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[st-ro/stro.git] / npc / jobs / 2-2 / dancer.txt
1 //===== rAthena Script ======================================= 
2 //= Dancer Job Quest
3 //===== By: ==================================================
4 //= Kalen - Original jAthena
5 //= Fredzilla - Converted, Lupus
6 //===== Current Version: ===================================== 
7 //= 3.7a
8 //===== Compatible With: ===================================== 
9 //= rAthena Project
10 //===== Description: ========================================= 
11 //= [Official Conversion]
12 //= Job quest for Dancer classes
13 //===== Additional Comments: ================================= 
14 //= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
15 //=     No longer uses function "F_BlockHigh"
16 //= 3.2a Deleted unused variables. [Samuray22]
17 //= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
18 //= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
19 //= 3.5 Minor corrections to script. (bugreport:1766) [L0ne_W0lf]
20 //= 3.6 Applied Correction bug with for loop. [L0ne_W0lf]
21 //= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22]
22 //= 3.7 Added Quest Log commands. [Kisuka]
23 //= 3.7a Fixed a label execution. [Euphy]
24 //============================================================
25
26 comodo,180,153,4        script  Sonotora#1      90,{
27         mes "[Athena Sonotora]";
28         mes "They say the";
29         mes "famous dance school";
30         mes "here in Comodo is going";
31         mes "to open soon.";
32         next;
33         mes "[Athena Sonotora]";
34         mes "Aah...";
35         mes "To be a prima donna";
36         mes "in the spotlight!";
37         next;
38         mes "[Athena Sonotora]";
39         mes "I want to sign up too,";
40         mes "but the requirements are";
41         mes "so specific. I wonder if";
42         mes "I should just try anyways...";
43         close;
44 }
45
46 comodo,193,151,4        script  Bor Robin#1     86,{
47         mes "[Bor Robin]";
48         mes "Aah....";
49         mes "A prima donna";
50         mes "in the spotlight!";
51         mes "I'll be able to watch them become Dancers right before my eyes...!";
52         next;
53         mes "[Bor Robin]";
54         mes "It's great to be";
55         mes "a man in this day and age! Hurray for the Comodo Theater!";
56         next;
57         mes "[Bor Robin]";
58         mes "Mm?";
59         mes "You want";
60         mes "to go, too?";
61         mes "It's a good opportunity to watch the Dancer job change test.";
62         next;
63         if (select("Go to the Job Change Area:Cancel") == 1) {
64                 mes "[Bor Robin]";
65                 mes "Yaay~~";
66                 mes "Let's go!";
67                 close2;
68                 warp "job_duncer",70,49;
69                 end;
70         }
71         mes "[Bor Robin]";
72         mes "Huh...";
73         mes "Well, I can't";
74         mes "help it if you don't";
75         mes "want to accompany me.";
76         close;
77 }
78
79 job_duncer,43,93,4      script  Aile#da 724,{
80         if (Upper == 1) {
81                 mes "[Aile]";
82                 mes "One two three four,";
83                 mes "Two two three four,";
84                 mes "three four, three four,";
85                 mes "one two three four.";
86                 mes "Um?";
87                 next;
88                 mes "[Aile]";
89                 mes "I'm sorry, but you're interrupting my practice by looking at me funny.";
90                 next;
91                 mes "[Aile]";
92                 mes ".......";
93                 mes ".....Hey, haven't I seen you before?";
94                 next;
95                 mes "[Aile]";
96                 mes "Err...";
97                 mes "That's weird, I can't remember where I've seen you.";
98                 close2;
99                 cutin "",255;
100                 end;
101         }
102         if (BaseJob != Job_Archer) {
103                 if (BaseJob == Job_Bard) {
104                         cutin "job_dancer_eir01",2;
105                         mes "[Aile]";
106                         mes "Welcome~!";
107                         mes "Let me know";
108                         mes "if you have any new songs. We can always use some new music to complement our performances.";
109                         close2;
110                         cutin "",255;
111                         end;
112                 }
113                 else if (BaseJob == Job_Dancer) {
114                         cutin "",2;
115                         mes "[Aile]";
116                         mes "Welcome~!";
117                         mes "How are you";
118                         mes "these days?";
119                         mes "Do many people enjoy";
120                         mes "your performances?";
121                         close2;
122                         cutin "",255;
123                         end;
124                 }
125                 cutin "job_dancer_eir03",2;
126                 mes "[Aile]";
127                 mes "Welco--Mmm?";
128                 mes "Hey, only authorized personnel can come here. Not just anyone can enter the Dance School.";
129                 next;
130                 mes "[Aile]";
131                 mes "If you want to watch, why don't you go to the Dance Stage in town?";
132                 close2;
133                 cutin "",255;
134                 end;
135         }
136         if (DANC_Q == 0 && Sex == SEX_FEMALE && BaseJob == Job_Archer) {
137                 cutin "job_dancer_eir01",2;
138                 mes "[Aile]";
139                 mes "Welcome~!";
140                 mes "This is the";
141                 mes "'Comodo Dance School,'";
142                 mes "where we teach various dances from different countries. We provide entertainement for travelers from all over the world.";
143                 next;
144                 mes "[Aile]";
145                 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?";
146                 next;
147                 mes "[Aile]";
148                 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.";
149                 next;
150                 cutin "job_dancer_eir02",2;
151                 mes "[Aile]";
152                 mes "What do you think?";
153                 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.";
154                 next;
155                 cutin "job_dancer_eir01",2;
156                 mes "[Aile]";
157                 mes "So what do";
158                 mes "you want to do~?";
159                 next;
160                 if (select("Fill out the application.:I'll pass.") == 1) {
161                         if (JobLevel > 39) {
162                                 cutin "job_dancer_eir02",2;
163                                 mes "[Aile]";
164                                 mes "Good choice!!";
165                                 mes "Just fill out the application right there.";
166                                 next;
167                                 mes "...";
168                                 next;
169                                 mes "...";
170                                 mes "......";
171                                 next;
