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1405 lines
37 KiB
Plaintext
1405 lines
37 KiB
Plaintext
//===== rAthena Script =======================================
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//= Dancer Job Quest
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//===== By: ==================================================
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//= Kalen - Original jAthena
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//= Fredzilla - Converted, Lupus
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//===== Current Version: =====================================
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//= 3.7a
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//===== Compatible With: =====================================
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//= rAthena Project
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//===== Description: =========================================
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//= [Official Conversion]
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//= Job quest for Dancer classes
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//===== Additional Comments: =================================
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//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
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//= No longer uses function "F_BlockHigh"
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//= 3.2a Deleted unused variables. [Samuray22]
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//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
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//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
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//= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf]
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//= 3.6 Applied Correction bug with for loop. [L0ne_W0lf]
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//= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22]
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//= 3.7 Added Quest Log commands. [Kisuka]
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//= 3.7a Fixed a label execution. [Euphy]
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//============================================================
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comodo,180,153,4 script Sonotora#1 90,{
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mes "[Athena Sonotora]";
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mes "They say the";
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mes "famous dance school";
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mes "here in Comodo is going";
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mes "to open soon.";
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next;
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mes "[Athena Sonotora]";
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mes "Aah...";
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mes "To be a prima donna";
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mes "in the spotlight!";
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next;
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mes "[Athena Sonotora]";
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mes "I want to sign up too,";
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mes "but the requirements are";
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mes "so specific. I wonder if";
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mes "I should just try anyways...";
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close;
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}
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comodo,193,151,4 script Bor Robin#1 86,{
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mes "[Bor Robin]";
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mes "Aah....";
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mes "A prima donna";
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mes "in the spotlight!";
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mes "I'll be able to watch them become Dancers right before my eyes...!";
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next;
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mes "[Bor Robin]";
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mes "It's great to be";
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mes "a man in this day and age! Hurray for the Comodo Theater!";
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next;
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mes "[Bor Robin]";
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mes "Mm?";
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mes "You want";
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mes "to go, too?";
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mes "It's a good opportunity to watch the Dancer job change test.";
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next;
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if (select("Go to the Job Change Area:Cancel") == 1) {
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mes "[Bor Robin]";
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mes "Yaay~~";
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mes "Let's go!";
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close2;
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warp "job_duncer",70,49;
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end;
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}
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mes "[Bor Robin]";
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mes "Huh...";
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mes "Well, I can't";
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mes "help it if you don't";
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mes "want to accompany me.";
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close;
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}
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job_duncer,43,93,4 script Aile#da 724,{
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if (Upper == 1) {
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mes "[Aile]";
