- menu "Perform Dances",L2_4,"Attack at a long range",L2_4,"Use a Whip",L2_4,"Use a 2-Handed Sword",-;
- set @dcpoint,@dcpoint+10;
-L2_4:
- mes "[Bijou]";
- mes "4. ^00FF00Subject:^000000 General Knowledge.";
- mes "What is the town where Dancers stay the most?";
- next;
- menu "Al De Baran",L2_5,"Yuno",L2_5,"Morroc",L2_5,"Comodo",-;
- set @dcpoint,@dcpoint+10;
-L2_5:
- mes "[Bijou]";
- mes "5. ^00FF00Subject:^000000 General Knowledge.";
- mes "What person can perfrom the most beautiful dances?";
- next;
- menu strcharinfo(0),L2_5a,"Bijou",-,"Isis",L2_6,"Emralhandas",L2_6;
- set @dcpoint,@dcpoint+10;
- goto L2_6;
- L2_5a:
- set @dcpoint,@dcpoint-100;
- emotion e_dots;
- mes ".........";
- next;
-L2_6:
- mes "[Bijou]";
- mes "6. ^00FF00Subject:^000000 Dancer feature.";
- mes "The Dancer, in comparison with other occupations, has what advantage?";
- next;
- menu "Physical strength",L2_7,"Performing skill power",L2_7,"Dance Capability",-,"Magic Capability",L2_7;
- set @dcpoint,@dcpoint+10;
-L2_7:
- mes "[Bijou]";
- mes "7. ^00FF00Subject:^000000 Places around Comodo.";
- mes "What is the Casino managers name?";
- next;
- menu "Martine",L2_8,"Roberto",L2_8,"Moo",-,"Deniroz",L2_8;
- set @dcpoint,@dcpoint+10;
-L2_8:
- mes "[Bijou]";
- mes "8. ^00FF00Subject:^000000 Dancer feature.";
- mes "As for the item which the Dancer cannot equip?";
- next;
- menu "Hair band of cat",L2_9,"Two-handed Sword",-,"Sandals",L2_9,"Earring",L2_9;
- set @dcpoint,@dcpoint+10;
-L2_9:
- mes "[Bijou]";
- mes "9. ^00FF00Subject:^000000 Opinion.";
- mes "Do you think this test is boring?";
- next;
- menu "It is",L2_10,"Give me more questions",-;
- set @dcpoint,@dcpoint+10;
-L2_10:
- mes "[Bijou]";
- mes "10. ^00FF00Subject:^000000 Places around Comodo.";
- mes "How many lighthouses exist on Comodo Island?";
- next;
- menu "1",-,"2",L_ENDQ,"3",L_ENDQ;
- set @dcpoint,@dcpoint+10;
-//-------
-L_ENDQ:
- mes "[Bijou]";
- mes "You have now completed the test, lets see how you did......";
- next;
- mes "[Bijou]";
- mes "You got a total of "+@dcpoint+" points......";
- if(@dcpoint >= 80 || (@dcpoint >= 70 && DANC_Q == 6)){
- if(@dcpoint == 100)
- mes "That is amazing, 100% correct.";
- else
- mes "Even though you didn't get all the questions right, you have still passed.";
- next;
+ else if (DANC_Q == 8) {
mes "[Bijou]";
- mes "The next thing you need to do is pass a physical test of speed and timing";
- mes "when you are ready for this test talk to me again, I can also tell you more about the test before you take it.";
- set DANC_Q,7;
- close;
+ 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;
}
- mes "I am going to need to disqualify you, because you didn't reach the required ammount.";
- next;
- mes "[Bijou]";
- mes "You are allowed to take the test again if you like, for no extra charge.";
- if(DANC_Q==5) mes "Next time you take the test I will lower the amount of points you need to pass, to make it easier for you.";
- mes "Better luck next time, see you around!";
- set DANC_Q,6;
- close;
-
-L_DANCETEST:
- mes "Are you ready for this test? or do you want me to talk you through it first?";
- next;
- menu "Please Explain it to me",-,"Take me to the test area",L_WARP;
- mes "[Bijou]";
- mes "Think of this more as an audition than a test.";
- mes "We give you ^0000FF1 minute^000000 to impress us.";
- next;
- mes "[Bijou]";
- mes "There can only be ^0000FFone person^000000 at a time dancing on the stage.";
- next;
- mes "[Bijou]";
- mes "If there are people are infront of you stay in the ^0000FFwaiting room^000000 untill you hear the person infront of you passes or fails their test.";
- next;
- mes "[Bijou]";
- mes "Click in the window above the waiting room guide to get sent to the dance stage, if there is someone already on the stage it will not allow you to enter, you will need to wait.";
- next;
+ 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 "When you get put onto the stage get into a ^0000FFposition which can look around the whole stage^000000.";
+ mes "Oh my...";
+ mes "I saw your";
+ mes "dance earlier.";
+ mes "You were great!";
next;
mes "[Bijou]";
- mes "Once you get onto the stage I will annouce that the time has started.";
- mes "Then I will start calling out directions for you to take.";
+ mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
next;
mes "[Bijou]";
- mes "You then need to follow them directions as quickly as possible.";
- mes "^FF0000[ < ]^000000 = Move to the left";
- mes "^FF0000[ > ]^000000 = Move to the right";
