[1] | 1 | //===== eAthena Script ======================================= |
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| 2 | //= Dancer Job Quest |
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| 3 | //===== By: ================================================== |
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| 4 | //= Kalen - Original jAthena |
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| 5 | //= Fredzilla - Converted, Lupus |
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| 6 | //===== Current Version: ===================================== |
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| 7 | //= 3.3 |
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| 8 | //===== Compatible With: ===================================== |
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| 9 | //= eAthena SVN |
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| 10 | //===== Description: ========================================= |
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| 11 | //= [Aegis Conversion] |
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| 12 | //= Job quest for Dancer classes |
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| 13 | //===== Additional Comments: ================================= |
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| 14 | //= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] |
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| 15 | //= No longer uses function "F_BlockHigh" |
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| 16 | //= 3.2a Deleted unused variables. [Samuray22] |
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| 17 | //= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf] |
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| 18 | //= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm] |
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| 19 | //============================================================ |
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| 20 | |
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| 21 | comodo,180,153,4 script Sonotora#1 90,{ |
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| 22 | mes "[Athena Sonotora]"; |
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| 23 | mes "They say the"; |
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| 24 | mes "famous dance school"; |
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| 25 | mes "here in Comodo is going"; |
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| 26 | mes "to open soon."; |
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| 27 | next; |
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| 28 | mes "[Athena Sonotora]"; |
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| 29 | mes "Aah..."; |
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| 30 | mes "To be a prima donna"; |
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| 31 | mes "in the spotlight!"; |
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| 32 | next; |
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| 33 | mes "[Athena Sonotora]"; |
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| 34 | mes "I want to sign up too,"; |
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| 35 | mes "but the requirements are"; |
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| 36 | mes "so specific. I wonder if"; |
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| 37 | mes "I should just try anyways..."; |
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| 38 | close; |
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| 39 | } |
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| 40 | |
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| 41 | comodo,193,151,4 script Bor Robin#1 86,{ |
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| 42 | mes "[Bor Robin]"; |
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| 43 | mes "Aah...."; |
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| 44 | mes "A prima donna"; |
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| 45 | mes "in the spotlight!"; |
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| 46 | mes "I'll be able to watch them become Dancers right before my eyes...!"; |
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| 47 | next; |
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| 48 | mes "[Bor Robin]"; |
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| 49 | mes "It's great to be"; |
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| 50 | mes "a man in this day and age! Hurray for the Comodo Theater!"; |
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| 51 | next; |
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| 52 | mes "[Bor Robin]"; |
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| 53 | mes "Mm?"; |
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| 54 | mes "You want"; |
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| 55 | mes "to go, too?"; |
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| 56 | mes "It's a good opportunity to watch the Dancer job change test."; |
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| 57 | next; |
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| 58 | if (select("Go to the Job Change Area:Cancel") == 1) { |
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| 59 | mes "[Bor Robin]"; |
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| 60 | mes "Yaay~~"; |
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| 61 | mes "Let's go!"; |
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| 62 | close2; |
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| 63 | warp "job_duncer",70,49; |
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| 64 | end; |
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| 65 | } |
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| 66 | mes "[Bor Robin]"; |
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| 67 | mes "Huh..."; |
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| 68 | mes "Well, I can't"; |
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| 69 | mes "help it if you don't"; |
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| 70 | mes "want to accompany me."; |
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| 71 | close; |
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| 72 | } |
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| 73 | |
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| 74 | job_duncer,43,93,4 script Aile#da 724,{ |
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| 75 | if (Upper == 1) { |
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| 76 | mes "[Aile]"; |
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| 77 | mes "One two three four,"; |
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| 78 | mes "Two two three four,"; |
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| 79 | mes "three four, three four,"; |
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| 80 | mes "one two three four."; |
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| 81 | mes "Um?"; |
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| 82 | next; |
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| 83 | mes "[Aile]"; |
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| 84 | mes "I'm sorry, but you're interrupting my practice by looking at me funny."; |
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| 85 | next; |
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| 86 | mes "[Aile]"; |
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| 87 | mes "......."; |
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| 88 | mes ".....Hey, haven't I seen you before?"; |
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| 89 | next; |
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| 90 | mes "[Aile]"; |
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| 91 | mes "Err..."; |
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| 92 | mes "That's weird, I can't remember where I've seen you."; |
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| 93 | close2; |
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| 94 | cutin "",255; |
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| 95 | end; |
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| 96 | } |
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| 97 | if (BaseJob != Job_Archer) { |
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| 98 | if (BaseJob == Job_Bard) { |
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| 99 | cutin "job_dancer_eir01",2; |
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| 100 | mes "[Aile]"; |
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| 101 | mes "Welcome~!"; |
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| 102 | mes "Let me know"; |
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| 103 | mes "if you have any new songs. We can always use some new music to complement our performances."; |
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| 104 | close2; |
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| 105 | cutin "",255; |
