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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Dastgir
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Ninja Weapon and Armor
//================= Description ===========================================
//= Ninja Armor and Weapon Craftsman
//================= Current Version =======================================
//= 1.0
//=========================================================================

que_ng,21,72,6	script	Master Craftsman Gyo#arm	4_M_RASWORD,{
	mes "[Gyo]";
	mes "How would you define victory?";
	mes "To fell the enemy...";
	mes "However, the most important thing is...";
	mes "Never to fall yourself!";
	next;
	mes "[Gyo]";
	mes "For that, you must better protect yourself.";
	mes "You cannot protect 'others' while you hinder your 'own' protection.";
	next;
	if (select("Combine armor.:End conversation.") == 2) {
		mes "[Gyo]";
		mes "Prudence is also an important virtue in battle.";
		close;
	}
	switch (select("Wolf Armguard:Crescent Armguard:Ninja Scale Armor:Shadow King's Armor:Quit.")) {
		case 1:
			mes "[Gyo]";
			mes "Wolf Armguard... One beastly piece of armor.";
			next;
			callsub L_Menu,Wolf_Armguard;
			close;
		case 2:
			mes "[Gyo]";
			mes "Crescent Armguard... A thing of beauty and strength... With none the lesser.";
			next;
			callsub L_Menu,Crescent_Armguard;
			close;
		case 3:
			mes "[Gyo]";
			mes "Ninja Scale Armor... It's said that a legendary Ninja once wore it.";
			next;
			callsub L_Menu,Ninja_Scale_Armor;
			close;
		case 4:
			mes "[Gyo]";
			mes "Shadow King's Armor... It was made to protect others.";
			next;
			callsub L_Menu,Tenebris_Latitantes;
			close;
		case 5:
			mes "[Gyo]";
			mes "Looks like you need more time to decide.";
			close;
	}

L_Menu:
	.@item_make = getarg(0);
	while(1){
		switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){
			case 1:
				mes "[Gyo]";
				mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000";
				if (.@item_make==Wolf_Armguard)
					mes "Can you feel it? The throbbing of the wolf blood��";
				else if (.@item_make==Crescent_Armguard)
					mes "A crescent as beautiful and clear as a crystal will be engraved on it.";
				else if (.@item_make==Ninja_Scale_Armor)
					mes "You can feel its legendary powers.";
				else if (.@item_make==Tenebris_Latitantes)
					mes "With the darkness it erases existence itself...";
				break;
			case 2:
				mes "["+ getitemname(getarg(0)) +"]";
				if (.@item_make == Wolf_Armguard){
					mes "Chance to have 5 sec. of ATK +100, FLEE -50 upon melee attack.";
					mes "Shield Type, Defense 45, Slot 1";
					mes "Required Level 100, Ninja Type Only";
				}
				else if (.@item_make == Crescent_Armguard){
					mes "Decreases post skill delay for 2% for every enhancement.";
      				mes "Shield Type, Defense 70, Slot 1";
      				mes "Required Level 100, Ninja Type Only";
				}
				else if (.@item_make == Ninja_Scale_Armor){
      				mes "MHP+15%, MSP-30%.";
      				mes "Armor Type, Defense 90, Slot 1";
      				mes "Required Level 100, Ninja Type Only";
				}
				else if (.@item_make == Tenebris_Latitantes){
					mes "Chance to activate Lvl. 1 Illusion - Shadow when attacked by melee attacks.";
      				mes "Armor Type, Defense 60, Slot 1";
      				mes "Required Level 100, Ninja Type Only";
				}
				break;
			case 3:
				mes "[Gyo]";
        		mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000";
        		mes "No use crying over it later.";
        		next;
        		if (select("Combine.:Quit.") == 2) {
					mes "[Gyo]";
					mes "Looks like you need more time to decide.";
					close;
				}
                if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
					mes "- Hold on!! -";
					mes "- You cannot receive items -";
					mes "- because you carry too much. -";
					mes "- Please try again -";
					mes "- after lightening your burden. -";
					close;
                }
				mes "[Gyo]";
				switch(.@item_make){
					case 2172:	//Wolf_Armguard
						if (countitem(Fox_Armguard) && countitem(Wolf_Blood) > 9) {
							delitem Fox_Armguard,1; //Fox_Armguard
							delitem Wolf_Blood,10; //Wolf_Blood
							getitem Wolf_Armguard,1; //Wolf_Armguard
							mes "Can you feel the wolfish instinct?";
							mes "Wild, but beautiful��";
						}
						else {
							mes "You don't have enough ingredients.";
							mes "Look again......";
						}
						break;
					case 2173: //Crescent_Armguard
						if (countitem(Fox_Armguard) && countitem(Fragment_Of_Crystal) > 99) {
							 delitem Fox_Armguard,1; //Fox_Armguard
							 delitem Fragment_Of_Crystal,100; //Fragment_Of_Crystal
							 getitem Crescent_Armguard,1; //Crescent_Armguard
							 mes "B-e-a-utiful......";
							 mes "Feel the overwhelming magic within.";
						 }
						 else {
							mes "You don't have enough ingredients.";
							mes "Look again......";
						 }
						 break;
					case 15054:	//Ninja_Scale_Armor
						if (countitem(Scale_Of_Red_Dragon) > 29 && countitem(Ice_Scale) > 29 && countitem(Dark_Red_Scale) > 29) {
							delitem Scale_Of_Red_Dragon,30; //Scale_Of_Red_Dragon
							delitem Ice_Scale,30; //Ice_Scale
							delitem Dark_Red_Scale,30; //Dark_Red_Scale
							getitem Ninja_Scale_Armor,1; //Ninja_Scale_Armor
							mes "This armor holds a legend...";
							mes "Though I don't believe in them...";
						}
						else {
							mes "You don't have enough ingredients.";
							mes "Look again......";
						}
						break;
					case 15055:	//Tenebris_Latitantes
						if (countitem(Special_Ninja_Suit_) && countitem(Piece_Of_Darkness) > 9) {
							delitem Special_Ninja_Suit_,1; //Special_Ninja_Suit_
							delitem Piece_Of_Darkness,10; //Piece_Of_Darkness
							getitem Tenebris_Latitantes,1; //Tenebris_Latitantes
							mes "How about it?";
							mes "It looks like two sets of them, doesn't it?";
						}
						else {
							mes "You don't have enough ingredients.";
							mes "Look again......";
						}
						break;
				}
				close;
			case 4:
				mes "[Gyo]";
				mes "Looks like you need more time to decide.";
				close;
		}
		next;
	}