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mes "One two three four,";
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mes "Two two three four,";
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mes "three four, three four,";
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mes "one two three four.";
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mes "Um?";
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next;
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mes "[Aile]";
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mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
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next;
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mes "[Aile]";
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mes ".......";
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mes ".....Hey, haven't I seen you before?";
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next;
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mes "[Aile]";
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mes "Err...";
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mes "That's weird, I can't remember where I've seen you.";
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close2;
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cutin "",255;
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end;
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}
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if (BaseJob != Job_Archer) {
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if (BaseJob == Job_Bard) {
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Welcome~!";
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mes "Let me know";
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mes "if you have any new songs. We can always use some new music to complement our performances.";
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close2;
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cutin "",255;
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end;
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}
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else if (BaseJob == Job_Dancer) {
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cutin "",2;
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mes "[Aile]";
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mes "Welcome~!";
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mes "How are you";
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mes "these days?";
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mes "Do many people enjoy";
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mes "your performances?";
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close2;
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cutin "",255;
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end;
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}
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cutin "job_dancer_eir03",2;
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mes "[Aile]";
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mes "Welco--Mmm?";
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mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
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next;
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mes "[Aile]";
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mes "If you want to watch, why don't you go to the Dance Stage in town?";
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close2;
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cutin "",255;
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end;
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}
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if (DANC_Q == 0 && Sex == SEX_FEMALE && BaseJob == Job_Archer) {
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Welcome~!";
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mes "This is the";
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mes "'Comodo Dance School,'";
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mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
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next;
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mes "[Aile]";
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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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next;
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mes "[Aile]";
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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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next;
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cutin "job_dancer_eir02",2;
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mes "[Aile]";
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mes "What do you think?";
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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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next;
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "So what do";
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mes "you want to do~?";
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next;
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if (select("Fill out the application.:I'll pass.") == 1) {
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if (JobLevel > 39) {
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cutin "job_dancer_eir02",2;
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mes "[Aile]";
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mes "Good choice!!";
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mes "Just fill out the application right there.";
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next;
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mes "...";
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next;
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mes "...";
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mes "......";
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next;
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mes "^3355FF*Shuffle Shuffle*^000000";
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next;
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Your name is";
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mes "" + strcharinfo(0) + "?";