172                                 mes "^3355FF*Shuffle Shuffle*^000000";
173                                 next;
174                                 cutin "job_dancer_eir01",2;
175                                 mes "[Aile]";
176                                 mes "Your name is";
177                                 mes "" + strcharinfo(0) + "?";
178                                 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?";
179                                 close2;
180                                 cutin "",255;
181                                 set DANC_Q,1;
182                                 setquest 7000;
183                                 end;
184                         }
185                         else {
186                                 cutin "job_dancer_eir01",2;
187                                 mes "[Aile]";
188                                 mes "Mmm...";
189                                 mes "It seems that";
190                                 mes "you aren't quite qualified to enroll in our school yet. You need to be at least Job Level 40.";
191                                 next;
192                                 mes "[Aile]";
193                                 mes "Well, I hope";
194                                 mes "that you apply";
195                                 mes "again when you meet";
196                                 mes "the requirements.";
197                                 close2;
198                                 cutin "",255;
199                                 end;
200                         }
201                 }
202                 cutin "job_dancer_eir01",2;
203                 mes "[Aile]";
204                 mes "Aww~";
205                 mes "Just think about it.";
206                 mes "Don't forget to come back";
207                 mes "if you change your mind.";
208                 close2;
209                 cutin "",255;
210                 end;
211         }
212         else if (Sex == SEX_MALE) {
213                 cutin "job_dancer_eir03",2;
214                 mes "[Aile]";
215                 mes "Welco--Mmm?";
216                 mes "Hey, this place is only for authorized personnel. If you want to sing, you should go look into being a Bard.";
217                 next;
218                 mes "[Aile]";
219                 mes "Not all Archers";
220                 mes "can become Dancers.";
221                 mes "At least, not without some sort of sex change~";
222                 close2;
223                 cutin "",255;
224                 end;
225         }
226         else if (DANC_Q == 1) {
227                 cutin "job_dancer_eir01",2;
228                 mes "[Aile]";
229                 mes "Good.";
230                 mes "Since you signed up earlier, I'll let you know some things you'll need to bring for your lessons.";
231                 next;
232                 mes "[Aile]";
233                 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.";
234                 next;
235                 set .@item_nd,rand(1,10);
236                 if (.@item_nd > 0 && .@item_nd < 3) {
237                         set DANC_Q,2;
238                         changequest 7000,7001;
239                         mes "[Aile]";
240                         mes "First, there's the tuition fee of ^CD688910,000 Zeny^000000. Then, you'll about ^CD688920 Sticky Mucus^000000 for shoe polish.";
241                         next;
242                         mes "[Aile]";
243                         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.";
244                         next;
245                         mes "[Aile]";
246                         mes "Once again, that's";
247                         mes "^CD688910,000 Zeny^000000,";
248                         mes "^CD688920 Sticky Mucus^000000,";
249                         mes "^CD68893 Jellopy^000000,";
250                         mes "^CD68895 Red Potions^000000 and";
251                         mes "^CD68891 Shoes^000000.";
252                 }
253                 else if (.@item_nd == 4) {
254                         set DANC_Q,3;
255                         changequest 7000,7002;
256                         mes "[Aile]";
257                         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.";
258                         next;
259                         mes "[Aile]";
260                         mes "Once again that's";
261                         mes "^CD688910,000 Zeny^000000,";
262                         mes "^CD68895 Earthworm Peelings^000000 and ";
263                         mes "^CD68891 Boots^000000.";
264                 }
265                 else {
266                         set DANC_Q,4;
267                         changequest 7000,7003;
268                         mes "[Aile]";
269                         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.";
270                         next;
271                         mes "[Aile]";
272                         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...";
273                         next;
274                         mes "[Aile]";
275                         mes "^CD688910,000 Zeny^000000,";
276                         mes "^CD68892 Clam Shells^000000,";
277                         mes "^CD68895 Yellow Potions^000000,";
278                         mes "^CD688920 Jellopy^000000,";
279                         mes "^CD688910 Black Hairs^000000 and";
280                         mes "^CD6889Sandals^000000.";
281                 }
282                 next;
283                 mes "[Aile]";
284                 mes "Once you've gathered everything that you need, come back so that we can begin the lessons, okay?";
285                 close2;
286                 cutin "",255;
287                 end;
288         }
289         else if (DANC_Q >= 2 && DANC_Q <= 4) {
290                 switch(DANC_Q) {
291                 case 2: 
292                         setarray .@item[0], 938,909,501,2403;
293                         setarray .@count[0], 20,3,5,1;
294                         break;
295                 case 3: 
296                         setarray .@item[0], 1055,2405;
297                         setarray .@count[0], 5,1;
298                         break;
299                 case 4: 
300                         setarray .@item[0], 965,503,909,1020,2401;
301                         setarray .@count[0], 2,5,20,10,1;
302                         break;
303                 }
304                 set .@size, getarraysize(.@item);
305                 for( set .@i, 0; .@i < .@size; set .@i,.@i+1 ) {
306                         if( countitem(.@item[.@i]) < .@count[.@i] ) {
307                                 break;
308                         }
309                 }
310                 if( .@i == .@size && Zeny > 9999 ) {
311                         cutin "job_dancer_eir02",2;
312                         mes "[Aile]";
313                         mes "Oh...!";
314                         mes "You brought";
315                         mes "everything!";
316                         mes "Alright then,";
317                         mes "let me take your";
318                         mes "tuition fee.";
319                         next;
320                         cutin "job_dancer_eir01",2;