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| 106 | end; |
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| 107 | } |
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| 108 | else if (BaseJob == Job_Dancer) { |
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| 109 | cutin "",2; |
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| 110 | mes "[Aile]"; |
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| 111 | mes "Welcome~!"; |
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| 112 | mes "How are you"; |
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| 113 | mes "these days?"; |
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| 114 | mes "Do many people enjoy"; |
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| 115 | mes "your performances?"; |
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| 116 | close2; |
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| 117 | cutin "",255; |
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| 118 | end; |
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| 119 | } |
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| 120 | cutin "job_dancer_eir03",2; |
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| 121 | mes "[Aile]"; |
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| 122 | mes "Welco--Mmm?"; |
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| 123 | mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School."; |
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| 124 | next; |
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| 125 | mes "[Aile]"; |
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| 126 | mes "If you want to watch, why don't you go to the Dance Stage in town?"; |
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| 127 | close2; |
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| 128 | cutin "",255; |
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| 129 | end; |
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| 130 | } |
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| 131 | if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) { |
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| 132 | cutin "job_dancer_eir01",2; |
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| 133 | mes "[Aile]"; |
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| 134 | mes "Welcome~!"; |
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| 135 | mes "This is the"; |
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| 136 | mes "'Comodo Dance School,'"; |
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| 137 | mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world."; |
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| 138 | next; |
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| 139 | mes "[Aile]"; |
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| 140 | 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?"; |
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| 141 | next; |
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| 142 | mes "[Aile]"; |
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| 143 | 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."; |
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| 144 | next; |
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| 145 | cutin "job_dancer_eir02",2; |
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| 146 | mes "[Aile]"; |
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| 147 | mes "What do you think?"; |
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| 148 | 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."; |
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| 149 | next; |
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| 150 | cutin "job_dancer_eir01",2; |
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| 151 | mes "[Aile]"; |
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| 152 | mes "So what do"; |
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| 153 | mes "you want to do~?"; |
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| 154 | next; |
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| 155 | if (select("Fill out the application.:I'll pass.") == 1) { |
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| 156 | if (JobLevel > 39) { |
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| 157 | cutin "job_dancer_eir02",2; |
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| 158 | mes "[Aile]"; |
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| 159 | mes "Good choice!!"; |
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| 160 | mes "Just fill out the application right there."; |
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| 161 | next; |
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| 162 | mes "..."; |
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| 163 | next; |
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| 164 | mes "..."; |
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| 165 | mes "......"; |
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| 166 | next; |
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| 167 | mes "^3355FF*Shuffle Shuffle*^000000"; |
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| 168 | next; |
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| 169 | cutin "job_dancer_eir01",2; |
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| 170 | mes "[Aile]"; |
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| 171 | mes "Your name is"; |
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| 172 | mes "" + strcharinfo(0) + "?"; |
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| 173 | 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?"; |
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| 174 | close2; |
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| 175 | cutin "",255; |
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| 176 | set DANC_Q,1; |
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| 177 | end; |
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| 178 | } |
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| 179 | else { |
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| 180 | cutin "job_dancer_eir01",2; |
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| 181 | mes "[Aile]"; |
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| 182 | mes "Mmm..."; |
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| 183 | mes "It seems that"; |
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| 184 | mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40."; |
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| 185 | next; |
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| 186 | mes "[Aile]"; |
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| 187 | mes "Well, I hope"; |
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| 188 | mes "that you apply"; |
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| 189 | mes "again when you meet"; |
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| 190 | mes "the requirements."; |
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| 191 | close2; |
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| 192 | cutin "",255; |
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| 193 | end; |
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| 194 | } |
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| 195 | } |
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| 196 | cutin "job_dancer_eir01",2; |
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| 197 | mes "[Aile]"; |
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| 198 | mes "Aww~"; |
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| 199 | mes "Just think about it."; |
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| 200 | mes "Don't forget to come back"; |
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| 201 | mes "if you change your mind."; |
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| 202 | close2; |
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| 203 | cutin "",255; |
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| 204 | end; |
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| 205 | } |
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| 206 | else if (sex == 1) { |
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| 207 | cutin "job_dancer_eir03",2; |
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| 208 | mes "[Aile]"; |
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| 209 | mes "Welco--Mmm?"; |
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| 210 | mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard."; |
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| 211 | next; |
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| 212 | mes "[Aile]"; |
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| 213 | mes "Not all Archers"; |
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| 214 | mes "can become Dancers."; |
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| 215 | mes "At least, not without some sort of sex change~"; |