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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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close2;
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cutin "",255;
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set DANC_Q,1;
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setquest 7000;
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end;
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}
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else {
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Mmm...";
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mes "It seems that";
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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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next;
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mes "[Aile]";
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mes "Well, I hope";
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mes "that you apply";
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mes "again when you meet";
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mes "the requirements.";
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close2;
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cutin "",255;
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end;
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}
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}
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Aww~";
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mes "Just think about it.";
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mes "Don't forget to come back";
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mes "if you change your mind.";
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close2;
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cutin "",255;
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end;
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}
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else if (Sex == SEX_MALE) {
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cutin "job_dancer_eir03",2;
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mes "[Aile]";
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mes "Welco--Mmm?";
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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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next;
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mes "[Aile]";
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mes "Not all Archers";
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mes "can become Dancers.";
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mes "At least, not without some sort of sex change~";
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close2;
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cutin "",255;
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end;
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}
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else if (DANC_Q == 1) {
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Good.";
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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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next;
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mes "[Aile]";
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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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next;
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set .@item_nd,rand(1,10);
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if (.@item_nd > 0 && .@item_nd < 3) {
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set DANC_Q,2;
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changequest 7000,7001;
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mes "[Aile]";
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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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next;
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mes "[Aile]";
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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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next;
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mes "[Aile]";
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mes "Once again, that's";
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mes "^CD688910,000 Zeny^000000,";
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mes "^CD688920 Sticky Mucus^000000,";
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mes "^CD68893 Jellopy^000000,";
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mes "^CD68895 Red Potions^000000 and";
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mes "^CD68891 Shoes^000000.";
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}
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else if (.@item_nd == 4) {
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set DANC_Q,3;
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changequest 7000,7002;
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mes "[Aile]";
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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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next;
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mes "[Aile]";
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mes "Once again that's";
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mes "^CD688910,000 Zeny^000000,";
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mes "^CD68895 Earthworm Peelings^000000 and ";
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mes "^CD68891 Boots^000000.";
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}
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else {
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set DANC_Q,4;
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changequest 7000,7003;
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mes "[Aile]";
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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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next;
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mes "[Aile]";
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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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next;