321                         set Zeny, Zeny-10000;
322                         mes "[Aile]";
323                         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.";
324                         set DANC_Q,5;
325                         if(checkquest(7001) != -1) {
326                                 changequest 7001,7004;
327                         }
328                         else if(checkquest(7002) != -1) {
329                                 changequest 7002,7004;
330                         }
331                         else {
332                                 changequest 7003,7004;
333                         }
334                         close2;
335                         cutin "",255;
336                         end;
337                 }
338                 else {
339                         cutin "job_dancer_eir01",2;
340                         mes "[Aile]";
341                         mes "Mmm...?";
342                         mes "You don't have";
343                         mes "everything yet?";
344                         mes "Let me remind you";
345                         mes "so you can bring";
346                         mes "what you need next time.";
347                         next;
348                         mes "[Aile]";
349                         mes "Bring...";
350                         mes "^CD688910,000 Zeny^000000,";
351                         if (DANC_Q == 2) {
352                                 mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
353                                 mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
354                                 mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000 and";
355                                 mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000.";
356                         }
357                         else if (DANC_Q == 3) {
358                                 mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000 and";
359                                 mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000.";
360                         }
361                         else {
362                                 mes "^CD6889"+.@count[0]+" "+getitemname(.@item[0])+"^000000,";
363                                 mes "^CD6889"+.@count[1]+" "+getitemname(.@item[1])+"^000000,";
364                                 mes "^CD6889"+.@count[2]+" "+getitemname(.@item[2])+"^000000,";
365                                 mes "^CD6889"+.@count[3]+" "+getitemname(.@item[3])+"^000000 and";
366                                 mes "^CD6889"+.@count[4]+" "+getitemname(.@item[4])+"^000000.";
367                         }
368                         close2;
369                         cutin "",255;
370                         end;
371                 }
372         }
373         else if (DANC_Q == 5) {
374                 cutin "job_dancer_eir01",2;
375                 mes "[Aile]";
376                 mes "Hmm...?";
377                 mes "Are you having";
378                 mes "trouble finding";
379                 mes "^CD6889Bijou^000000?";
380                 next;
381                 mes "[Aile]";
382                 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.";
383                 close2;
384                 cutin "",255;
385                 end;
386         }
387         else if (DANC_Q > 5) {
388                 cutin "job_dancer_eir01",2;
389                 mes "[Aile]";
390                 mes "I'll be looking";
391                 mes "forward to a great";
392                 mes "performance~";
393                 close2;
394                 cutin "",255;
395                 end;
396         }
397         else {
398                 cutin "job_dancer_eir03",2;
399                 mes "[Aile]";
400                 mes "Welcom--Hm?";
401                 mes "Hey, only authorized";
402                 mes "personnel are allowed";
403                 mes "in here.";
404                 next;
405                 mes "[Aile]";
406                 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.";
407                 close2;
408                 cutin "",255;
409                 end;
410         }
411 }
412
413 job_duncer,95,93,4      script  Bijou#da        101,{
414         if (SkillPoint) {
415                 mes "[Bijou]";
416                 mes "You can't change jobs";
417                 mes "if you still have skill";
418                 mes "points left. Use the rest";
419                 mes "and come back later.";
420                 close;
421         }
422         if (BaseJob != Job_Archer) {
423                 if (BaseJob == Job_Bard) {
424                         mes "[Bijou]";
425                         mes "Welcome~";
426                         mes "Ooh, a Bard! Do you have any new songs to show us? We can always use some musical accompaniment for our dances.";
427                         close;
428                 }
429                 else if (BaseJob == Job_Dancer) {
430                         mes "[Bijou]";
431                         mes "Oh my...!";
432                         mes "Welcome back~";
433                         next;
434                         mes "[Bijou]";
435                         mes "How are you";
436                         mes "these days?";
437                         mes "A lot of people";
438                         mes "must love watching";
439                         mes "you dance. Are you";
440                         mes "enjoying the spotlight?";
441                         close;
442                 }
443                 mes "[Bijou]";
444                 mes "Oh dear~";
445                 mes "You seem to have traveled quite a distance to watch me perform.";
446                 next;
447                 mes "[Bijou]";
448                 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~";
449                 close;
450         }
451         else if (DANC_Q < 5) {
452                 mes "[Bijou]";
453                 mes "Oh my~";
454                 mes "You want to";
455                 mes "become a Dancer,";
456                 mes "don't you?";
457                 next;
458                 mes "[Bijou]";
459                 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.";
460                 close;
461         }
462         else if (DANC_Q > 4 && DANC_Q < 7) {
463                 if (DANC_Q == 5) {
464                         mes "[Bijou]";
465                         mes "Oh my~";
466                         mes "You want to";
467                         mes "become a Dancer,";
468                         mes "don't you?";
469                         next;
470                         mes "[Bijou]";
471                         mes "G-goodness!";
472                         mes "Look at that stomach fat!";
473                         mes "Well, it's not much, so you'll lose it in no time. Especially since I'll be handling your training~";
474                         next;
475                         mes "[Bijou]";
476                         mes "Still...";
477                         mes "The idea of the";
478                         mes "perfect body sure";
479                         mes "has changed since";
480                         mes "I was young. Anyway...";
481                         next;
