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"; |
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458 | mes "I was young. Anyway..."; |
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459 | next; |
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460 | mes "[Bijou]"; |
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461 | mes "Let's start"; |
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462 | mes "with the interview."; |
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463 | mes "I'm only going to ask"; |
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464 | mes "a couple of simple things"; |
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465 | mes "so don't worry~"; |
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466 | next; |
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467 | mes "[Bijou]"; |
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468 | mes "Okay..."; |
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469 | mes "Let's begin."; |
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470 | next; |
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471 | } |
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472 | else { |
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473 | mes "[Bijou]"; |
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474 | mes "Oh, you're back~"; |
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475 | mes "Have you studied"; |
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476 | mes "some more? Try to"; |
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477 | mes "pass this time, okay?"; |
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478 | next; |
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479 | } |
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480 | switch(rand(1,3)) { |
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481 | mes "[Bijou]"; |
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482 | mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,"; |
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483 | mes "increases which of the following?"; |
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484 | next; |
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485 | if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4) |
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486 | set .@da_score,.@da_score+10; |
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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 |
---|
1364 | //= to go. [Lupus] |
---|
1365 | //= 2.0 Changed numbers to constants. [Vicious] |
---|
1366 | //= 2.1 Script check #1. [Lance] |
---|
1367 | //= 2.2 Fixed unpassable part, thx2 Alis [Lupus] |
---|
1368 | //= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex] |
---|
1369 | //= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus] |
---|
1370 | //= 2.5 Final fix of chrid issues, changed 'Improved |
---|
1371 | //= Concentration' to 'Attention Concentrate' [Lupus] |
---|
1372 | //= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus] |
---|
1373 | //= 3.1 Implemented JOBLVL as in other quests [Lupus] |
---|