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mes "[Aile]";
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mes "^CD688910,000 Zeny^000000,";
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mes "^CD68892 Clam Shells^000000,";
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mes "^CD68895 Yellow Potions^000000,";
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mes "^CD688920 Jellopy^000000,";
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mes "^CD688910 Black Hairs^000000 and";
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mes "^CD6889Sandals^000000.";
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}
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next;
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mes "[Aile]";
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mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
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close2;
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cutin "",255;
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end;
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}
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else if (DANC_Q >= 2 && DANC_Q <= 4) {
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switch(DANC_Q) {
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case 2:
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setarray .@item[0], 938,909,501,2403;
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setarray .@count[0], 20,3,5,1;
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break;
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case 3:
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setarray .@item[0], 1055,2405;
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setarray .@count[0], 5,1;
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break;
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case 4:
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setarray .@item[0], 965,503,909,1020,2401;
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setarray .@count[0], 2,5,20,10,1;
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break;
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}
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set .@size, getarraysize(.@item);
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for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
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if( countitem(.@item[.@i]) < .@count[.@i] ) {
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break;
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}
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}
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if( .@i == .@size && Zeny > 9999 ) {
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cutin "job_dancer_eir02",2;
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mes "[Aile]";
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mes "Oh...!";
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mes "You brought";
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mes "everything!";
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mes "Alright then,";
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mes "let me take your";
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mes "tuition fee.";
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next;
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cutin "job_dancer_eir01",2;
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set Zeny, Zeny-10000;
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mes "[Aile]";
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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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set DANC_Q,5;
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if(checkquest(7001) != -1) {
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changequest 7001,7004;
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}
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else if(checkquest(7002) != -1) {
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changequest 7002,7004;
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}
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else {
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changequest 7003,7004;
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}
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close2;
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cutin "",255;
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end;
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}
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else {
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Mmm...?";
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mes "You don't have";
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mes "everything yet?";
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mes "Let me remind you";
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mes "so you can bring";
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mes "what you need next time.";
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next;
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mes "[Aile]";
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mes "Bring...";
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mes "^CD688910,000 Zeny^000000,";
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if (DANC_Q == 2) {
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mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
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mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
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mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and";
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mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000.";
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}
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else if (DANC_Q == 3) {
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mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
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mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
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}
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else {
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mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