482                         mes "[Bijou]";
483                         mes "Let's start";
484                         mes "with the interview.";
485                         mes "I'm only going to ask";
486                         mes "a couple of simple things";
487                         mes "so don't worry~";
488                         next;
489                         mes "[Bijou]";
490                         mes "Okay...";
491                         mes "Let's begin.";
492                         next;
493                 }
494                 else {
495                         mes "[Bijou]";
496                         mes "Oh, you're back~";
497                         mes "Have you studied";
498                         mes "some more? Try to";
499                         mes "pass this time, okay?";
500                         next;
501                 }
502                 switch(rand(1,3)) {
503                 case 1:
504                         mes "[Bijou]";
505                         mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,";
506                         mes "increases which of the following?";
507                         next;
508                         if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4)
509                                 set .@da_score,.@da_score+10;
510                         mes "[Bijou]";
511                         mes "2. Of the following,";
512                         mes "which can you not consider";
513                         mes "to be a dance?";
514                         next;
515                         switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) {
516                         default:
517                                 set .@da_score,.@da_score-10;
518                                 break;
519                         case 5:
520                                 set .@da_score,.@da_score+10;
521                                 break;
522                         }
523                         mes "[Bijou]";
524                         mes "3. Which of the following";
525                         mes "best describes a Dancer?";
526                         next;
527                         if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3)
528                                 set .@da_score,.@da_score+10;
529                         mes "[Bijou]";
530                         mes "4. Which of the following";
531                         mes "cannot be associated with Comodo?";
532                         next;
533                         if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5)
534                                 set .@da_score,.@da_score+10;
535                         mes "[Bijou]";
536                         mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?";
537                         next;
538                         if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3)
539                                 set .@da_score,.@da_score+10;
540                         mes "[Bijou]";
541                         mes "6. Who is the most";
542                         mes "beautiful dancer?";
543                         next;
544                         switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) {
545                         case 1:
546                                 mes "[Bijou]";
547                                 mes "...";
548                                 mes "That's...";
549                                 mes "^660000completely wrong^000000.";
550                                 mes "Didn't you see the";
551                                 mes "other choices?!";
552                                 mes "Minus points...!";
553                                 set .@da_score,.@da_score-10;
554                                 next;
555                                 break;
556                         case 2:
557                                 set .@da_score,.@da_score+10;
558                                 break;
559                         default:
560                                 break;
561                         }
562                         mes "[Bijou]";
563                         mes "7. Of the following,";
564                         mes "who can perform together";
565                         mes "with a Dancer?";
566                         next;
567                         if (select("Assassin:Bard:Alchemist:Sage") == 2)
568                                 set .@da_score,.@da_score+10;
569                         mes "[Bijou]";
570                         mes "8. Which of the following";
571                         mes "is not a specialty of Comodo?";
572                         next;
573                         if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4)
574                                 set .@da_score,.@da_score+10;
575                         mes "[Bijou]";
576                         mes "9. Who is the manager";
577                         mes "of the Comodo Casino?";
578                         next;
579                         if (select("Yoo:Moo:Hoon:Roul") == 2)
580                                 set .@da_score,.@da_score+10;
581                         mes "[Bijou]";
582                         mes "10. Who accepts the";
583                         mes "Dancer job change";
584                         mes "applications?";
585                         next;
586                         if (select("Bijou:Aile:Athena:Sonotora") == 2)
587                                 set .@da_score,.@da_score+10;
588                         break;
589                 case 2:
590                         mes "[Bijou]";
591                         mes "1. What is the effect";
592                         mes "of the combined skill,";
593                         mes "^CD6889Mental Sensing^000000?";
594                         next;
595                         if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3)
596                                 set .@da_score,.@da_score+10;
597                         mes "[Bijou]";
598                         mes "2. Which is considered";
599                         mes "bad etiquette on the dance";
600                         mes "floor after a dance?";
601                         next;
602                         if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4)
603                                 set .@da_score,.@da_score+10;
604                         mes "[Bijou]";
605                         mes "3. Which is not an";
606                         mes "appropriate response";
607                         mes "when someone makes";
608                         mes "a mistake while you";
609                         mes "are dancing together?";
610                         next;
611                         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)
612                                 set .@da_score,.@da_score+10;
613                         mes "[Bijou]";
614                         mes "4. In which town";
615                         mes "can you change jobs";
616                         mes "to a Dancer?";
617                         next;
618                         if (select("Cocomo:Sandarman:Comudo:Comodo") == 4)
619                                 set .@da_score,.@da_score+10;
620                         mes "[Bijou]";