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| 216 | close2; |
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| 217 | cutin "",255; |
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| 218 | end; |
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| 219 | } |
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| 220 | else if (DANC_Q == 1) { |
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| 221 | cutin "job_dancer_eir01",2; |
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| 222 | mes "[Aile]"; |
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| 223 | mes "Good."; |
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| 224 | mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons."; |
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| 225 | next; |
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| 226 | mes "[Aile]"; |
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| 227 | 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."; |
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| 228 | next; |
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| 229 | set .@item_nd,rand(1,10); |
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| 230 | if (.@item_nd > 0 && .@item_nd < 3) { |
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| 231 | set DANC_Q,2; |
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| 232 | mes "[Aile]"; |
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| 233 | mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish."; |
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| 234 | next; |
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| 235 | mes "[Aile]"; |
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| 236 | 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."; |
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| 237 | next; |
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| 238 | mes "[Aile]"; |
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| 239 | mes "Once again, that's"; |
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| 240 | mes "^CD688910,000 Zeny^000000,"; |
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| 241 | mes "^CD688920 Sticky Mucus^000000,"; |
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| 242 | mes "^CD68893 Jellopy^000000,"; |
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| 243 | mes "^CD68895 Red Potions^000000 and"; |
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| 244 | mes "^CD68891 Shoes^000000."; |
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| 245 | } |
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| 246 | else if (.@item_nd == 4) { |
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| 247 | set DANC_Q,3; |
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| 248 | mes "[Aile]"; |
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| 249 | 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."; |
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| 250 | next; |
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| 251 | mes "[Aile]"; |
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| 252 | mes "Once again that's"; |
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| 253 | mes "^CD688910,000 Zeny^000000,"; |
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| 254 | mes "^CD68895 Earthworm Peelings^000000 and "; |
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| 255 | mes "^CD68891 Boots^000000."; |
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| 256 | } |
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| 257 | else { |
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| 258 | set DANC_Q,4; |
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| 259 | mes "[Aile]"; |
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| 260 | 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."; |
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| 261 | next; |
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| 262 | mes "[Aile]"; |
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| 263 | 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..."; |
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| 264 | next; |
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| 265 | mes "[Aile]"; |
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| 266 | mes "^CD688910,000 Zeny^000000,"; |
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| 267 | mes "^CD68892 Clam Shells^000000,"; |
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| 268 | mes "^CD68895 Yellow Potions^000000,"; |
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| 269 | mes "^CD688920 Jellopy^000000,"; |
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| 270 | mes "^CD688910 Black Hairs^000000 and"; |
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| 271 | mes "^CD6889Sandals^000000."; |
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| 272 | } |
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| 273 | next; |
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| 274 | mes "[Aile]"; |
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| 275 | mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?"; |
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| 276 | close2; |
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| 277 | cutin "",255; |
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| 278 | end; |
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| 279 | } |
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| 280 | else if (DANC_Q >= 2 && DANC_Q <= 4) { |
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| 281 | switch(DANC_Q) { |
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| 282 | case 2: |
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| 283 | setarray .@item[0], 938,909,501,2403; |
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| 284 | setarray .@count[0], 20,3,5,1; |
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| 285 | break; |
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| 286 | case 3: |
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| 287 | setarray .@item[0], 1055,2405; |
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| 288 | setarray .@count[0], 5,1; |
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| 289 | break; |
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| 290 | case 4: |
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| 291 | setarray .@item[0], 965,503,909,1020,2401; |
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| 292 | setarray .@count[0], 2,5,20,10,1; |
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| 293 | break; |
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| 294 | } |
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| 295 | set .@size, (getarraysize(.@item)-1); |
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| 296 | for( set .@i,0 ; .@i < .@size && countitem(.@item[.@i]) >= .@count[.@i] ; set .@i,.@i+1 ); |
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| 297 | if(.@i == .@size && Zeny > 9999) { |
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| 298 | cutin "job_dancer_eir02",2; |
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| 299 | mes "[Aile]"; |
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| 300 | mes "Oh...!"; |
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| 301 | mes "You brought"; |
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| 302 | mes "everything!"; |
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| 303 | mes "Alright then,"; |
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| 304 | mes "let me take your"; |
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| 305 | mes "tuition fee."; |
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| 306 | next; |
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| 307 | cutin "job_dancer_eir01",2; |
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| 308 | set zeny,zeny-10000; |
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| 309 | mes "[Aile]"; |
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| 310 | 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."; |
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| 311 | set DANC_Q,5; |
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| 312 | close2; |
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| 313 | cutin "",255; |
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| 314 | end; |
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| 315 | } |
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| 316 | else { |
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| 317 | cutin "job_dancer_eir01",2; |
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| 318 | mes "[Aile]"; |
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| 319 | mes "Mmm...?"; |
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| 320 | mes "You don't have"; |
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| 321 | mes "everything yet?"; |
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| 322 | mes "Let me remind you"; |