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mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
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mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
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mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
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mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
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}
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close2;
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cutin "",255;
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end;
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}
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}
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else if (DANC_Q == 5) {
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cutin "job_dancer_eir01",2;
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mes "[Aile]";
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mes "Hmm...?";
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mes "Are you having";
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mes "trouble finding";
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mes "^CD6889Bijou^000000?";
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next;
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mes "[Aile]";
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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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close2;
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cutin "",255;
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end;
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}
|
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else if (DANC_Q > 5) {
|
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cutin "job_dancer_eir01",2;
|
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mes "[Aile]";
|
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mes "I'll be looking";
|
|
mes "forward to a great";
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mes "performance~";
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|
close2;
|
|
cutin "",255;
|
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end;
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}
|
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else {
|
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cutin "job_dancer_eir03",2;
|
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mes "[Aile]";
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mes "Welcom--Hm?";
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mes "Hey, only authorized";
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mes "personnel are allowed";
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mes "in here.";
|
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next;
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mes "[Aile]";
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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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close2;
|
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cutin "",255;
|
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end;
|
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}
|
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}
|
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job_duncer,95,93,4 script Bijou#da 101,{
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if (SkillPoint) {
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mes "[Bijou]";
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mes "You can't change jobs";
|
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mes "if you still have skill";
|
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mes "points left. Use the rest";
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mes "and come back later.";
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close;
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}
|
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if (BaseJob != Job_Archer) {
|
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if (BaseJob == Job_Bard) {
|
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mes "[Bijou]";
|
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mes "Welcome~";
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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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close;
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}
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else if (BaseJob == Job_Dancer) {
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mes "[Bijou]";
|
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mes "Oh my...!";
|
|
mes "Welcome back~";
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next;
|
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mes "[Bijou]";
|
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mes "How are you";
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mes "these days?";
|
|
mes "A lot of people";
|
|
mes "must love watching";
|
|
mes "you dance. Are you";
|
|
mes "enjoying the spotlight?";
|
|
close;
|
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}
|
|
mes "[Bijou]";
|
|
mes "Oh dear~";
|
|
mes "You seem to have traveled quite a distance to watch me perform.";
|
|
next;
|
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mes "[Bijou]";
|
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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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close;
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}
|
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else if (DANC_Q < 5) {
|
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mes "[Bijou]";
|
|
mes "Oh my~";
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mes "You want to";
|
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mes "become a Dancer,";
|
|
mes "don't you?";
|
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next;
|
|
mes "[Bijou]";
|
|
mes "I know you're excited, but the first step is the application. Go over to the left side of the stage where Aile can help you with that.";
|
|
close;
|
|
}
|
|
else if (DANC_Q > 4 && DANC_Q < 7) {
|
|
if (DANC_Q == 5) {
|
|
mes "[Bijou]";
|
|
mes "Oh my~";
|
|
mes "You want to";
|
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mes "become a Dancer,";