621                         mes "5. How many dungeons";
622                         mes "are directly connected";
623                         mes "to Comodo?";
624                         next;
625                         if (select("1:2:3:4") == 3)
626                                 set .@da_score,.@da_score+10;
627                         mes "[Bijou]";
628                         mes "6. Which of the following";
629                         mes "is not a Cute Pet monster?";
630                         next;
631                         if (select("Isis:Argiope:Dokebi:Deviruchi") == 2)
632                                 set .@da_score,.@da_score+10;
633                         mes "[Bijou]";
634                         mes "7. Who is the most";
635                         mes "graceful dancer?";
636                         next;
637                         switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) {
638                         case 1:
639                                 mes "[Bijou]";
640                                 mes "...";
641                                 mes "That's...";
642                                 mes "^660000completely wrong^000000.";
643                                 mes "Didn't you see the";
644                                 mes "other choices?!";
645                                 mes "Minus points...!";
646                                 set .@da_score,.@da_score-10;
647                                 next;
648                                 break;
649                         case 2:
650                                 set .@da_score,.@da_score+10;
651                                 break;
652                         default:
653                                 break;
654                         }
655                         mes "[Bijou]";
656                         mes "8. What is the";
657                         mes "exact name of the";
658                         mes "Kafra in Comodo?";
659                         next;
660                         if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4)
661                                 set .@da_score,.@da_score+10;
662                         mes "[......]";
663                         mes "9. What is my name?";
664                         next;
665                         if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3)
666                                 set .@da_score,.@da_score+10;
667                         mes "[Bijou]";
668                         mes "10. What is the";
669                         mes "effect of ^CD6889Lullaby^000000?";
670                         next;
671                         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)
672                                 set .@da_score,.@da_score+10;
673                         break;
674                 case 3:
675                         mes "[Bijou]";
676                         mes "1. What is the effect";
677                         mes "of the skill ^CD6889Dance Lessons^000000?";
678                         next;
679                         switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) {
680                         default:
681                                 break;
682                         case 2:
683                         case 3:
684                                 set .@da_score,.@da_score+10;
685                                 break;
686                         }
687                         mes "[Bijou]";
688                         mes "2. What dance uses shoes";
689                         mes "that are designed to make";
690                         mes "sound as the dancer rolls";
691                         mes "their feet and taps the";
692                         mes "ground to create a rhythm?";
693                         next;
694                         if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1)
695                                 set .@da_score,.@da_score+10;
696                         mes "[Bijou]";
697                         mes "3. Which of the following";
698                         mes "is not a characteristic of a Dancer?";
699                         next;
700                         if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4)
701                                 set .@da_score,.@da_score+10;
702                         mes "[Bijou]";
703                         mes "4. Which town has";
704                         mes "the most Dancers?";
705                         next;
706                         if (select("Al De Baran:Juno:Morroc:Comodo") == 4)
707                                 set .@da_score,.@da_score+10;
708                         mes "[Bijou]";
709                         mes "5. Of the following,";
710                         mes "who dances most beautifully?";
711                         next;
712                         switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) {
713                         case 1:
714                                 mes "[Bijou]";
715                                 mes "...";
716                                 mes "That's...";
717                                 mes "^660000completely wrong^000000.";
718                                 mes "Didn't you see the";
719                                 mes "other choices?!";
720                                 mes "Minus points...!";
721                                 set .@da_score,.@da_score-10;
722                                 next;
723                                 break;
724                         case 2:
725                                 set .@da_score,.@da_score+10;
726                                 break;
727                         default:
728                                 break;
729                         }
730                         mes "[Bijou]";
731                         mes "6. What is the Dancer";
732                         mes "better at than the other";
733                         mes "job classes?";
734                         next;
735                         if (select("Health:Acting :Dancing :Magic ") == 3)
736                                 set .@da_score,.@da_score+10;
737                         mes "[Bijou]";
738                         mes "7. Who is the manager";
739                         mes "of the Comodo Casino?";
740                         next;
741                         if (select("Ryu:Moo:Roul:Hoon") == 2)
742                                 set .@da_score,.@da_score+10;
743                         mes "[Bijou]";
744                         mes "8. What item cannot";
745                         mes "be equipped by a Dancer?";
746                         next;
747                         if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2)
748                                 set .@da_score,.@da_score+10;
749                         mes "[Bijou]";
750                         mes "9. Do you think you";
751                         mes "can say this quiz is";
752                         mes "frustrating and annoying?";
753                         next;
754                         select("Yes:No");
755                         set .@da_score,.@da_score+10;
756                         mes "[Bijou]";
757                         mes "10. Which of the following";
758                         mes "is not a Jazz musician?";
