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authordaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
committerdaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
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Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders. -NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences. -For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates. -All pre-renewal files has been reverted back to their pre-renewal behavior. TODO: -Correct pre-re quest rewards. -Check for pre-re/re differences in mapflags. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
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+//===== rAthena Script =======================================
+//= Dancer Job Quest
+//===== By: ==================================================
+//= Kalen - Original jAthena
+//= Fredzilla - Converted, Lupus
+//===== Current Version: =====================================
+//= 3.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis 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]
+//============================================================
+
+comodo,180,153,4 script Sonotora#1 90,{
+ mes "[Athena Sonotora]";
+ mes "They say the";
+ mes "famous dance school";
+ mes "here in Comodo is going";
+ mes "to open soon.";
+ next;
+ mes "[Athena Sonotora]";
+ mes "Aah...";
+ mes "To be a prima donna";
+ mes "in the spotlight!";
+ next;
+ mes "[Athena Sonotora]";
+ mes "I want to sign up too,";
+ mes "but the requirements are";
+ mes "so specific. I wonder if";
+ mes "I should just try anyways...";
+ close;
+}
+
+comodo,193,151,4 script Bor Robin#1 86,{
+ mes "[Bor Robin]";
+ mes "Aah....";
+ mes "A prima donna";
+ mes "in the spotlight!";
+ mes "I'll be able to watch them become Dancers right before my eyes...!";
+ next;
+ mes "[Bor Robin]";
+ mes "It's great to be";
+ mes "a man in this day and age! Hurray for the Comodo Theater!";
+ next;
+ mes "[Bor Robin]";
+ mes "Mm?";
+ mes "You want";
+ mes "to go, too?";
+ mes "It's a good opportunity to watch the Dancer job change test.";
+ next;
+ 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 724,{
+ if (Upper == 1) {
+ mes "[Aile]";
+ mes "One two three four,";
+ mes "Two two three four,";
+ mes "three four, three four,";
+ mes "one two three four.";
+ mes "Um?";
+ next;
+ mes "[Aile]";
+ mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
+ next;
+ mes "[Aile]";
+ mes ".......";
+ mes ".....Hey, haven't I seen you before?";
+ next;
+ mes "[Aile]";
+ mes "Err...";
+ mes "That's weird, I can't remember where I've seen you.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (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;
+ set 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;
+ set .@item_nd,rand(1,10);
+ if (.@item_nd > 0 && .@item_nd < 3) {
+ set 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) {
+ set 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 {
+ set 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;
+ }
+ set .@size, getarraysize(.@item);
+ for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
+ if( countitem(.@item[.@i]) < .@count[.@i] ) {
+ break;
+ }
+ }
+ if( .@i == .@size && Zeny > 9999 ) {
+ 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;
+ if(checkquest(7001) != -1) {
+ changequest 7001,7004;
+ }
+ else if(checkquest(7002) != -1) {
+ 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 101,{
+ 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)
+ 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 "Good job~";
+ mes "It seems like you";
+ mes "answered all the";
+ mes "questions~";
+ next;
+ mes "[Bijou]";
+ mes "Let's see...";
+ mes "Your score is";
+ mes "" + .@da_score + " points...";
+ if (.@da_score == 100) {
+ set 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;
+ }
+ }
+ 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;
+ set 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;
+ set .@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 66,{
+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 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;
+
+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;
+ set 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:
+ set 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:
+ set 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;
+ set 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::BackDancer 724,{
+ 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#2 724,{
+ end;
+
+OnSmile:
+ Emotion e_no1;
+ end;
+
+OnOmg:
+ Emotion e_omg;
+ end;
+}
+
+job_duncer,72,113,4 script Backdancer#3 724,{
+ end;
+
+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
+//============================================================
+//= 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]