|
|
mes "don't you?";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "G-goodness!";
|
|
mes "Look at that stomach fat!";
|
|
mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Still...";
|
|
mes "The idea of the";
|
|
mes "perfect body sure";
|
|
mes "has changed since";
|
|
mes "I was young. Anyway...";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Let's start";
|
|
mes "with the interview.";
|
|
mes "I'm only going to ask";
|
|
mes "a couple of simple things";
|
|
mes "so don't worry~";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Okay...";
|
|
mes "Let's begin.";
|
|
next;
|
|
}
|
|
else {
|
|
mes "[Bijou]";
|
|
mes "Oh, you're back~";
|
|
mes "Have you studied";
|
|
mes "some more? Try to";
|
|
mes "pass this time, okay?";
|
|
next;
|
|
}
|
|
switch(rand(1,3)) {
|
|
case 1:
|
|
mes "[Bijou]";
|
|
mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
|
|
mes "increases which of the following?";
|
|
next;
|
|
if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "2. Of the following,";
|
|
mes "which can you not consider";
|
|
mes "to be a dance?";
|
|
next;
|
|
switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
|
|
default:
|
|
set .@da_score,.@da_score-10;
|
|
break;
|
|
case 5:
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "3. Which of the following";
|
|
mes "best describes a Dancer?";
|
|
next;
|
|
if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "4. Which of the following";
|
|
mes "cannot be associated with Comodo?";
|
|
next;
|
|
if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
|
|
next;
|
|
if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "6. Who is the most";
|
|
mes "beautiful dancer?";
|
|
next;
|
|
switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
|
|
case 1:
|
|
mes "[Bijou]";
|
|
mes "...";
|
|
mes "That's...";
|
|
mes "^660000completely wrong^000000.";
|
|
mes "Didn't you see the";
|
|
mes "other choices?!";
|
|
mes "Minus points...!";
|
|
set .@da_score,.@da_score-10;
|
|
next;
|
|
break;
|
|
case 2:
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "7. Of the following,";
|
|
mes "who can perform together";
|
|
mes "with a Dancer?";
|
|
next;
|
|
if (select("Assassin:Bard:Alchemist:Sage") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "8. Which of the following";
|
|
mes "is not a specialty of Comodo?";
|
|
next;
|
|
if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "9. Who is the manager";
|
|
mes "of the Comodo Casino?";
|
|
next;
|
|
if (select("Yoo:Moo:Hoon:Roul") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "10. Who accepts the";
|
|
mes "Dancer job change";
|
|
mes "applications?";
|
|
next;
|
|
if (select("Bijou:Aile:Athena:Sonotora") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
case 2:
|
|
mes "[Bijou]";
|
|
mes "1. What is the effect";
|
|
mes "of the combined skill,";
|
|
mes "^CD6889Mental Sensing^000000?";
|
|
next;
|
|
if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "2. Which is considered";
|
|
mes "bad etiquette on the dance";
|
|
mes "floor after a dance?";
|
|
next;
|
|
if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "3. Which is not an";
|
|
mes "appropriate response";
|
|
mes "when someone makes";
|
|
mes "a mistake while you";
|
|
mes "are dancing together?";
|
|
next;
|
|
if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "4. In which town";
|
|
mes "can you change jobs";
|
|
mes "to a Dancer?";
|
|
next;
|
|
if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "5. How many dungeons";
|
|
mes "are directly connected";
|
|
mes "to Comodo?";
|
|
next;
|
|
if (select("1:2:3:4") == 3)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "6. Which of the following";
|
|
mes "is not a Cute Pet monster?";
|
|
next;
|
|
if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "7. Who is the most";
|
|
mes "graceful dancer?";
|
|
next;
|
|
switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
|
|
case 1:
|
|
mes "[Bijou]";
|
|
mes "...";
|
|
mes "That's...";
|
|
mes "^660000completely wrong^000000.";
|
|
mes "Didn't you see the";
|
|
mes "other choices?!";
|
|
mes "Minus points...!";
|
|
set .@da_score,.@da_score-10;
|
|
next;
|
|
break;
|
|
case 2:
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "8. What is the";
|
|
mes "exact name of the";
|
|
mes "Kafra in Comodo?";
|
|
next;
|
|
if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[......]";
|
|
mes "9. What is my name?";
|
|
next;
|
|
if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "10. What is the";
|
|
mes "effect of ^CD6889Lullaby^000000?";
|
|
next;
|
|
if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
case 3:
|
|
mes "[Bijou]";
|
|
mes "1. What is the effect";
|
|
mes "of the skill ^CD6889Dance Lessons^000000?";
|
|
next;
|
|
switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
|
|
default:
|
|
break;
|
|
case 2:
|
|
case 3:
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "2. What dance uses shoes";
|
|
mes "that are designed to make";
|
|
mes "sound as the dancer rolls";
|
|
mes "their feet and taps the";
|
|
mes "ground to create a rhythm?";
|
|
next;
|
|
if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "3. Which of the following";
|
|
mes "is not a characteristic of a Dancer?";
|
|
next;
|
|
if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "4. Which town has";
|
|
mes "the most Dancers?";
|
|
next;
|
|
if (select("Al De Baran:Juno:Morocc:Comodo") == 4)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "5. Of the following,";
|
|
mes "who dances most beautifully?";
|
|
next;
|
|
switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
|
|
case 1:
|
|
mes "[Bijou]";
|
|
mes "...";
|
|
mes "That's...";
|
|
mes "^660000completely wrong^000000.";
|
|
mes "Didn't you see the";
|
|
mes "other choices?!";
|
|
mes "Minus points...!";
|
|
set .@da_score,.@da_score-10;
|
|
next;
|
|
break;
|
|
case 2:
|
|
set .@da_score,.@da_score+10;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "6. What is the Dancer";
|
|
mes "better at than the other";
|
|
mes "job classes?";
|
|
next;
|
|
if (select("Health:Acting :Dancing :Magic ") == 3)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "7. Who is the manager";
|
|
mes "of the Comodo Casino?";
|
|
next;
|
|
if (select("Ryu:Moo:Roul:Hoon") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "8. What item cannot";
|
|
mes "be equipped by a Dancer?";
|
|
next;
|
|
if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "9. Do you think you";
|
|
mes "can say this quiz is";
|
|
mes "frustrating and annoying?";
|
|
next;
|
|
select("Yes:No");
|
|