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| 323 | mes "so you can bring"; |
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| 324 | mes "what you need next time."; |
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| 325 | next; |
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| 326 | mes "[Aile]"; |
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| 327 | mes "Bring..."; |
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| 328 | mes "^CD688910,000 Zeny^000000,"; |
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| 329 | if (DANC_Q == 2) { |
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| 330 | mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,"; |
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| 331 | mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,"; |
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| 332 | mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and"; |
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| 333 | mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000."; |
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| 334 | } |
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| 335 | else if (DANC_Q == 3) { |
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| 336 | mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and"; |
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| 337 | mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000."; |
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| 338 | } |
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| 339 | else { |
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| 340 | mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,"; |
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| 341 | mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,"; |
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| 342 | mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,"; |
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| 343 | mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and"; |
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| 344 | mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000."; |
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| 345 | } |
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| 346 | close2; |
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| 347 | cutin "",255; |
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| 348 | end; |
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| 349 | } |
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| 350 | } |
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| 351 | else if (DANC_Q == 5) { |
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| 352 | cutin "job_dancer_eir01",2; |
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| 353 | mes "[Aile]"; |
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| 354 | mes "Hmm...?"; |
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| 355 | mes "Are you having"; |
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| 356 | mes "trouble finding"; |
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| 357 | mes "^CD6889Bijou^000000?"; |
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| 358 | next; |
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| 359 | mes "[Aile]"; |
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| 360 | 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."; |
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| 361 | close2; |
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| 362 | cutin "",255; |
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| 363 | end; |
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| 364 | } |
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| 365 | else if (DANC_Q > 5) { |
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| 366 | cutin "job_dancer_eir01",2; |
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| 367 | mes "[Aile]"; |
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| 368 | mes "I'll be looking"; |
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| 369 | mes "forward to a great"; |
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| 370 | mes "performance~"; |
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| 371 | close2; |
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| 372 | cutin "",255; |
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| 373 | end; |
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| 374 | } |
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| 375 | else { |
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| 376 | cutin "job_dancer_eir03",2; |
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| 377 | mes "[Aile]"; |
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| 378 | mes "Welcom--Hm?"; |
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| 379 | mes "Hey, only authorized"; |
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| 380 | mes "personnel are allowed"; |
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| 381 | mes "in here."; |
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| 382 | next; |
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| 383 | mes "[Aile]"; |
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| 384 | 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."; |
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| 385 | close2; |
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| 386 | cutin "",255; |
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| 387 | end; |
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| 388 | } |
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| 389 | } |
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| 390 | |
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| 391 | job_duncer,95,93,4 script Bijou#da 101,{ |
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| 392 | if (SkillPoint) { |
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| 393 | mes "[Bijou]"; |
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| 394 | mes "You can't change jobs"; |
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| 395 | mes "if you still have skill"; |
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| 396 | mes "points left. Use the rest"; |
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| 397 | mes "and come back later."; |
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| 398 | close; |
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| 399 | } |
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| 400 | if (BaseJob != Job_Archer) { |
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| 401 | if (BaseJob == Job_Bard) { |
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| 402 | mes "[Bijou]"; |
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| 403 | mes "Welcome~"; |
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| 404 | mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances."; |
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| 405 | close; |
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| 406 | } |
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| 407 | else if (BaseJob == Job_Dancer) { |
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| 408 | mes "[Bijou]"; |
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| 409 | mes "Oh my...!"; |
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| 410 | mes "Welcome back~"; |
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| 411 | next; |
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| 412 | mes "[Bijou]"; |
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| 413 | mes "How are you"; |
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| 414 | mes "these days?"; |
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| 415 | mes "A lot of people"; |
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| 416 | mes "must love watching"; |
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| 417 | mes "you dance. Are you"; |
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| 418 | mes "enjoying the spotlight?"; |
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| 419 | close; |
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| 420 | } |
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| 421 | mes "[Bijou]"; |
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| 422 | mes "Oh dear~"; |
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| 423 | mes "You seem to have traveled quite a distance to watch me perform."; |
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| 424 | next; |
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| 425 | mes "[Bijou]"; |
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| 426 | 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~"; |
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| 427 | close; |
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| 428 | } |
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| 429 | else if (DANC_Q < 5) { |
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| 430 | mes "[Bijou]"; |