759                         next;
760                         if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5)
761                                 set .@da_score,.@da_score+10;
762                 }
763                 mes "[Bijou]";
764                 mes "Good job~";
765                 mes "It seems like you";
766                 mes "answered all the";
767                 mes "questions~";
768                 next;
769                 mes "[Bijou]";
770                 mes "Let's see...";
771                 mes "Your score is";
772                 mes "" + .@da_score + " points...";
773                 if (.@da_score == 100) {
774                         set DANC_Q,7;
775                         mes "Very well done!";
776                         mes "A perfect score!";
777                         next;
778                         mes "[Bijou]";
779                         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~";
780                         next;
781                         mes "[Bijou]";
782                         mes "Whew~";
783                         mes "Now you only have the Dance Test. While we prepare the test, why don't you rest a bit? Ho ho ho~";
784                         close;
785                 }
786                 else if (.@da_score > 70) {
787                         set DANC_Q,7;
788                         mes "It wasn't perfect, but I'll let you pass.";
789                         close;
790                 }
791                 else {
792                         set DANC_Q,6;
793                         mes "You.. You failed!";
794                         next;
795                         mes "[Bijou]";
796                         mes "Was it too hard?";
797                         mes "When I was young, everyone knew at least enough to pass this test. Go and study some more before coming back, okay?";
798                         close;
799                 }
800         }
801         else if (DANC_Q == 7) {
802                 mes "[Bijou]";
803                 mes "Okay...";
804                 mes "Are you ready";
805                 mes "for the Dance Test?";
806                 mes "If you like, I can";
807                 mes "explain the instructions.";
808                 next;
809                 if (select("Listen to instructions.:Go to the testing area.") == 1) {
810                         mes "[Bijou]";
811                         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~";
812                         next;
813                         mes "[Bijou]";
814                         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.";
815                         next;
816                         mes "[Bijou]";
817                         mes "If you don't reset your camera angle, you may get the ^CD6889Up, Down, Left, Right^000000 commands confused.";
818                         next;
819                         mes "[Bijou]";
820                         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.";
821                         next;
822                         mes "[Bijou]";
823                         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~";
824                         next;
825                         mes "[Bijou]";
826                         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.";
827                         next;
828                         mes "[Bijou]";
829                         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~";
830                         close;
831                 }
832                 mes "[Bijou]";
833                 mes "Well then~";
834                 mes "Good luck...!!";
835                 changequest 7004,7005;
836                 set DANC_Q,8;
837                 close2;
838                 warp "job_duncer",105,109;
839                 end;
840         }
841         else if (DANC_Q == 8) {
842                 mes "[Bijou]";
843                 mes "Oh my...";
844                 mes "Did you";
845                 mes "fail last time?";
846                 mes "Don't worry, just";
847                 mes "try to feel the rhythm~";
848                 close2;
849                 warp "job_duncer",105,109;
850                 end;
851         }
852         else if (DANC_Q == 9) {
853                 if (SkillPoint) {
854                         mes "[Bijou]";
855                         mes "You can't change jobs";
856                         mes "if you still have skill";
857                         mes "points left. Use the rest";
858                         mes "and come back later.";
859                         close;
860                 }
861                 mes "[Bijou]";
862                 mes "Oh my...";
863                 mes "I saw your";
864                 mes "dance earlier.";
865                 mes "You were great!";
866                 next;
867                 mes "[Bijou]";
868                 mes "Your performance shows that you are than qualified to become a Dancer. Well then, let me change your job.";
869                 next;
870                 mes "[Bijou]";
871                 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~";
872                 next;
873                 set .@jlevel,JobLevel;
874                 mes "[Bijou]";
875                 completequest 7006;
876                 callfunc "Job_Change",Job_Dancer;
877                 callfunc "F_ClearJobVar";
878                 mes "Ooh...!";
879                 mes "You look great";
880                 mes "as a Dancer~";
881                 mes "Congratulations!";
882                 next;
883                 mes "[Bijou]";
884                 mes "Here's a small";
885                 mes "gift from me.";
886                 mes "Please take it.";
887                 mes "May your performances always bring joy to your audience~";
888                 if (.@jlevel == 50)
889                         getitem 1953,1; //Line_
890                 else
891                         getitem 1950,1; //Rope
892                 close;
893         }
894
895
896 // Waiting Room
897 //============================================================ 
898 job_duncer,32,154,1     script  Waiting Room#dance      66,{
899         end;
900
901 OnInit:
902         waitingroom "Waiting Room",20,"Waiting Room#dance::OnStartArena",1;
903         enablewaitingroomevent;
904         end;
905
906 OnStartArena:
907         disablenpc "dance#up";
908         disablenpc "dance#down";
909         disablenpc "dance#left";
910         disablenpc "dance#right";
911         disablenpc "dance#cen";
912         donpcevent "dance#return::OnDisable";
913         warpwaitingpc "job_duncer",69,110,1;
914         donpcevent "Bijou#dance_timer::OnEnable";
915         disablewaitingroomevent;
916         end;
917
918 OnEnable:
919         enablewaitingroomevent;
920         end;
921 }
922
923 job_duncer,32,154,1     script  Waiting Room#click      66,{
924         mes "[Pyorgin]";
925         mes "Please wait in";
926         mes "the waiting room.";
927         mes "Click the Chatroom";
928         mes "box to enter.";
929         next;
930         mes "[Pyorgin]";
931         mes "Also, those who";
932         mes "are curious about";
933         mes "the test can watch";