set .@da_score,.@da_score+10;
|
|
mes "[Bijou]";
|
|
mes "10. Which of the following";
|
|
mes "is not a Jazz musician?";
|
|
next;
|
|
if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
|
|
set .@da_score,.@da_score+10;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "Good job~";
|
|
mes "It seems like you";
|
|
mes "answered all the";
|
|
mes "questions~";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Let's see...";
|
|
mes "Your score is";
|
|
mes "" + .@da_score + " points...";
|
|
if (.@da_score == 100) {
|
|
set DANC_Q,7;
|
|
mes "Very well done!";
|
|
mes "A perfect score!";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "There aren't too many people who apply for the Dancer job with this kind of knowledge. I'm sorry for judging you by your looks~";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Whew~";
|
|
mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
|
|
close;
|
|
}
|
|
else if (.@da_score > 70) {
|
|
set DANC_Q,7;
|
|
mes "It wasn't perfect, but I'll let you pass.";
|
|
close;
|
|
}
|
|
else {
|
|
set DANC_Q,6;
|
|
mes "You.. You failed!";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Was it too hard?";
|
|
mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
|
|
close;
|
|
}
|
|
}
|
|
else if (DANC_Q == 7) {
|
|
mes "[Bijou]";
|
|
mes "Okay...";
|
|
mes "Are you ready";
|
|
mes "for the Dance Test?";
|
|
mes "If you like, I can";
|
|
mes "explain the instructions.";
|
|
next;
|
|
if (select("Listen to instructions.:Go to the testing area.") == 1) {
|
|
mes "[Bijou]";
|
|
mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Once you enter the testing area, you will see the stage. First, ^CD6889change your camera angle so that it faces forward^000000. It will probably work if you ^CD6889double-click on the right mouse button^000000.";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Wait for your turn in the ^CD6889waiting room^000000. If the person in front of you fails, or if it's your turn in line, your test will begin.";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "If there are a lot of people, not everyone might fit in the waiting room. If that's the case, just create an orderly line~";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "When the test begins, the music will be broadcast, as well as the direction in which you should move. Just follow the instructions and move your legs.";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Remember, ^CD6889you will be disqualified if you don't perform the steps with the right timing^000000. Be careful, the test is very strict~";
|
|
close;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "Well then~";
|
|
mes "Good luck...!!";
|
|
changequest 7004,7005;
|
|
set DANC_Q,8;
|
|
close2;
|
|
warp "job_duncer",105,109;
|
|
end;
|
|
}
|
|
else if (DANC_Q == 8) {
|
|
mes "[Bijou]";
|
|
mes "Oh my...";
|
|
mes "Did you";
|
|
mes "fail last time?";
|
|
mes "Don't worry, just";
|
|
mes "try to feel the rhythm~";
|
|
close2;
|
|
warp "job_duncer",105,109;
|
|
end;
|
|
}
|
|
else if (DANC_Q == 9) {
|
|
if (SkillPoint) {
|
|
mes "[Bijou]";
|
|
mes "You can't change jobs";
|
|
mes "if you still have skill";
|
|
mes "points left. Use the rest";
|
|
mes "and come back later.";
|
|
close;
|
|
}
|
|
mes "[Bijou]";
|
|
mes "Oh my...";
|
|
mes "I saw your";
|
|
mes "dance earlier.";
|
|
mes "You were great!";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "With the blessing of our goddess, you shall be reborn as a Dancer. From now on, no one will leave your presense without a smile~";
|
|
next;
|
|
set .@jlevel,JobLevel;
|
|
mes "[Bijou]";
|
|
completequest 7006;
|
|
callfunc "Job_Change",Job_Dancer;
|
|
callfunc "F_ClearJobVar";
|
|
mes "Ooh...!";
|
|
mes "You look great";
|
|
mes "as a Dancer~";
|
|
mes "Congratulations!";
|
|
next;
|
|
mes "[Bijou]";
|
|
mes "Here's a small";
|
|
mes "gift from me.";
|
|
mes "Please take it.";
|
|
mes "May your performances always bring joy to your audience~";
|
|
if (.@jlevel == 50)
|
|
getitem 1953,1; //Line_
|
|
else
|
|
getitem 1950,1; //Rope
|
|
close;
|
|
}
|
|
}
|
|
|
|
// Waiting Room
|
|
//============================================================
|
|
job_duncer,32,154,1 script Waiting Room#dance 66,{
|
|
end;
|
|
|
|
OnInit:
|
|
waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
|
|
enablewaitingroomevent;
|
|
end;
|
|
|
|
OnStartArena:
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
donpcevent "dance#return::OnDisable";
|
|
warpwaitingpc "job_duncer",69,110,1;
|
|
donpcevent "Bijou#dance_timer::OnEnable";
|
|
disablewaitingroomevent;
|
|
end;
|
|
|
|
OnEnable:
|
|
enablewaitingroomevent;
|
|
end;
|
|
}
|
|
|
|
job_duncer,32,154,1 script Waiting Room#click 66,{
|
|
mes "[Pyorgin]";
|
|
mes "Please wait in";
|
|
mes "the waiting room.";
|
|
mes "Click the Chatroom";
|
|
mes "box to enter.";
|
|
next;
|
|
mes "[Pyorgin]";
|
|
mes "Also, those who";
|
|
mes "are curious about";
|
|
mes "the test can watch";
|
|
mes "backstage.";
|
|
close;
|
|
}
|
|
|
|
// Dance Timer
|
|
//============================================================
|
|
job_duncer,69,105,0 script Bijou#dance_timer -1,{
|
|
OnEnable:
|
|
initnpctimer;
|
|
end;
|
|
|
|
OnDisable:
|
|
stopnpctimer;
|
|
end;
|
|
|
|
OnTimer2000:
|
|
mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
|
|
end;
|
|
|
|
OnTimer5000:
|
|
mapannounce "job_duncer"," Up!",bc_map;
|
|
end;
|
|
|
|
OnTimer7000:
|
|
disablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer8000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Down!",bc_map;
|
|
end;
|
|
|
|
OnTimer11000:
|
|
enablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer12000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Left~!",bc_map;
|
|
end;
|
|
|
|
OnTimer15000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer16000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Left, then Right~!",bc_map;
|
|
end;
|
|
|
|
OnTimer19000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer20000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Back to the Center~ !",bc_map;
|
|
end;
|
|
|
|
OnTimer23000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer23500:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
mapannounce "job_duncer"," Hold in place... ",bc_map;
|
|
end;
|
|
|
|
OnTimer27000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
|
|
end;
|
|
|
|
OnTimer28500:
|
|
mapannounce "job_duncer"," Pay attention! ",bc_map;
|
|
end;
|
|
|
|
OnTimer30000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Left!",bc_map;
|
|
end;
|
|
|
|