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| 431 | mes "Oh my~"; |
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| 432 | mes "You want to"; |
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| 433 | mes "become a Dancer,"; |
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| 434 | mes "don't you?"; |
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| 435 | next; |
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| 436 | mes "[Bijou]"; |
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| 437 | 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."; |
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| 438 | close; |
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| 439 | } |
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| 440 | else if (DANC_Q > 4 && DANC_Q < 7) { |
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| 441 | if (DANC_Q == 5) { |
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| 442 | mes "[Bijou]"; |
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| 443 | mes "Oh my~"; |
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| 444 | mes "You want to"; |
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| 445 | mes "become a Dancer,"; |
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| 446 | mes "don't you?"; |
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| 447 | next; |
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| 448 | mes "[Bijou]"; |
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| 449 | mes "G-goodness!"; |
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| 450 | mes "Look at that stomach fat!"; |
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| 451 | mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~"; |
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| 452 | next; |
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| 453 | mes "[Bijou]"; |
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| 454 | mes "Still..."; |
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| 455 | mes "The idea of the"; |
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| 456 | mes "perfect body sure"; |
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| 457 | mes "has changed since"; |
---|
| 458 | mes "I was young. Anyway..."; |
---|
| 459 | next; |
---|
| 460 | mes "[Bijou]"; |
---|
| 461 | mes "Let's start"; |
---|
| 462 | mes "with the interview."; |
---|
| 463 | mes "I'm only going to ask"; |
---|
| 464 | mes "a couple of simple things"; |
---|
| 465 | mes "so don't worry~"; |
---|
| 466 | next; |
---|
| 467 | mes "[Bijou]"; |
---|
| 468 | mes "Okay..."; |
---|
| 469 | mes "Let's begin."; |
---|
| 470 | next; |
---|
| 471 | } |
---|
| 472 | else { |
---|
| 473 | mes "[Bijou]"; |
---|
| 474 | mes "Oh, you're back~"; |
---|
| 475 | mes "Have you studied"; |
---|
| 476 | mes "some more? Try to"; |
---|
| 477 | mes "pass this time, okay?"; |
---|
| 478 | next; |
---|
| 479 | } |
---|
| 480 | switch(rand(1,3)) { |
---|
| 481 | mes "[Bijou]"; |
---|
| 482 | mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,"; |
---|
| 483 | mes "increases which of the following?"; |
---|
| 484 | next; |
---|
| 485 | if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4) |
---|
| 486 | set .@da_score,.@da_score+10; |
---|
| 487 | mes "[Bijou]"; |
---|
| 488 | mes "2. Of the following,"; |
---|
| 489 | mes "which can you not consider"; |
---|
| 490 | mes "to be a dance?"; |
---|
| 491 | next; |
---|
| 492 | switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) { |
---|
| 493 | default: |
---|
| 494 | set .@da_score,.@da_score-10; |
---|
| 495 | break; |
---|
| 496 | case 5: |
---|
| 497 | set .@da_score,.@da_score+10; |
---|
| 498 | break; |
---|
| 499 | } |
---|
| 500 | mes "[Bijou]"; |
---|
| 501 | mes "3. Which of the following"; |
---|
| 502 | mes "best describes a Dancer?"; |
---|
| 503 | next; |
---|
| 504 | if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3) |
---|
| 505 | set .@da_score,.@da_score+10; |
---|
| 506 | mes "[Bijou]"; |
---|
| 507 | mes "4. Which of the following"; |
---|
| 508 | mes "cannot be associated with Comodo?"; |
---|
| 509 | next; |
---|
| 510 | if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5) |
---|
| 511 | set .@da_score,.@da_score+10; |
---|
| 512 | mes "[Bijou]"; |
---|
| 513 | mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?"; |
---|
| 514 | next; |
---|
| 515 | if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3) |
---|
| 516 | set .@da_score,.@da_score+10; |
---|
| 517 | mes "[Bijou]"; |
---|
| 518 | mes "6. Who is the most"; |
---|
| 519 | mes "beautiful dancer?"; |
---|
| 520 | next; |
---|
| 521 | switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) { |
---|
| 522 | case 1: |
---|
| 523 | mes "[Bijou]"; |
---|
| 524 | mes "..."; |
---|
| 525 | mes "That's..."; |
---|
| 526 | mes "^660000completely wrong^000000."; |
---|
| 527 | mes "Didn't you see the"; |
---|
| 528 | mes "other choices?!"; |
---|
| 529 | mes "Minus points...!"; |
---|
| 530 | set .@da_score,.@da_score-10; |
---|
| 531 | next; |
---|
| 532 | break; |
---|
| 533 | case 2: |
---|
| 534 | set .@da_score,.@da_score+10; |
---|
| 535 | break; |
---|
| 536 | default: |
---|
| 537 | break; |
---|
| 538 | } |
---|
| 539 | mes "[Bijou]"; |
---|
| 540 | mes "7. Of the following,"; |
---|
| 541 | mes "who can perform together"; |
---|
| 542 | mes "with a Dancer?"; |
---|
| 543 | next; |
---|
| 544 | if (select("Assassin:Bard:Alchemist:Sage") == 2) |
---|
| 545 | set .@da_score,.@da_score+10; |
---|
| 546 | mes "[Bijou]"; |
---|
| 547 | mes "8. Which of the following"; |
---|
| 548 | mes "is not a specialty of Comodo?"; |
---|
| 549 | next; |
---|
| 550 | if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4) |
---|
| 551 | set .@da_score,.@da_score+10; |
---|
| 552 | mes "[Bijou]"; |
---|
| 553 | mes "9. Who is the manager"; |
---|
| 554 | mes "of the Comodo Casino?"; |
---|
| 555 | next; |
---|
| 556 | if (select("Yoo:Moo:Hoon:Roul") == 2) |
---|
| 557 | set .@da_score,.@da_score+10; |
---|
| 558 | mes "[Bijou]"; |
---|
| 559 | mes "10. Who accepts the"; |
---|
| 560 | mes "Dancer job change"; |
---|
| 561 | mes "applications?"; |
---|
| 562 | next; |
---|
| 563 | if (select("Bijou:Aile:Athena:Sonotora") == 2) |
---|
| 564 | set .@da_score,.@da_score+10; |
---|
| 565 | break; |
---|
| 566 | case 2: |
---|
| 567 | mes "[Bijou]"; |
---|
| 568 | mes "1. What is the effect"; |
---|
| 569 | mes "of the combined skill,"; |
---|
| 570 | mes "^CD6889Mental Sensing^000000?"; |
---|
| 571 | next; |
---|
| 572 | if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3) |
---|
| 573 | set .@da_score,.@da_score+10; |
---|
| 574 | mes "[Bijou]"; |
---|
| 575 | mes "2. Which is considered"; |
---|
| 576 | mes "bad etiquette on the dance"; |
---|
| 577 | mes "floor after a dance?"; |
---|
| 578 | next; |
---|
| 579 | if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4) |
---|
| 580 | set .@da_score,.@da_score+10; |
---|
| 581 | mes "[Bijou]"; |
---|
| 582 | mes "3. Which is not an"; |
---|
| 583 | mes "appropriate response"; |
---|
| 584 | mes "when someone makes"; |
---|
| 585 | mes "a mistake while you"; |
---|
| 586 | mes "are dancing together?"; |
---|
| 587 | next; |
---|
| 588 | 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) |
---|
| 589 | set .@da_score,.@da_score+10; |
---|
| 590 | mes "[Bijou]"; |
---|
| 591 | mes "4. In which town"; |
---|
| 592 | mes "can you change jobs"; |
---|
| 593 | mes "to a Dancer?"; |
---|
| 594 | next; |
---|
| 595 | if (select("Cocomo:Sandarman:Comudo:Comodo") == 4) |
---|
| 596 | set .@da_score,.@da_score+10; |
---|
| 597 | mes "[Bijou]"; |
---|
| 598 | mes "5. How many dungeons"; |
---|
| 599 | mes "are directly connected"; |
---|
| 600 | mes "to Comodo?"; |
---|
| 601 | next; |
---|
| 602 | if (select("1:2:3:4") == 3) |
---|
| 603 | set .@da_score,.@da_score+10; |
---|
| 604 | mes "[Bijou]"; |
---|
| 605 | mes "6. Which of the following"; |
---|
| 606 | mes "is not a Cute Pet monster?"; |
---|
| 607 | next; |
---|
| 608 | if (select("Isis:Argiope:Dokebi:Deviruchi") == 2) |
---|
| 609 | set .@da_score,.@da_score+10; |
---|
| 610 | mes "[Bijou]"; |
---|
| 611 | mes "7. Who is the most"; |
---|
| 612 | mes "graceful dancer?"; |
---|
| 613 | next; |
---|
| 614 | switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) { |
---|
| 615 | case 1: |
---|
| 616 | mes "[Bijou]"; |
---|
| 617 | mes "..."; |
---|
| 618 | mes "That's..."; |
---|
| 619 | mes "^660000completely wrong^000000."; |
---|
| 620 | mes "Didn't you see the"; |
---|
| 621 | mes "other choices?!"; |
---|
| 622 | mes "Minus points...!"; |
---|
| 623 | set .@da_score,.@da_score-10; |
---|
| 624 | next; |
---|
| 625 | break; |
---|
| 626 | case 2: |
---|
| 627 | set .@da_score,.@da_score+10; |
---|
| 628 | break; |
---|
| 629 | default: |
---|
| 630 | break; |
---|
| 631 | } |
---|
| 632 | mes "[Bijou]"; |
---|
| 633 | mes "8. What is the"; |
---|
| 634 | mes "exact name of the"; |
---|
| 635 | mes "Kafra in Comodo?"; |
---|
| 636 | next; |
---|
| 637 | if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4) |
---|
| 638 | set .@da_score,.@da_score+10; |
---|
| 639 | mes "[......]"; |