- mes "^FF0000[ * ]^000000 = Go back to the center of the stage";
- mes "^FF0000[ \\/ ]^000000 = Move down towards the front of the stage";
- mes "^FF0000[ /\\ ]^000000 = Move up towards the back of the stage";
+ 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;
mes "[Bijou]";
- mes "There are some other things you will need to do, so just be ready with your skills and bow just incase.";
+ callfunc "Job_Change",Job_Dancer;
+ callfunc "F_ClearJobVar";
+ mes "Ooh...!";
+ mes "You look great";
+ mes "as a Dancer~";
+ mes "Congratulations!";
next;
mes "[Bijou]";
- mes "Don't worry if you have no experience of dance, that is what this is for, so you don't need to worry.";
+ 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;
- L_WARP:
- mes "[Bijou]";
- mes "I will take you back stage so you can take you test!";
- set DANC_Q,8;
- close2;
- warp "job_duncer",104,109;
- end;
-}
+ }
+}
-//=Start of the 3rd quest is here, once complete you go back to Bijou to change job
-job_duncer,32,152,6 script Guide::dancew 69,{
+// Waiting Room
+//============================================================
+job_duncer,32,154,1 script Waiting Room#dance 66,{
+OnInit:
+ waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
end;
-OnWarp:
- warpwaitingpc "job_duncer",70,112,1;
- set $@DQRID,$@warpwaitingpc[0];
- if( attachrid($@DQRID)==0 ) goto OnInit;
+
+OnStartArena:
disablewaitingroomevent;
- initnpctimer "jobDq",1;
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ donpcevent "dance#return::OnDisable";
+ warpwaitingpc "job_duncer",69,110,1;
+ donpcevent "Bijou#dance_timer::OnEnable";
+ set .Dance_PID,$@warpwaitingpc[0];
+ if (attachrid(.Dance_PID) == 0) {
+ enablewaitingroomevent;
+ }
end;
-OnInit:
- set $@DQRID,0;
- waitingroom "Dance lesson waiting room",20,"dancew::OnWarp",1;
+
+OnEnable:
+ enablewaitingroomevent;
end;
}
-job_duncer,0,0,0 script jobDq -1,{
+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.";
+ close;
+}
+
+// Dance Timer
+//============================================================
+job_duncer,69,105,0 script Bijou#dance_timer -1,{
+OnEnable:
+ initnpctimer;
end;
-OnStart:
+OnDisable:
+ stopnpctimer;
+ end;
-OnTimer1000:
- mapannounce "job_duncer","Bijou: The test begins. Total time allowed is 1 minute.",8;
+OnTimer2000:
+ mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
end;
-OnTimer3000:
- mapannounce "job_duncer","Bijou: Step Up! [ /\\ ]",8;
- callsub L_SUB1,2000;
+
+OnTimer5000:
+ mapannounce "job_duncer"," Up!",bc_map;
end;
+
OnTimer7000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the bottom. [ \\/ ]",8;
- callsub L_SUB5,2000;
+ 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:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the left. [ < ]",8;
- callsub L_SUB2,2000;
+ 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:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Go to the right. [ > ]",8;
- callsub L_SUB4,2000;
+ 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:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Return to the middle. [ * ]",8;
- callsub L_SUB3,3000;
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnTimer21000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Stay still!",8;
+
+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;
-OnTimer26000:
- set $@DQSP,SP;
- mapannounce "job_duncer","Bijou: Use 'Attention Concentrate'!",8;
+
+OnTimer23000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ disablenpc "dance#cen";
end;
-OnTimer29000:
- if($@DQSP==SP) goto OnTimer80000;
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the left. [ < ]",8;
- callsub L_SUB2,2000;
+
+OnTimer23500:
+ donpcevent "Backdancer#1::OnSmile";
+ mapannounce "job_duncer"," Hold in place... ",bc_map;
end;
-OnTimer33000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the bottom. [ \\/ ]",8;
+
+OnTimer27000:
+ donpcevent "Backdancer#1::OnSmile";
+ mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
end;
-OnTimer35000:
- mapannounce "job_duncer","Bijou: Directly the right! [ > ]",8;
- callsub L_SUB4,3000;
+
+OnTimer28500:
+ mapannounce "job_duncer"," Pay attention! ",bc_map;
end;
-OnTimer38000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Stay still!",8;
+
+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;
-OnTimer41000:
- mapannounce "job_duncer","Bijou: The left * center * right * top [ < ] [ * ] [ > ] [ /\\ ]",8;
- callsub L_SUB1,0;
+
+OnTimer34000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnTimer47000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the right. [ > ] ",8;
