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-rw-r--r--npc/jobs/2-2/dancer.txt102
1 files changed, 51 insertions, 51 deletions
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
index a34bf0540..36e84321a 100644
--- a/npc/jobs/2-2/dancer.txt
+++ b/npc/jobs/2-2/dancer.txt
@@ -176,7 +176,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
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;
+ DANC_Q = 1;
setquest 7000;
end;
}
@@ -230,9 +230,9 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
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);
+ .@item_nd = rand(1,10);
if (.@item_nd > 0 && .@item_nd < 3) {
- set DANC_Q,2;
+ 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.";
@@ -249,7 +249,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
mes "^CD68891 Shoes^000000.";
}
else if (.@item_nd == 4) {
- set DANC_Q,3;
+ 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.";
@@ -261,7 +261,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
mes "^CD68891 Boots^000000.";
}
else {
- set DANC_Q,4;
+ 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.";
@@ -299,8 +299,8 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
setarray .@count[0], 2,5,20,10,1;
break;
}
- set .@size, getarraysize(.@item);
- for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
+ .@size = getarraysize(.@item);
+ for (.@i = 0; .@i < .@size; ++.@i) {
if( countitem(.@item[.@i]) < .@count[.@i] ) {
break;
}
@@ -319,7 +319,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{
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;
+ DANC_Q = 5;
if (questprogress(7001)) {
changequest 7001,7004;
}
@@ -504,7 +504,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
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;
+ .@da_score += 10;
mes "[Bijou]";
mes "2. Of the following,";
mes "which can you not consider";
@@ -512,10 +512,10 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
next;
switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
default:
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
break;
case 5:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
}
mes "[Bijou]";
@@ -523,18 +523,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
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;
+ .@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;
+ .@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;
+ .@da_score += 10;
mes "[Bijou]";
mes "6. Who is the most";
mes "beautiful dancer?";
@@ -548,11 +548,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
default:
break;
@@ -563,26 +563,26 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "with a Dancer?";
next;
if (select("Assassin:Bard:Alchemist:Sage") == 2)
- set .@da_score,.@da_score+10;
+ .@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;
+ .@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;
+ .@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;
+ .@da_score += 10;
break;
case 2:
mes "[Bijou]";
@@ -591,14 +591,14 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "^CD6889Mental Sensing^000000?";
next;
if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
- set .@da_score,.@da_score+10;
+ .@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;
+ .@da_score += 10;
mes "[Bijou]";
mes "3. Which is not an";
mes "appropriate response";
@@ -607,27 +607,27 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
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;
+ .@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;
+ .@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;
+ .@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;
+ .@da_score += 10;
mes "[Bijou]";
mes "7. Who is the most";
mes "graceful dancer?";
@@ -641,11 +641,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
default:
break;
@@ -656,18 +656,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
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;
+ .@da_score += 10;
mes "[......]";
mes "9. What is my name?";
next;
if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
- set .@da_score,.@da_score+10;
+ .@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;
+ .@da_score += 10;
break;
case 3:
mes "[Bijou]";
@@ -679,7 +679,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
break;
case 2:
case 3:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
}
mes "[Bijou]";
@@ -690,19 +690,19 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "ground to create a rhythm?";
next;
if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
- set .@da_score,.@da_score+10;
+ .@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;
+ .@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;
+ .@da_score += 10;
mes "[Bijou]";
mes "5. Of the following,";
mes "who dances most beautifully?";
@@ -716,11 +716,11 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Didn't you see the";
mes "other choices?!";
mes "Minus points...!";
- set .@da_score,.@da_score-10;
+ .@da_score -= 10;
next;
break;
case 2:
- set .@da_score,.@da_score+10;
+ .@da_score += 10;
break;
default:
break;
@@ -731,32 +731,32 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "job classes?";
next;
if (select("Health:Acting :Dancing :Magic ") == 3)
- set .@da_score,.@da_score+10;
+ .@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;
+ .@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;
+ .@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;
+ .@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;
+ .@da_score += 10;
}
mes "[Bijou]";
mes "Good job~";
@@ -769,7 +769,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Your score is";
mes "" + .@da_score + " points...";
if (.@da_score == 100) {
- set DANC_Q,7;
+ DANC_Q = 7;
mes "Very well done!";
mes "A perfect score!";
next;
@@ -782,12 +782,12 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
close;
}
else if (.@da_score > 70) {
- set DANC_Q,7;
+ DANC_Q = 7;
mes "It wasn't perfect, but I'll let you pass.";
close;
}
else {
- set DANC_Q,6;
+ DANC_Q = 6;
mes "You.. You failed!";
next;
mes "[Bijou]";
@@ -831,7 +831,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
mes "Well then~";
mes "Good luck...!!";
changequest 7004,7005;
- set DANC_Q,8;
+ DANC_Q = 8;
close2;
warp "job_duncer",105,109;
end;
@@ -868,7 +868,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{
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;
+ .@jlevel = JobLevel;
mes "[Bijou]";
completequest 7006;
callfunc "Job_Change",Job_Dancer;
@@ -1236,7 +1236,7 @@ OnTimer89000:
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;
+ DANC_Q = 9;
changequest 7005,7006;
warp "comodo",188,162;
end;
@@ -1255,7 +1255,7 @@ OnEnable:
job_duncer,66,110,0 script dance#return#2 -1,1,1,{
OnTouch:
- set DANC_Q,9;
+ DANC_Q = 9;
warp "comodo",188,162;
end;
@@ -1271,7 +1271,7 @@ OnEnable:
job_duncer,72,110,0 script dance#return#3 -1,1,1,{
OnTouch:
- set DANC_Q,9;
+ DANC_Q = 9;
warp "comodo",188,162;
end;
@@ -1292,7 +1292,7 @@ OnEnable:
OnTouch:
donpcevent "Backdancer#1::OnOmg";
mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
- set DANC_Q,8;
+ DANC_Q = 8;
donpcevent "Bijou#dance_timer::OnDisable";
donpcevent "Waiting Room#dance::OnEnable";
warp "comodo",188,162;