---|
| 640 | mes "9. What is my name?"; |
---|
| 641 | next; |
---|
| 642 | if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3) |
---|
| 643 | set .@da_score,.@da_score+10; |
---|
| 644 | mes "[Bijou]"; |
---|
| 645 | mes "10. What is the"; |
---|
| 646 | mes "effect of ^CD6889Lullaby^000000?"; |
---|
| 647 | next; |
---|
| 648 | 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) |
---|
| 649 | set .@da_score,.@da_score+10; |
---|
| 650 | break; |
---|
| 651 | case 3: |
---|
| 652 | mes "[Bijou]"; |
---|
| 653 | mes "1. What is the effect"; |
---|
| 654 | mes "of the skill ^CD6889Dance Lessons^000000?"; |
---|
| 655 | next; |
---|
| 656 | switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) { |
---|
| 657 | default: |
---|
| 658 | break; |
---|
| 659 | case 2: |
---|
| 660 | case 3: |
---|
| 661 | set .@da_score,.@da_score+10; |
---|
| 662 | break; |
---|
| 663 | } |
---|
| 664 | mes "[Bijou]"; |
---|
| 665 | mes "2. What dance uses shoes"; |
---|
| 666 | mes "that are designed to make"; |
---|
| 667 | mes "sound as the dancer rolls"; |
---|
| 668 | mes "their feet and taps the"; |
---|
| 669 | mes "ground to create a rhythm?"; |
---|
| 670 | next; |
---|
| 671 | if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1) |
---|
| 672 | set .@da_score,.@da_score+10; |
---|
| 673 | mes "[Bijou]"; |
---|
| 674 | mes "3. Which of the following"; |
---|
| 675 | mes "is not a characteristic of a Dancer?"; |
---|
| 676 | next; |
---|
| 677 | if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4) |
---|
| 678 | set .@da_score,.@da_score+10; |
---|
| 679 | mes "[Bijou]"; |
---|
| 680 | mes "4. Which town has"; |
---|
| 681 | mes "the most Dancers?"; |
---|
| 682 | next; |
---|
| 683 | if (select("Al De Baran:Juno:Morroc:Comodo") == 4) |
---|
| 684 | set .@da_score,.@da_score+10; |
---|
| 685 | mes "[Bijou]"; |
---|
| 686 | mes "5. Of the following,"; |
---|
| 687 | mes "who dances most beautifully?"; |
---|
| 688 | next; |
---|
| 689 | switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) { |
---|
| 690 | case 1: |
---|
| 691 | mes "[Bijou]"; |
---|
| 692 | mes "..."; |
---|
| 693 | mes "That's..."; |
---|
| 694 | mes "^660000completely wrong^000000."; |
---|
| 695 | mes "Didn't you see the"; |
---|
| 696 | mes "other choices?!"; |
---|
| 697 | mes "Minus points...!"; |
---|
| 698 | set .@da_score,.@da_score-10; |
---|
| 699 | next; |
---|
| 700 | break; |
---|
| 701 | case 2: |
---|
| 702 | set .@da_score,.@da_score+10; |
---|
| 703 | break; |
---|
| 704 | default: |
---|
| 705 | break; |
---|
| 706 | } |
---|
| 707 | mes "[Bijou]"; |
---|
| 708 | mes "6. What is the Dancer"; |
---|
| 709 | mes "better at than the other"; |
---|
| 710 | mes "job classes?"; |
---|
| 711 | next; |
---|
| 712 | if (select("Health:Acting :Dancing :Magic ") == 3) |
---|
| 713 | set .@da_score,.@da_score+10; |
---|
| 714 | mes "[Bijou]"; |
---|
| 715 | mes "7. Who is the manager"; |
---|
| 716 | mes "of the Comodo Casino?"; |
---|
| 717 | next; |
---|
| 718 | if (select("Ryu:Moo:Roul:Hoon") == 2) |
---|
| 719 | set .@da_score,.@da_score+10; |
---|
| 720 | mes "[Bijou]"; |
---|
| 721 | mes "8. What item cannot"; |
---|
| 722 | mes "be equipped by a Dancer?"; |
---|
| 723 | next; |
---|
| 724 | if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2) |
---|
| 725 | set .@da_score,.@da_score+10; |
---|
| 726 | mes "[Bijou]"; |
---|
| 727 | mes "9. Do you think you"; |
---|
| 728 | mes "can say this quiz is"; |
---|
| 729 | mes "frustrating and annoying?"; |
---|
| 730 | next; |
---|
| 731 | select("Yes:No"); |
---|
| 732 | set .@da_score,.@da_score+10; |
---|
| 733 | mes "[Bijou]"; |
---|
| 734 | mes "10. Which of the following"; |
---|
| 735 | mes "is not a Jazz musician?"; |
---|
| 736 | next; |
---|
| 737 | if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5) |
---|
| 738 | set .@da_score,.@da_score+10; |
---|
| 739 | } |
---|
| 740 | mes "[Bijou]"; |
---|
| 741 | mes "Good job~"; |
---|
| 742 | mes "It seems like you"; |
---|
| 743 | mes "answered all the"; |
---|
| 744 | mes "questions~"; |
---|
| 745 | next; |
---|
| 746 | mes "[Bijou]"; |
---|
| 747 | mes "Let's see..."; |
---|
| 748 | mes "Your score is"; |
---|
| 749 | mes "" + .@da_score + " points..."; |
---|
| 750 | if (.@da_score == 100) { |
---|
| 751 | set DANC_Q,7; |
---|
| 752 | mes "Very well done!"; |
---|
| 753 | mes "A perfect score!"; |
---|
| 754 | next; |
---|
| 755 | mes "[Bijou]"; |
---|
| 756 | 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~"; |
---|
| 757 | next; |
---|
| 758 | mes "[Bijou]"; |
---|
| 759 | mes "Whew~"; |
---|
| 760 | mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~"; |
---|
| 761 | close; |
---|
| 762 | } |
---|
| 763 | else if (.@da_score > 70) { |
---|
| 764 | set DANC_Q,7; |
---|
| 765 | mes "It wasn't perfect, but I'll let you pass."; |
---|
| 766 | close; |
---|
| 767 | } |
---|
| 768 | else { |
---|
| 769 | set DANC_Q,6; |
---|
| 770 | mes "You.. You failed!"; |
---|
| 771 | next; |
---|
| 772 | mes "[Bijou]"; |
---|
| 773 | mes "Was it too hard?"; |
---|
| 774 | mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?"; |
---|
| 775 | close; |
---|
| 776 | } |
---|
| 777 | } |
---|
| 778 | else if (DANC_Q == 7) { |
---|
| 779 | mes "[Bijou]"; |
---|
| 780 | mes "Okay..."; |
---|
| 781 | mes "Are you ready"; |
---|
| 782 | mes "for the Dance Test?"; |
---|
| 783 | mes "If you like, I can"; |
---|
| 784 | mes "explain the instructions."; |
---|
| 785 | next; |
---|
| 786 | if (select("Listen to instructions.:Go to the testing area.") == 1) { |
---|
| 787 | mes "[Bijou]"; |
---|
| 788 | 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~"; |
---|
| 789 | next; |
---|
| 790 | mes "[Bijou]"; |
---|
| 791 | 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."; |
---|
| 792 | next; |
---|
| 793 | mes "[Bijou]"; |
---|
| 794 | mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused."; |
---|
| 795 | next; |
---|
| 796 | mes "[Bijou]"; |
---|
| 797 | 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."; |
---|
| 798 | next; |
---|
| 799 | mes "[Bijou]"; |
---|
| 800 | 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~"; |
---|
| 801 | next; |
---|
| 802 | mes "[Bijou]"; |
---|
| 803 | 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."; |
---|
| 804 | next; |
---|
| 805 | mes "[Bijou]"; |
---|
| 806 | 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~"; |
---|
| 807 | close; |
---|
| 808 | } |
---|
| 809 | mes "[Bijou]"; |
---|
| 810 | mes "Well then~"; |
---|
| 811 | mes "Good luck...!!"; |
---|
| 812 | set DANC_Q,8; |
---|
| 813 | close2; |
---|
| 814 | warp "job_duncer",105,109; |
---|
| 815 | end; |
---|
| 816 | } |
---|
| 817 | else if (DANC_Q == 8) { |
---|
| 818 | mes "[Bijou]"; |
---|
| 819 | mes "Oh my..."; |
---|
| 820 | mes "Did you"; |
---|
| 821 | mes "fail last time?"; |
---|
| 822 | mes "Don't worry, just"; |
---|
| 823 | mes "try to feel the rhythm~"; |
---|
| 824 | close2; |
---|
| 825 | warp "job_duncer",105,109; |
---|
| 826 | end; |
---|
| 827 | } |
---|
| 828 | else if (DANC_Q == 9) { |
---|
| 829 | if (SkillPoint) { |
---|
| 830 | mes "[Bijou]"; |
---|
| 831 | mes "You can't change jobs"; |
---|
| 832 | mes "if you still have skill"; |
---|
| 833 | mes "points left. Use the rest"; |
---|
| 834 | mes "and come back later."; |
---|
| 835 | close; |
---|
| 836 | } |
---|
| 837 | mes "[Bijou]"; |
---|
| 838 | mes "Oh my..."; |
---|
| 839 | mes "I saw your"; |
---|
| 840 | mes "dance earlier."; |
---|
| 841 | mes "You were great!"; |
---|
| 842 | next; |
---|
| 843 | mes "[Bijou]"; |
---|
| 844 | mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job."; |
---|
| 845 | next; |
---|
| 846 | mes "[Bijou]"; |
---|
| 847 | 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~"; |
---|
| 848 | next; |
---|
| 849 | set .@jlevel,JobLevel; |
---|
| 850 | mes "[Bijou]"; |
---|
| 851 | callfunc "Job_Change",Job_Dancer; |
---|
| 852 | callfunc "F_ClearJobVar"; |
---|
| 853 | mes "Ooh...!"; |
---|
| 854 | mes "You look great"; |
---|
| 855 | mes "as a Dancer~"; |
---|
| 856 | mes "Congratulations!"; |
---|
| 857 | next; |
---|
| 858 | mes "[Bijou]"; |
---|
| 859 | mes "Here's a small"; |
---|
| 860 | mes "gift from me."; |
---|
| 861 | mes "Please take it."; |
---|
| 862 | mes "May your performances always bring joy to your audience~"; |
---|
| 863 | if (.@jlevel == 50) |
---|
| 864 | getitem 1953,1; //Line_ |
---|
| 865 | else |
---|
| 866 | getitem 1950,1; //Rope |
---|
| 867 | close; |
---|
| 868 | } |
---|
| 869 | } |
---|
| 870 | |
---|
| 871 | // Waiting Room |
---|
| 872 | //============================================================ |
---|
| 873 | job_duncer,32,154,1 script Waiting Room#dance 66,{ |
---|
| 874 | OnInit: |
---|
| 875 | waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1; |
---|
| 876 | enablewaitingroomevent; |
---|
| 877 | end; |
---|
| 878 | |
---|
| 879 | OnStartArena: |
---|
| 880 | disablenpc "dance#up"; |
---|
| 881 | disablenpc "dance#down"; |
---|
| 882 | disablenpc "dance#left"; |
---|
| 883 | disablenpc "dance#right"; |
---|
| 884 | disablenpc "dance#cen"; |
---|
| 885 | donpcevent "dance#return::OnDisable"; |
---|
| 886 | warpwaitingpc "job_duncer",69,110,1; |