OnTimer34000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer35000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Down!",bc_map;
|
|
end;
|
|
|
|
OnTimer38500:
|
|
mapannounce "job_duncer"," Down, then Right~ ",bc_map;
|
|
end;
|
|
|
|
OnTimer40000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Hold it~",bc_map;
|
|
end;
|
|
|
|
OnTimer43000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
|
|
end;
|
|
|
|
OnTimer49000:
|
|
disablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer50000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Right!",bc_map;
|
|
end;
|
|
|
|
OnTimer53000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer54000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
|
|
end;
|
|
|
|
OnTimer60000:
|
|
disablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer61000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
|
|
end;
|
|
|
|
OnTimer66000:
|
|
disablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer67000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Down~!",bc_map;
|
|
end;
|
|
|
|
OnTimer69000:
|
|
enablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer70000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Left!",bc_map;
|
|
end;
|
|
|
|
OnTimer74000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
enablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer75000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Center!",bc_map;
|
|
end;
|
|
|
|
OnTimer80000:
|
|
enablenpc "dance#up";
|
|
enablenpc "dance#down";
|
|
enablenpc "dance#left";
|
|
enablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
end;
|
|
|
|
OnTimer81000:
|
|
donpcevent "Backdancer#1::OnSmile";
|
|
disablenpc "dance#up";
|
|
disablenpc "dance#down";
|
|
disablenpc "dance#left";
|
|
disablenpc "dance#right";
|
|
disablenpc "dance#cen";
|
|
mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
|
|
end;
|
|
|
|
OnTimer82000:
|
|
donpcevent "dance#poring::OnEnable";
|
|
end;
|
|
|
|
OnTimer89000:
|
|
donpcevent "dance#poring::OnDisable";
|
|
donpcevent "dance#return::OnEnable";
|
|
end;
|
|
}
|
|
|
|
job_duncer,69,110,0 script dance#return -1,1,4,{
|
|
OnTouch_:
|
|
mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
|
|
set DANC_Q,9;
|
|
changequest 7005,7006;
|
|
warp "comodo",188,162;
|
|
end;
|
|
|
|
OnDisable:
|
|
disablenpc "dance#return";
|
|
donpcevent "dance#return#2::OnDisable";
|
|
donpcevent "dance#return#3::OnDisable";
|
|
end;
|
|
|
|
OnEnable:
|
|
enablenpc "dance#return";
|
|
donpcevent "dance#return#2::OnEnable";
|
|
end;
|
|
}
|
|
|
|
job_duncer,66,110,0 script dance#return#2 -1,1,1,{
|
|
OnTouch_:
|
|
set DANC_Q,9;
|
|
warp "comodo",188,162;
|
|
end;
|
|
|
|
OnDisable:
|
|
disablenpc "dance#return#2";
|
|
end;
|
|
|
|
OnEnable:
|
|
enablenpc "dance#return#2";
|
|
donpcevent "dance#return#3::OnEnable";
|
|
end;
|
|
}
|
|
|
|
job_duncer,72,110,0 script dance#return#3 -1,1,1,{
|
|
OnTouch_:
|
|
set DANC_Q,9;
|
|
warp "comodo",188,162;
|
|
end;
|
|
|
|
OnDisable:
|
|
disablenpc "dance#return#3";
|
|
end;
|
|
|
|
OnEnable:
|
|
enablenpc "dance#return#3";
|
|
donpcevent "Bijou#dance_timer::OnDisable";
|
|
donpcevent "Waiting Room#dance::OnEnable";
|
|
end;
|
|
}
|
|
|
|
// Dance Move Triggers
|
|
//============================================================
|
|
- script dancestep::StepTrigger -1,1,1,{
|
|
OnTouch_:
|
|
donpcevent "Backdancer#1::OnOmg";
|
|
mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
|
|
set DANC_Q,8;
|
|
donpcevent "Bijou#dance_timer::OnDisable";
|
|
donpcevent "Waiting Room#dance::OnEnable";
|
|
warp "comodo",188,162;
|
|
end;
|
|
}
|
|
|
|
job_duncer,69,113,0 duplicate(StepTrigger) dance#up -1,1,1
|
|
job_duncer,69,107,0 duplicate(StepTrigger) dance#down -1,1,1
|
|
job_duncer,66,110,0 duplicate(StepTrigger) dance#left -1,1,1
|
|
job_duncer,72,110,0 duplicate(StepTrigger) dance#right -1,1,1
|
|
job_duncer,69,110,0 duplicate(StepTrigger) dance#cen -1,1,1
|
|
|
|
job_duncer,10,10,0 script dance#poring -1,{
|
|
OnEnable:
|
|
areamonster "job_duncer",68,105,70,107,"Poring",1002,1,"dance#poring::OnMyMobDead";
|
|
end;
|
|
|
|
OnMyMobDead:
|
|
mapannounce "job_duncer"," Good! Well done! ",bc_map;
|
|
end;
|
|
|
|
OnDisable:
|
|
killmonsterall "job_duncer";
|
|
end;
|
|
|
|
}
|
|
|
|
// Backup Dancers
|
|
//============================================================
|
|
job_duncer,63,110,4 script Backdancer#1 724,{
|
|
end;
|
|
|
|
OnSmile:
|
|
emotion ET_BEST;
|
|
donpcevent "Backdancer#2::OnSmile";
|
|
donpcevent "Backdancer#3::OnSmile";
|
|
donpcevent "Backdancer#4::OnSmile";
|
|
end;
|
|
|
|
OnOmg:
|
|
emotion ET_HUK;
|
|
donpcevent "Backdancer#2::OnOmg";
|
|
donpcevent "Backdancer#3::OnOmg";
|
|
donpcevent "Backdancer#4::OnOmg";
|
|
end;
|
|
}
|
|
|
|
job_duncer,66,113,4 script Backdancer#2 724,{
|
|
end;
|
|
|
|
OnSmile:
|
|
emotion ET_BEST;
|
|
end;
|
|
|
|
OnOmg:
|
|
emotion ET_HUK;
|
|
end;
|
|
}
|
|
|
|
job_duncer,72,113,4 script Backdancer#3 724,{
|
|
end;
|
|
|
|
OnSmile:
|
|
emotion ET_BEST;
|
|
end;
|
|
|
|
OnOmg:
|
|
emotion ET_HUK;
|
|
end;
|
|
}
|
|
|
|
job_duncer,75,110,4 script Backdancer#4 724,{
|
|
end;
|
|
|
|
OnSmile:
|
|
emotion ET_BEST;
|
|
end;
|
|
|
|
OnOmg:
|
|
emotion ET_HUK;
|
|
end;
|
|
}
|
|
|
|
//============================================================
|
|
// Old changelog
|
|
//============================================================
|
|
//= 1.1 Removed the warp I left here my accident, added a check for using
|
|
//= Improved Concentration and arrow shower, people could get away with it
|
|
//= [Fredzilla]
|
|
//= 1.0 I tried to keep as much the same from the Jap version as possible
|
|
//= this turned out to be quite hard, but on the whole it is the same script
|
|
//= I have added some new things, and changed some of the used commands,
|
|
//= along with some optimization. [Fredzilla]
|
|
//= 1.5 Added Baby Class Support [Fredzilla]
|
|
//= 1.6 Added a func which prevent advanced classes passing
|
|
//= 2nd Job Quests again. It also guides adv classes where
|
|
//= to go. [Lupus]
|
|
//= 2.0 Changed numbers to constants. [Vicious]
|
|
//= 2.1 Script check #1. [Lance]
|
|
//= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
|
|
//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
|
|
//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
|
|
//= 2.5 Final fix of chrid issues, changed 'Improved
|
|
//= Concentration' to 'Attention Concentrate' [Lupus]
|
|
//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
|
|
//= 3.1 Implemented JOBLVL as in other quests [Lupus]
|
|
//============================================================
|