934         mes "backstage.";
935         close;
936 }
937
938 // Dance Timer
939 //============================================================ 
940 job_duncer,69,105,0     script  Bijou#dance_timer       -1,{
941 OnEnable:
942         initnpctimer;
943         end;
944
945 OnDisable:
946         stopnpctimer;
947         end;
948
949 OnTimer2000:
950         mapannounce "job_duncer","Okay, let's begin. Now relax, the test is 1 minute~",bc_map;
951         end;
952
953 OnTimer5000:
954         mapannounce "job_duncer"," Up!",bc_map;
955         end;
956
957 OnTimer7000:
958         disablenpc "dance#up";
959         enablenpc "dance#down";
960         enablenpc "dance#left";
961         enablenpc "dance#right";
962         enablenpc "dance#cen";
963         end;
964
965 OnTimer8000:
966         donpcevent "Backdancer#1::OnSmile";
967         disablenpc "dance#up";
968         disablenpc "dance#down";
969         disablenpc "dance#left";
970         disablenpc "dance#right";
971         disablenpc "dance#cen";
972         mapannounce "job_duncer"," Down!",bc_map;
973         end;
974
975 OnTimer11000:
976         enablenpc "dance#up";
977         disablenpc "dance#down";
978         enablenpc "dance#left";
979         enablenpc "dance#right";
980         enablenpc "dance#cen";
981         end;
982
983 OnTimer12000:
984         donpcevent "Backdancer#1::OnSmile";
985         disablenpc "dance#up";
986         disablenpc "dance#down";
987         disablenpc "dance#left";
988         disablenpc "dance#right";
989         disablenpc "dance#cen";
990         mapannounce "job_duncer"," Left~!",bc_map;
991         end;
992
993 OnTimer15000:
994         enablenpc "dance#up";
995         enablenpc "dance#down";
996         disablenpc "dance#left";
997         enablenpc "dance#right";
998         enablenpc "dance#cen";
999         end;
1000
1001 OnTimer16000:
1002         donpcevent "Backdancer#1::OnSmile";
1003         disablenpc "dance#up";
1004         disablenpc "dance#down";
1005         disablenpc "dance#left";
1006         disablenpc "dance#right";
1007         disablenpc "dance#cen";
1008         mapannounce "job_duncer"," Left, then Right~!",bc_map;
1009         end;
1010
1011 OnTimer19000:
1012         enablenpc "dance#up";
1013         enablenpc "dance#down";
1014         enablenpc "dance#left";
1015         disablenpc "dance#right";
1016         enablenpc "dance#cen";
1017         end;
1018
1019 OnTimer20000:
1020         donpcevent "Backdancer#1::OnSmile";
1021         disablenpc "dance#up";
1022         disablenpc "dance#down";
1023         disablenpc "dance#left";
1024         disablenpc "dance#right";
1025         disablenpc "dance#cen";
1026         mapannounce "job_duncer"," Back to the Center~ !",bc_map;
1027         end;
1028
1029 OnTimer23000:
1030         enablenpc "dance#up";
1031         enablenpc "dance#down";
1032         enablenpc "dance#left";
1033         enablenpc "dance#right";
1034         disablenpc "dance#cen";
1035         end;
1036
1037 OnTimer23500:
1038         donpcevent "Backdancer#1::OnSmile";
1039         mapannounce "job_duncer"," Hold in place... ",bc_map;
1040         end;
1041
1042 OnTimer27000:
1043         donpcevent "Backdancer#1::OnSmile";
1044         mapannounce "job_duncer"," Hold then 'Improve Concentration!'",bc_map;
1045         end;
1046
1047 OnTimer28500:
1048         mapannounce "job_duncer"," Pay attention! ",bc_map;
1049         end;
1050
1051 OnTimer30000:
1052         donpcevent "Backdancer#1::OnSmile";
1053         disablenpc "dance#up";
1054         disablenpc "dance#down";
1055         disablenpc "dance#left";
1056         disablenpc "dance#right";
1057         disablenpc "dance#cen";
1058         mapannounce "job_duncer"," Left!",bc_map;
1059         end;
1060
1061 OnTimer34000:
1062         enablenpc "dance#up";
1063         enablenpc "dance#down";
1064         disablenpc "dance#left";
1065         enablenpc "dance#right";
1066         enablenpc "dance#cen";
1067         end;
1068
1069 OnTimer35000:
1070         donpcevent "Backdancer#1::OnSmile";
1071         disablenpc "dance#up";
1072         disablenpc "dance#down";
1073         disablenpc "dance#left";
1074         disablenpc "dance#right";
1075         disablenpc "dance#cen";
1076         mapannounce "job_duncer"," Down!",bc_map;
1077         end;
1078
1079 OnTimer38500:
1080         mapannounce "job_duncer"," Down, then Right~ ",bc_map;
1081         end;
1082
1083 OnTimer40000:
1084         enablenpc "dance#up";
1085         enablenpc "dance#down";
1086         enablenpc "dance#left";
1087         disablenpc "dance#right";
1088         enablenpc "dance#cen";
1089         mapannounce "job_duncer"," Hold it~",bc_map;
1090         end;
1091
1092 OnTimer43000:
1093         donpcevent "Backdancer#1::OnSmile";
1094         disablenpc "dance#up";
1095         disablenpc "dance#down";
1096         disablenpc "dance#left";
1097         disablenpc "dance#right";
1098         disablenpc "dance#cen";
1099         mapannounce "job_duncer"," Left, Center, Right, Up!",bc_map;
1100         end;
1101
1102 OnTimer49000:
1103         disablenpc "dance#up";
1104         enablenpc "dance#down";
1105         enablenpc "dance#left";
1106         enablenpc "dance#right";
1107         enablenpc "dance#cen";
1108         end;
1109
1110 OnTimer50000:
1111         donpcevent "Backdancer#1::OnSmile";
1112         disablenpc "dance#up";
1113         disablenpc "dance#down";
1114         disablenpc "dance#left";
1115         disablenpc "dance#right";
1116         disablenpc "dance#cen";
1117         mapannounce "job_duncer"," Right!",bc_map;
1118         end;
1119
1120 OnTimer53000:
1121         enablenpc "dance#up";
1122         enablenpc "dance#down";
1123         enablenpc "dance#left";
1124         disablenpc "dance#right";
1125         enablenpc "dance#cen";
1126         end;
1127
1128 OnTimer54000:
1129         donpcevent "Backdancer#1::OnSmile";
1130         disablenpc "dance#up";
1131         disablenpc "dance#down";
1132         disablenpc "dance#left";
1133         disablenpc "dance#right";
1134         disablenpc "dance#cen";
1135         mapannounce "job_duncer"," Left, Center, Down, Up~! ",bc_map;
1136         end;
1137
1138 OnTimer60000:
1139         disablenpc "dance#up";
1140         enablenpc "dance#down";
1141         enablenpc "dance#left";
1142         enablenpc "dance#right";
1143         enablenpc "dance#cen";
1144         end;
1145
1146 OnTimer61000:
1147         donpcevent "Backdancer#1::OnSmile";
1148         disablenpc "dance#up";
1149         disablenpc "dance#down";
1150         disablenpc "dance#left";
1151         disablenpc "dance#right";
1152         disablenpc "dance#cen";
1153         mapannounce "job_duncer"," Once again~ Left, Center, Down, Up~ ! ",bc_map;
1154         end;
1155
1156 OnTimer66000:
1157         disablenpc "dance#up";
1158         enablenpc "dance#down";
1159         enablenpc "dance#left";
1160         enablenpc "dance#right";
1161         enablenpc "dance#cen";
1162         end;
1163
1164 OnTimer67000:
1165         donpcevent "Backdancer#1::OnSmile";
1166         disablenpc "dance#up";
1167         disablenpc "dance#down";
1168         disablenpc "dance#left";
1169         disablenpc "dance#right";
1170         disablenpc "dance#cen";
1171         mapannounce "job_duncer"," Down~!",bc_map;