---|
| 887 | donpcevent "Bijou#dance_timer::OnEnable"; |
---|
| 888 | disablewaitingroomevent; |
---|
| 889 | end; |
---|
| 890 | |
---|
| 891 | OnEnable: |
---|
| 892 | enablewaitingroomevent; |
---|
| 893 | end; |
---|
| 894 | } |
---|
| 895 | |
---|
| 896 | job_duncer,32,154,1 script Waiting Room#click 66,{ |
---|
| 897 | mes "[Pyorgin]"; |
---|
| 898 | mes "Please wait in"; |
---|
| 899 | mes "the waiting room."; |
---|
| 900 | mes "Click the Chatroom"; |
---|
| 901 | mes "box to enter."; |
---|
| 902 | next; |
---|
| 903 | mes "[Pyorgin]"; |
---|
| 904 | mes "Also, those who"; |
---|
| 905 | mes "are curious about"; |
---|
| 906 | mes "the test can watch"; |
---|
| 907 | mes "backstage."; |
---|
| 908 | close; |
---|
| 909 | } |
---|
| 910 | |
---|
| 911 | // Dance Timer |
---|
| 912 | //============================================================ |
---|
| 913 | job_duncer,69,105,0 script Bijou#dance_timer -1,{ |
---|
| 914 | OnEnable: |
---|
| 915 | initnpctimer; |
---|
| 916 | end; |
---|
| 917 | |
---|
| 918 | OnDisable: |
---|
| 919 | stopnpctimer; |
---|
| 920 | end; |
---|
| 921 | |
---|
| 922 | OnTimer2000: |
---|
| 923 | mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map; |
---|
| 924 | end; |
---|
| 925 | |
---|
| 926 | OnTimer5000: |
---|
| 927 | mapannounce "job_duncer"," Up!",bc_map; |
---|
| 928 | end; |
---|
| 929 | |
---|
| 930 | OnTimer7000: |
---|
| 931 | disablenpc "dance#up"; |
---|
| 932 | enablenpc "dance#down"; |
---|
| 933 | enablenpc "dance#left"; |
---|
| 934 | enablenpc "dance#right"; |
---|
| 935 | enablenpc "dance#cen"; |
---|
| 936 | end; |
---|
| 937 | |
---|
| 938 | OnTimer8000: |
---|
| 939 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 940 | disablenpc "dance#up"; |
---|
| 941 | disablenpc "dance#down"; |
---|
| 942 | disablenpc "dance#left"; |
---|
| 943 | disablenpc "dance#right"; |
---|
| 944 | disablenpc "dance#cen"; |
---|
| 945 | mapannounce "job_duncer"," Down!",bc_map; |
---|
| 946 | end; |
---|
| 947 | |
---|
| 948 | OnTimer11000: |
---|
| 949 | enablenpc "dance#up"; |
---|
| 950 | disablenpc "dance#down"; |
---|
| 951 | enablenpc "dance#left"; |
---|
| 952 | enablenpc "dance#right"; |
---|
| 953 | enablenpc "dance#cen"; |
---|
| 954 | end; |
---|
| 955 | |
---|
| 956 | OnTimer12000: |
---|
| 957 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 958 | disablenpc "dance#up"; |
---|
| 959 | disablenpc "dance#down"; |
---|
| 960 | disablenpc "dance#left"; |
---|
| 961 | disablenpc "dance#right"; |
---|
| 962 | disablenpc "dance#cen"; |
---|
| 963 | mapannounce "job_duncer"," Left~!",bc_map; |
---|
| 964 | end; |
---|
| 965 | |
---|
| 966 | OnTimer15000: |
---|
| 967 | enablenpc "dance#up"; |
---|
| 968 | enablenpc "dance#down"; |
---|
| 969 | disablenpc "dance#left"; |
---|
| 970 | enablenpc "dance#right"; |
---|
| 971 | enablenpc "dance#cen"; |
---|
| 972 | end; |
---|
| 973 | |
---|
| 974 | OnTimer16000: |
---|
| 975 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 976 | disablenpc "dance#up"; |
---|
| 977 | disablenpc "dance#down"; |
---|
| 978 | disablenpc "dance#left"; |
---|
| 979 | disablenpc "dance#right"; |
---|
| 980 | disablenpc "dance#cen"; |
---|
| 981 | mapannounce "job_duncer"," Left, then Right~!",bc_map; |
---|
| 982 | end; |
---|
| 983 | |
---|
| 984 | OnTimer19000: |
---|
| 985 | enablenpc "dance#up"; |
---|
| 986 | enablenpc "dance#down"; |
---|
| 987 | enablenpc "dance#left"; |
---|
| 988 | disablenpc "dance#right"; |
---|
| 989 | enablenpc "dance#cen"; |
---|
| 990 | end; |
---|
| 991 | |
---|
| 992 | OnTimer20000: |
---|
| 993 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 994 | disablenpc "dance#up"; |
---|
| 995 | disablenpc "dance#down"; |
---|
| 996 | disablenpc "dance#left"; |
---|
| 997 | disablenpc "dance#right"; |
---|
| 998 | disablenpc "dance#cen"; |
---|
| 999 | mapannounce "job_duncer"," Back to the Center~ !",bc_map; |
---|
| 1000 | end; |
---|
| 1001 | |
---|
| 1002 | OnTimer23000: |
---|
| 1003 | enablenpc "dance#up"; |
---|
| 1004 | enablenpc "dance#down"; |
---|
| 1005 | enablenpc "dance#left"; |
---|
| 1006 | enablenpc "dance#right"; |
---|
| 1007 | disablenpc "dance#cen"; |
---|
| 1008 | end; |
---|
| 1009 | |
---|
| 1010 | OnTimer23500: |
---|
| 1011 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1012 | mapannounce "job_duncer"," Hold in place... ",bc_map; |
---|
| 1013 | end; |
---|
| 1014 | |
---|
| 1015 | OnTimer27000: |
---|
| 1016 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1017 | mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map; |
---|
| 1018 | end; |
---|
| 1019 | |
---|
| 1020 | OnTimer28500: |
---|
| 1021 | mapannounce "job_duncer"," Pay attention! ",bc_map; |
---|
| 1022 | end; |
---|
| 1023 | |
---|
| 1024 | OnTimer30000: |
---|
| 1025 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1026 | disablenpc "dance#up"; |
---|
| 1027 | disablenpc "dance#down"; |
---|
| 1028 | disablenpc "dance#left"; |
---|
| 1029 | disablenpc "dance#right"; |
---|
| 1030 | disablenpc "dance#cen"; |
---|
| 1031 | mapannounce "job_duncer"," Left!",bc_map; |
---|
| 1032 | end; |
---|
| 1033 | |
---|
| 1034 | OnTimer34000: |
---|
| 1035 | enablenpc "dance#up"; |
---|
| 1036 | enablenpc "dance#down"; |
---|
| 1037 | disablenpc "dance#left"; |
---|
| 1038 | enablenpc "dance#right"; |
---|
| 1039 | enablenpc "dance#cen"; |
---|
| 1040 | end; |
---|
| 1041 | |
---|
| 1042 | OnTimer35000: |
---|
| 1043 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1044 | disablenpc "dance#up"; |
---|
| 1045 | disablenpc "dance#down"; |
---|
| 1046 | disablenpc "dance#left"; |
---|
| 1047 | disablenpc "dance#right"; |
---|
| 1048 | disablenpc "dance#cen"; |
---|
| 1049 | mapannounce "job_duncer"," Down!",bc_map; |
---|
| 1050 | end; |
---|
| 1051 | |
---|
| 1052 | OnTimer38500: |
---|
| 1053 | mapannounce "job_duncer"," Down, then Right~ ",bc_map; |
---|
| 1054 | end; |
---|
| 1055 | |
---|
| 1056 | OnTimer40000: |
---|
| 1057 | enablenpc "dance#up"; |
---|
| 1058 | enablenpc "dance#down"; |
---|
| 1059 | enablenpc "dance#left"; |
---|
| 1060 | disablenpc "dance#right"; |
---|
| 1061 | enablenpc "dance#cen"; |
---|
| 1062 | mapannounce "job_duncer"," Hold it~",bc_map; |
---|
| 1063 | end; |
---|
| 1064 | |
---|
| 1065 | OnTimer43000: |
---|
| 1066 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1067 | disablenpc "dance#up"; |
---|
| 1068 | disablenpc "dance#down"; |
---|
| 1069 | disablenpc "dance#left"; |
---|
| 1070 | disablenpc "dance#right"; |
---|
| 1071 | disablenpc "dance#cen"; |
---|
| 1072 | mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map; |
---|
| 1073 | end; |
---|
| 1074 | |
---|
| 1075 | OnTimer49000: |
---|
| 1076 | disablenpc "dance#up"; |
---|
| 1077 | enablenpc "dance#down"; |
---|
| 1078 | enablenpc "dance#left"; |
---|
| 1079 | enablenpc "dance#right"; |
---|
| 1080 | enablenpc "dance#cen"; |
---|
| 1081 | end; |
---|
| 1082 | |
---|
| 1083 | OnTimer50000: |
---|
| 1084 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1085 | disablenpc "dance#up"; |
---|
| 1086 | disablenpc "dance#down"; |
---|
| 1087 | disablenpc "dance#left"; |
---|
| 1088 | disablenpc "dance#right"; |
---|
| 1089 | disablenpc "dance#cen"; |
---|
| 1090 | mapannounce "job_duncer"," Right!",bc_map; |
---|
| 1091 | end; |
---|
| 1092 | |
---|
| 1093 | OnTimer53000: |
---|
| 1094 | enablenpc "dance#up"; |
---|
| 1095 | enablenpc "dance#down"; |
---|
| 1096 | enablenpc "dance#left"; |
---|
| 1097 | disablenpc "dance#right"; |
---|
| 1098 | enablenpc "dance#cen"; |
---|
| 1099 | end; |
---|
| 1100 | |
---|
| 1101 | OnTimer54000: |
---|
| 1102 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1103 | disablenpc "dance#up"; |
---|
| 1104 | disablenpc "dance#down"; |
---|
| 1105 | disablenpc "dance#left"; |
---|
| 1106 | disablenpc "dance#right"; |
---|
| 1107 | disablenpc "dance#cen"; |
---|
| 1108 | mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map; |
---|
| 1109 | end; |
---|
| 1110 | |
---|
| 1111 | OnTimer60000: |
---|
| 1112 | disablenpc "dance#up"; |
---|
| 1113 | enablenpc "dance#down"; |
---|
| 1114 | enablenpc "dance#left"; |
---|
| 1115 | enablenpc "dance#right"; |
---|
| 1116 | enablenpc "dance#cen"; |
---|
| 1117 | end; |
---|
| 1118 | |
---|
| 1119 | OnTimer61000: |
---|
| 1120 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1121 | disablenpc "dance#up"; |
---|
| 1122 | disablenpc "dance#down"; |
---|
| 1123 | disablenpc "dance#left"; |
---|
| 1124 | disablenpc "dance#right"; |
---|
| 1125 | disablenpc "dance#cen"; |
---|
| 1126 | mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map; |
---|
| 1127 | end; |
---|
| 1128 | |
---|
| 1129 | OnTimer66000: |
---|
| 1130 | disablenpc "dance#up"; |
---|
| 1131 | enablenpc "dance#down"; |
---|
| 1132 | enablenpc "dance#left"; |
---|
| 1133 | enablenpc "dance#right"; |
---|
| 1134 | enablenpc "dance#cen"; |
---|
| 1135 | end; |
---|
| 1136 | |
---|
| 1137 | OnTimer67000: |
---|
| 1138 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1139 | disablenpc "dance#up"; |
---|
| 1140 | disablenpc "dance#down"; |
---|
| 1141 | disablenpc "dance#left"; |
---|
| 1142 | disablenpc "dance#right"; |
---|
| 1143 | disablenpc "dance#cen"; |