- callsub L_SUB4,3000;
+
+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;
-OnTimer50000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: The left * center * down * up: [ < ] [ * ] [ \\/ ] [ /\\ ] ",8;
- callsub L_SUB1,0;
- end;
-OnTimer56000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Once again, the left * center * down * up: [ < ] [ * ] [ \\/ ] [ /\\ ]",8;
- callsub L_SUB1,0;
- end;
-OnTimer62000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Down! [ \\/ ]",8;
- callsub L_SUB5,2500;
- end;
-OnTimer65000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: To the left! [ < ]",8;
- callsub L_SUB2,2500;
- end;
-OnTimer68000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Return to the middle. [ * ]",8;
- callsub L_SUB3,2500;
- end;
-OnTimer71000:
- donpcevent "::OnDE1";
- mapannounce "job_duncer","Bijou: Kill the monster using Arrow Shower!",8;
- set $@DQSP,SP;
- monster "job_duncer",69,106,"Poring",1002,1,"jddie::OnDie";
- end;
-OnTimer76000:
- killmonsterall "job_duncer";
+
+OnTimer38500:
+ mapannounce "job_duncer"," Down, then Right~ ",bc_map;
end;
-OnTimer80000:
- mapannounce "job_duncer","Dancer: You were a bit too slow, sorry but you have failed.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- if(getareausers("job_duncer",68,106,70,114)) areawarp "job_duncer",68,106,70,114,"job_duncer",69,102;
- if(getareausers("job_duncer",65,109,73,111)) areawarp "job_duncer",65,109,73,111,"job_duncer",69,102;
- stopnpctimer;
- enablewaitingroomevent "dancew";
- end;
-L_SUB1:
- disablenpc "lefttile";
- disablenpc "middletile";
- disablenpc "righttile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt1";
- startnpctimer "jdt1";
- return;
-L_SUB2:
- disablenpc "uppertile";
- disablenpc "middletile";
- disablenpc "righttile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt2";
- startnpctimer "jdt2";
- return;
-L_SUB3:
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt3";
- startnpctimer "jdt3";
- return;
-L_SUB4:
- disablenpc "lefttile";
- disablenpc "middletile";
- disablenpc "uppertile";
- disablenpc "lowertile";
- setnpctimer getarg(0),"jdt4";
- startnpctimer "jdt4";
- return;
-L_SUB5:
- disablenpc "lefttile";
- disablenpc "middletile";
- disablenpc "righttile";
- disablenpc "uppertile";
- setnpctimer getarg(0),"jdt5";
- startnpctimer "jdt5";
- return;
-}
-job_duncer,0,0,0 script jddie -1,{
+OnTimer40000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
+ mapannounce "job_duncer"," Hold it~",bc_map;
+ end;
-OnDie:
- if($@DQRID && isloggedin($@DQRID)) {
- attachrid($@DQRID);
- if($@DQSP==SP)
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to use arrow shower to kill the monster",8;
- else {
- mapannounce "job_duncer","Dancer: Well done, you were very skillful, and have passed the test.",8;
- set DANC_Q,9;
- }
- }
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
+OnTimer43000:
+ donpcevent "Backdancer#1::OnSmile";
+ disablenpc "dance#up";
+ disablenpc "dance#down";
+ disablenpc "dance#left";
+ disablenpc "dance#right";
+ disablenpc "dance#cen";
+ mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
+ end;
- stopnpctimer "jobDq";
- enablewaitingroomevent "dancew";
+OnTimer49000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
+ end;
- if($@DQRID && isloggedin($@DQRID))
- warp "job_duncer",69,102;
+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;
- set $@DQRID,0;
- set $@DQSP,0;
+OnTimer53000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ disablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-}
-job_duncer,63,110,4 script Back Dancer#1::jdt1 724,{
+
+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;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "middletile";
- enablenpc "righttile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnTimer60000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnDE1:
- emotion 21;
+
+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;
-OnDE2:
- emotion e_omg;
+
+OnTimer66000:
+ disablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-}
-job_duncer,66,113,4 script Back Dancer#2::jdt2 724,{
+
+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;
-OnTimer5000:
- enablenpc "uppertile";
- enablenpc "middletile";
- enablenpc "righttile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnTimer69000:
+ enablenpc "dance#up";
+ disablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-OnDE1:
- emotion e_no1;
+
+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;
-OnDE2:
- emotion e_omg;