1172         end;
1173
1174 OnTimer69000:
1175         enablenpc "dance#up";
1176         disablenpc "dance#down";
1177         enablenpc "dance#left";
1178         enablenpc "dance#right";
1179         enablenpc "dance#cen";
1180         end;
1181
1182 OnTimer70000:
1183         donpcevent "Backdancer#1::OnSmile";
1184         disablenpc "dance#up";
1185         disablenpc "dance#down";
1186         disablenpc "dance#left";
1187         disablenpc "dance#right";
1188         disablenpc "dance#cen";
1189         mapannounce "job_duncer"," Left!",bc_map;
1190         end;
1191
1192 OnTimer74000:
1193         enablenpc "dance#up";
1194         enablenpc "dance#down";
1195         disablenpc "dance#left";
1196         enablenpc "dance#right";
1197         enablenpc "dance#cen";
1198         end;
1199
1200 OnTimer75000:
1201         donpcevent "Backdancer#1::OnSmile";
1202         disablenpc "dance#up";
1203         disablenpc "dance#down";
1204         disablenpc "dance#left";
1205         disablenpc "dance#right";
1206         disablenpc "dance#cen";
1207         mapannounce "job_duncer"," Center!",bc_map;
1208         end;
1209
1210 OnTimer80000:
1211         enablenpc "dance#up";
1212         enablenpc "dance#down";
1213         enablenpc "dance#left";
1214         enablenpc "dance#right";
1215         disablenpc "dance#cen";
1216         end;
1217
1218 OnTimer81000:
1219         donpcevent "Backdancer#1::OnSmile";
1220         disablenpc "dance#up";
1221         disablenpc "dance#down";
1222         disablenpc "dance#left";
1223         disablenpc "dance#right";
1224         disablenpc "dance#cen";
1225         mapannounce "job_duncer"," Okay, Finish~ 'Arrow Shower!'",bc_map;
1226         end;
1227
1228 OnTimer82000:
1229         donpcevent "dance#poring::OnEnable";
1230         end;
1231
1232 OnTimer89000:
1233         donpcevent "dance#poring::OnDisable";
1234         donpcevent "dance#return::OnEnable";
1235         end;
1236 }
1237
1238 job_duncer,69,110,0     script  dance#return    -1,1,4,{
1239 OnTouch_:
1240         mapannounce "job_duncer","Good! Well done! Go back to Bijou!",bc_map;
1241         set DANC_Q,9;
1242         changequest 7005,7006;
1243         warp "comodo",188,162;
1244         end;
1245
1246 OnDisable:
1247         disablenpc "dance#return";
1248         donpcevent "dance#return#2::OnDisable";
1249         donpcevent "dance#return#3::OnDisable";
1250         end;
1251
1252 OnEnable:
1253         enablenpc "dance#return";
1254         donpcevent "dance#return#2::OnEnable";
1255         end;
1256 }
1257
1258 job_duncer,66,110,0     script  dance#return#2  -1,1,1,{
1259 OnTouch_:
1260         set DANC_Q,9;
1261         warp "comodo",188,162;
1262         end;
1263
1264 OnDisable:
1265         disablenpc "dance#return#2";
1266         end;
1267
1268 OnEnable:
1269         enablenpc "dance#return#2";
1270         donpcevent "dance#return#3::OnEnable";
1271         end;
1272 }
1273
1274 job_duncer,72,110,0     script  dance#return#3  -1,1,1,{
1275 OnTouch_:
1276         set DANC_Q,9;
1277         warp "comodo",188,162;
1278         end;
1279
1280 OnDisable:
1281         disablenpc "dance#return#3";
1282         end;
1283
1284 OnEnable:
1285         enablenpc "dance#return#3";
1286         donpcevent "Bijou#dance_timer::OnDisable";
1287         donpcevent "Waiting Room#dance::OnEnable";
1288         end;
1289 }
1290
1291 // Dance Move Triggers
1292 //============================================================ 
1293 -       script  dancestep::StepTrigger  -1,1,1,{
1294 OnTouch_:
1295         donpcevent "Backdancer#1::OnOmg";
1296         mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map;
1297         set DANC_Q,8;
1298         donpcevent "Bijou#dance_timer::OnDisable";
1299         donpcevent "Waiting Room#dance::OnEnable";
1300         warp "comodo",188,162;
1301         end;
1302 }
1303
1304 job_duncer,69,113,0     duplicate(StepTrigger)  dance#up        -1,1,1
1305 job_duncer,69,107,0     duplicate(StepTrigger)  dance#down      -1,1,1
1306 job_duncer,66,110,0     duplicate(StepTrigger)  dance#left      -1,1,1
1307 job_duncer,72,110,0     duplicate(StepTrigger)  dance#right     -1,1,1
1308 job_duncer,69,110,0     duplicate(StepTrigger)  dance#cen       -1,1,1
1309
1310 job_duncer,10,10,0      script  dance#poring    -1,{
1311 OnEnable:
1312         areamonster "job_duncer",68,105,70,107,"Poring",1002,1,"dance#poring::OnMyMobDead";
1313         end;
1314
1315 OnMyMobDead:
1316         mapannounce "job_duncer"," Good! Well done! ",bc_map;
1317         end;
1318
1319 OnDisable:
1320         killmonsterall "job_duncer";
1321         end;
1322
1323 }
1324
1325 // Backup Dancers
1326 //============================================================ 
1327 job_duncer,63,110,4     script  Backdancer#1    724,{
1328         end;
1329
1330 OnSmile:
1331         emotion e_no1;
1332         donpcevent "Backdancer#2::OnSmile";
1333         donpcevent "Backdancer#3::OnSmile";
1334         donpcevent "Backdancer#4::OnSmile";
1335         end;
1336
1337 OnOmg:
1338         emotion e_omg;
1339         donpcevent "Backdancer#2::OnOmg";
1340         donpcevent "Backdancer#3::OnOmg";
1341         donpcevent "Backdancer#4::OnOmg";
1342         end;
1343 }
1344
1345 job_duncer,66,113,4     script  Backdancer#2    724,{
1346         end;
1347
1348 OnSmile:
1349         emotion e_no1;
1350         end;
1351
1352 OnOmg:
1353         emotion e_omg;
1354         end;
1355 }
1356
1357 job_duncer,72,113,4     script  Backdancer#3    724,{
1358         end;
1359
1360 OnSmile:
1361         emotion e_no1;
1362         end;
1363
1364 OnOmg:
1365         emotion e_omg;
1366         end;
1367 }
1368
1369 job_duncer,75,110,4     script  Backdancer#4    724,{
1370         end;
1371
1372 OnSmile:
1373         emotion e_no1;
1374         end;
1375
1376 OnOmg:
1377         emotion e_omg;
1378         end;
1379 }
1380
1381 //============================================================ 
1382 // Old changelog
1383 //============================================================ 
1384 //= 1.1 Removed the warp I left here my accident, added a check for using 
1385 //=     Improved Concentration and arrow shower, people could get away with it
1386 //=     [Fredzilla]
1387 //= 1.0 I tried to keep as much the same from the Jap version as possible
1388 //=     this turned out to be quite hard, but on the whole it is the same script
1389 //=     I have added some new things, and changed some of the used commands,
1390 //=     along with some optimization. [Fredzilla]
1391 //= 1.5 Added Baby Class Support [Fredzilla]
1392 //= 1.6 Added a func which prevent advanced classes passing
1393 //=     2nd Job Quests again. It also guides adv classes where
1394 //=     to go. [Lupus]
1395 //= 2.0 Changed numbers to constants. [Vicious]
1396 //= 2.1 Script check #1. [Lance]
1397 //= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
1398 //= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
1399 //= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
1400 //= 2.5 Final fix of chrid issues, changed 'Improved
1401 //=     Concentration' to 'Attention Concentrate' [Lupus]
1402 //= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
1403 //= 3.1 Implemented JOBLVL as in other quests [Lupus]
1404 //============================================================