---|
| 1144 | mapannounce "job_duncer"," Down~!",bc_map; |
---|
| 1145 | end; |
---|
| 1146 | |
---|
| 1147 | OnTimer69000: |
---|
| 1148 | enablenpc "dance#up"; |
---|
| 1149 | disablenpc "dance#down"; |
---|
| 1150 | enablenpc "dance#left"; |
---|
| 1151 | enablenpc "dance#right"; |
---|
| 1152 | enablenpc "dance#cen"; |
---|
| 1153 | end; |
---|
| 1154 | |
---|
| 1155 | OnTimer70000: |
---|
| 1156 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1157 | disablenpc "dance#up"; |
---|
| 1158 | disablenpc "dance#down"; |
---|
| 1159 | disablenpc "dance#left"; |
---|
| 1160 | disablenpc "dance#right"; |
---|
| 1161 | disablenpc "dance#cen"; |
---|
| 1162 | mapannounce "job_duncer"," Left!",bc_map; |
---|
| 1163 | end; |
---|
| 1164 | |
---|
| 1165 | OnTimer74000: |
---|
| 1166 | enablenpc "dance#up"; |
---|
| 1167 | enablenpc "dance#down"; |
---|
| 1168 | disablenpc "dance#left"; |
---|
| 1169 | enablenpc "dance#right"; |
---|
| 1170 | enablenpc "dance#cen"; |
---|
| 1171 | end; |
---|
| 1172 | |
---|
| 1173 | OnTimer75000: |
---|
| 1174 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1175 | disablenpc "dance#up"; |
---|
| 1176 | disablenpc "dance#down"; |
---|
| 1177 | disablenpc "dance#left"; |
---|
| 1178 | disablenpc "dance#right"; |
---|
| 1179 | disablenpc "dance#cen"; |
---|
| 1180 | mapannounce "job_duncer"," Center!",bc_map; |
---|
| 1181 | end; |
---|
| 1182 | |
---|
| 1183 | OnTimer80000: |
---|
| 1184 | enablenpc "dance#up"; |
---|
| 1185 | enablenpc "dance#down"; |
---|
| 1186 | enablenpc "dance#left"; |
---|
| 1187 | enablenpc "dance#right"; |
---|
| 1188 | disablenpc "dance#cen"; |
---|
| 1189 | end; |
---|
| 1190 | |
---|
| 1191 | OnTimer81000: |
---|
| 1192 | donpcevent "Backdancer#1::OnSmile"; |
---|
| 1193 | disablenpc "dance#up"; |
---|
| 1194 | disablenpc "dance#down"; |
---|
| 1195 | disablenpc "dance#left"; |
---|
| 1196 | disablenpc "dance#right"; |
---|
| 1197 | disablenpc "dance#cen"; |
---|
| 1198 | mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map; |
---|
| 1199 | end; |
---|
| 1200 | |
---|
| 1201 | OnTimer82000: |
---|
| 1202 | donpcevent "dance#poring::OnEnable"; |
---|
| 1203 | end; |
---|
| 1204 | |
---|
| 1205 | OnTimer89000: |
---|
| 1206 | donpcevent "dance#return::OnEnable"; |
---|
| 1207 | donpcevent "dance#poring::OnDisable"; |
---|
| 1208 | stopnpctimer; |
---|
| 1209 | end; |
---|
| 1210 | } |
---|
| 1211 | |
---|
| 1212 | job_duncer,69,110,0 script dance#return -1,1,4,{ |
---|
| 1213 | OnTouch: |
---|
| 1214 | mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map; |
---|
| 1215 | set DANC_Q,9; |
---|
| 1216 | warp "comodo",188,162; |
---|
| 1217 | end; |
---|
| 1218 | |
---|
| 1219 | OnDisable: |
---|
| 1220 | disablenpc "dance#return"; |
---|
| 1221 | donpcevent "dance#return#2::OnDisable"; |
---|
| 1222 | donpcevent "dance#return#3::OnDisable"; |
---|
| 1223 | end; |
---|
| 1224 | |
---|
| 1225 | OnEnable: |
---|
| 1226 | enablenpc "dance#return"; |
---|
| 1227 | donpcevent "dance#return#2::OnEnable"; |
---|
| 1228 | end; |
---|
| 1229 | } |
---|
| 1230 | |
---|
| 1231 | job_duncer,66,110,0 script dance#return#2 -1,1,1,{ |
---|
| 1232 | OnTouch: |
---|
| 1233 | set DANC_Q,9; |
---|
| 1234 | warp "comodo",188,162; |
---|
| 1235 | end; |
---|
| 1236 | |
---|
| 1237 | OnDisable: |
---|
| 1238 | disablenpc "dance#return#2"; |
---|
| 1239 | end; |
---|
| 1240 | |
---|
| 1241 | OnEnable: |
---|
| 1242 | enablenpc "dance#return#2"; |
---|
| 1243 | donpcevent "dance#return#3::OnEnable"; |
---|
| 1244 | end; |
---|
| 1245 | } |
---|
| 1246 | |
---|
| 1247 | job_duncer,72,110,0 script dance#return#3 -1,1,1,{ |
---|
| 1248 | OnTouch: |
---|
| 1249 | set DANC_Q,9; |
---|
| 1250 | warp "comodo",188,162; |
---|
| 1251 | end; |
---|
| 1252 | |
---|
| 1253 | OnDisable: |
---|
| 1254 | disablenpc "dance#return#3"; |
---|
| 1255 | end; |
---|
| 1256 | |
---|
| 1257 | OnEnable: |
---|
| 1258 | enablenpc "dance#return#3"; |
---|
| 1259 | donpcevent "Waiting Room#dance::OnEnable"; |
---|
| 1260 | end; |
---|
| 1261 | } |
---|
| 1262 | |
---|
| 1263 | // Dance Move Triggers |
---|
| 1264 | //============================================================ |
---|
| 1265 | - script dancestep::StepTrigger -1,1,1,{ |
---|
| 1266 | OnTouch: |
---|
| 1267 | donpcevent "Backdancer#1::OnOmg"; |
---|
| 1268 | mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map; |
---|
| 1269 | set DANC_Q,8; |
---|
| 1270 | donpcevent "Waiting Room#dance::OnEnable"; |
---|
| 1271 | warp "comodo",188,162; |
---|
| 1272 | end; |
---|
| 1273 | } |
---|
| 1274 | job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1 |
---|
| 1275 | job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1 |
---|
| 1276 | job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1 |
---|
| 1277 | job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1 |
---|
| 1278 | job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1 |
---|
| 1279 | |
---|
| 1280 | job_duncer,10,10,0 script dance#poring -1,{ |
---|
| 1281 | OnEnable: |
---|
| 1282 | monster "job_duncer",69,106,"Poring",1002,1,"dance#poring::OnMyMobDead"; |
---|
| 1283 | end; |
---|
| 1284 | |
---|
| 1285 | OnMyMobDead: |
---|
| 1286 | mapannounce "job_duncer"," Good! Well done! ",bc_map; |
---|
| 1287 | end; |
---|
| 1288 | |
---|
| 1289 | OnDisable: |
---|
| 1290 | killmonsterall "job_duncer"; |
---|
| 1291 | end; |
---|
| 1292 | |
---|
| 1293 | } |
---|
| 1294 | |
---|
| 1295 | // Backup Dancers |
---|
| 1296 | //============================================================ |
---|
| 1297 | job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{ |
---|
| 1298 | end; |
---|
| 1299 | |
---|
| 1300 | OnSmile: |
---|
| 1301 | Emotion e_no1; |
---|
| 1302 | donpcevent "Backdancer#2::OnSmile"; |
---|
| 1303 | donpcevent "Backdancer#3::OnSmile"; |
---|
| 1304 | donpcevent "Backdancer#4::OnSmile"; |
---|
| 1305 | end; |
---|
| 1306 | |
---|
| 1307 | OnOmg: |
---|
| 1308 | Emotion e_omg; |
---|
| 1309 | donpcevent "Backdancer#2::OnOmg"; |
---|
| 1310 | donpcevent "Backdancer#3::OnOmg"; |
---|
| 1311 | donpcevent "Backdancer#4::OnOmg"; |
---|
| 1312 | end; |
---|
| 1313 | } |
---|
| 1314 | |
---|
| 1315 | job_duncer,66,113,4 script Backdancer#2 724,{ |
---|
| 1316 | end; |
---|
| 1317 | |
---|
| 1318 | OnSmile: |
---|
| 1319 | Emotion e_no1; |
---|
| 1320 | end; |
---|
| 1321 | |
---|
| 1322 | OnOmg: |
---|
| 1323 | Emotion e_omg; |
---|
| 1324 | end; |
---|
| 1325 | } |
---|
| 1326 | |
---|
| 1327 | job_duncer,72,113,4 script Backdancer#3 724,{ |
---|
| 1328 | end; |
---|
| 1329 | |
---|
| 1330 | OnSmile: |
---|
| 1331 | Emotion e_no1; |
---|
| 1332 | end; |
---|
| 1333 | |
---|
| 1334 | OnOmg: |
---|
| 1335 | Emotion e_omg; |
---|
| 1336 | end; |
---|
| 1337 | } |
---|
| 1338 | |
---|
| 1339 | job_duncer,75,110,4 script Backdancer#4 724,{ |
---|
| 1340 | end; |
---|
| 1341 | |
---|
| 1342 | OnSmile: |
---|
| 1343 | Emotion e_no1; |
---|
| 1344 | end; |
---|
| 1345 | |
---|
| 1346 | OnOmg: |
---|
| 1347 | Emotion e_omg; |
---|
| 1348 | end; |
---|
| 1349 | } |
---|
| 1350 | |
---|
| 1351 | //============================================================ |
---|
| 1352 | // Old changelog |
---|
| 1353 | //============================================================ |
---|
| 1354 | //= 1.1 Removed the warp I left here my accident, added a check for using |
---|
| 1355 | //= Improved Concentration and arrow shower, people could get away with it |
---|
| 1356 | //= [Fredzilla] |
---|
| 1357 | //= 1.0 I tried to keep as much the same from the Jap version as possible |
---|
| 1358 | //= this turned out to be quite hard, but on the whole it is the same script |
---|
| 1359 | //= I have added some new things, and changed some of the used commands, |
---|
| 1360 | //= along with some optimization. [Fredzilla] |
---|
| 1361 | //= 1.5 Added Baby Class Support [Fredzilla] |
---|
| 1362 | //= 1.6 Added a func which prevent advanced classes passing |
---|
| 1363 | //= 2nd Job Quests again. It also guides adv classes where |
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| 1364 | //= to go. [Lupus] |
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| 1365 | //= 2.0 Changed numbers to constants. [Vicious] |
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| 1366 | //= 2.1 Script check #1. [Lance] |
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| 1367 | //= 2.2 Fixed unpassable part, thx2 Alis [Lupus] |
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| 1368 | //= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex] |
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| 1369 | //= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus] |
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| 1370 | //= 2.5 Final fix of chrid issues, changed 'Improved |
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| 1371 | //= Concentration' to 'Attention Concentrate' [Lupus] |
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| 1372 | //= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus] |
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| 1373 | //= 3.1 Implemented JOBLVL as in other quests [Lupus] |
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