+
+OnTimer74000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ disablenpc "dance#left";
+ enablenpc "dance#right";
+ enablenpc "dance#cen";
end;
-}
-job_duncer,72,113,4 script Back Dancer#3::jdt3 724,{
+
+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;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "uppertile";
- enablenpc "righttile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnTimer80000:
+ enablenpc "dance#up";
+ enablenpc "dance#down";
+ enablenpc "dance#left";
+ enablenpc "dance#right";
+ disablenpc "dance#cen";
end;
-OnDE1:
- emotion 21;
+
+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;
-OnDE2:
- emotion e_omg;
+
+OnTimer82000:
+ donpcevent "dance#poring::OnEnable";
end;
+
+OnTimer89000:
+ donpcevent "dance#return::OnEnable";
+ donpcevent "dance#poring::OnDisable";
+ stopnpctimer;
}
-job_duncer,75,110,4 script Back Dancer#4::jdt4 724,{
+
+job_duncer,69,110,0 script dance#return -1,1,4,{
+OnTouch:
+ mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
+ set DANC_Q,9;
+ warp "comodo",188,162;
end;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "middletile";
- enablenpc "uppertile";
- enablenpc "lowertile";
- stopnpctimer;
+
+OnDisable:
+ disablenpc "dance#return";
+ donpcevent "dance#return#2::OnDisable";
+ donpcevent "dance#return#3::OnDisable";
end;
-OnDE1:
- emotion 21;
+
+OnEnable:
+ enablenpc "dance#return";
+ donpcevent "dance#return#2::OnEnable";
+}
+
+job_duncer,66,110,0 script dance#return#2 -1,1,1,{
+OnTouch:
+ set DANC_Q,9;
+ warp "comodo",188,162;
end;
-OnDE2:
- emotion e_omg;
+
+OnDisable:
+ disablenpc "dance#return#2";
end;
+
+OnEnable:
+ enablenpc "dance#return#2";
+ donpcevent "dance#return#3::OnEnable";
}
-job_duncer,75,110,4 script jdt5 139,{
+job_duncer,72,110,0 script dance#return#3 -1,1,1,{
+OnTouch:
+ set DANC_Q,9;
+ warp "comodo",188,162;
end;
-OnTimer5000:
- enablenpc "lefttile";
- enablenpc "middletile";
- enablenpc "righttile";
- enablenpc "uppertile";
- stopnpctimer;
+
+OnDisable:
+ disablenpc "dance#return#3";
end;
+
+OnEnable:
+ enablenpc "dance#return#3";
+ donpcevent "Waiting Room#dance::OnEnable";
}
-job_duncer,69,113,4 script uppertile 139,1,1,{
- end;
+// Dance Move Triggers
+//============================================================
+- script dancestep::StepTrigger -1,1,1,{
OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",68,112,70,114,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "uppertile";
+ donpcevent "Backdancer#1::OnOmg";
+ mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
+ set DANC_Q,8;
+ donpcevent "Waiting Room#dance::OnEnable";
+ warp "comodo",188,162;
end;
}
-job_duncer,66,110,4 script lefttile 139,1,1,{
+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;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",65,109,67,111,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "lefttile";
+
+OnMyMobDead:
+ mapannounce "job_duncer"," Good! Well done! ",bc_map;
end;
+
+OnDisable:
+ killmonsterall "job_duncer";
}
-job_duncer,69,110,4 script middletile 139,1,1,{
+// Backup Dancers
+//============================================================
+job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",68,109,70,111,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "middletile";
+
+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,72,110,4 script righttile 139,1,1,{
+job_duncer,66,113,4 script Backdancer#2 724,{
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",71,109,73,111,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "righttile";
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
end;
}
-job_duncer,69,107,4 script lowertile 139,1,1,{
+job_duncer,72,113,4 script Backdancer#3 724,{
end;
-OnTouch:
- mapannounce "job_duncer","Dancer: Sorry "+strcharinfo(0)+", but you failed to make it in time.",8;
- disablenpc "uppertile";
- disablenpc "lefttile";
- disablenpc "righttile";
- disablenpc "lowertile";
- disablenpc "middletile";
- enablewaitingroomevent "dancew";
- stopnpctimer "jobDq";
- areawarp "job_duncer",68,106,70,108,"job_duncer",69,102;
- donpcevent "::OnDE2";
- end;
-OnDE1:
-OnInit:
- disablenpc "lowertile";
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
end;
}
+job_duncer,75,110,4 script Backdancer#4 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ end;
+}
-//= old changelog
+//============================================================
+// 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]
@@ -977,3 +1362,7 @@ OnInit:
//= 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]