L_Ingredients:
	switch(getarg(0)){
		case 2172:	//Wolf_Armguard
			return "you need 1 Fox Armguard and 10 Blood of Wolf";
		case 2173: //Crescent_Armguard
			return "you need 1 Fox Armguard and 100 Crystal Fragments";
		case 15054:	//Ninja_Scale_Armor
			return "you need 30 Fire Dragon Scales, 30 Ice Scales and 30 Darkred Scale Pieces";
		case 15055: //Tenebris_Latitantes
			return "you'll need a Special Ninja Suit with a slot and 10 Dark Pieces";
	}
	end;
}

que_ng,23,70,6	script	Master Craftsman Ki#weap	4_DST_SOLDIER,{
	mes "[Ki]";
	mes "To attack is the best means of defense.";
	mes "A powerful weapon will make you truly complete.";
	next;
	mes "[Ki]";
	mes "Of course, it would be better to have something special at hand.";
	next;
	if (select("Combine weapon.:End conversation.") == 2) {
		mes "[Ki]";
		mes "Being too careful could sometimes be lethal.";
		close;
	}
	switch (select("Raksasa Dagger:Mikatsuki:Petal Shuriken:Quit.")) {
		case 1:
			mes "[Ki]";
			mes "Raksasa Dagger can only be used after plenty of training.";
			next;
			callsub L_Menu,Raksasa_Dagger;
			close;
		case 2:
			mes "[Ki]";
			mes "Mikatsuki... A beautiful curve like the crescent moon...";
			mes "There aren't many who can make them.";
			next;
			callsub L_Menu,Mikatsuki;
			close;
		case 3:
			mes "[Ki]";
			mes "Petal Shuriken... Have you every seen petals swirl?";
			next;
			callsub L_Menu,Huuma_Swirling_Petal;
			close;
		case 4:
			mes "[Ki]";
			mes "Think carefully~~";
			close;
	}

L_Menu:
	.@item_make = getarg(0);
	while(1){
		switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){
			case 1:
				mes "[Ki]";
				mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000";
				if (.@item_make==Raksasa_Dagger)
					mes "The garnet gives the Raksasa Dagger its unique color.";
				else if (.@item_make==Mikatsuki)
					mes "The opal is what gives off the translucent glow.";
				else if (.@item_make==Huuma_Swirling_Petal)
					mes "It may seem like too many shurikens are needed... But it is essential for the beautiful fluttering effect.";
				break;
			case 2:
				mes "["+ getitemname(getarg(0)) +"]";
				if (.@item_make == Raksasa_Dagger){
					mes "INT+3 MATK+100.";
      				mes "Dagger Type, ATK 120, Slot 1";
      				mes "Required Level 110, Ninja Type Only";
				}
				else if (.@item_make == Mikatsuki){
					mes "MATK + 120, Fluctuated Casting and SP use decreased by 5% upon skill use.";
      				mes "Dagger Type, ATK 50, Weapon Lvl. 4";
      				mes "Slot 1";
      				mes "Required Level 100, Ninja Type Only";
				}
				else if (.@item_make == Huuma_Swirling_Petal){
      				mes "MATK + 50, Petal Shuriken  skill damage increased by 20%.";
      				mes "Shuriken Type, ATK 150";
      				mes "Weapon Lvl. 3, Slot 2";
      				mes "Required Level 110, Ninja Type Only";
				}
				break;
			case 3:
				mes "[Ki]";
        		mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000";
        		mes "No use crying over it later.";
        		next;
        		if (select("Combine.:Quit.") == 2) {
					mes "[Ki]";
					mes "Think carefully~~";
					close;
				}
                if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
					mes "- Hold on!! -";
					mes "- You cannot receive items -";
					mes "- because you carry too much. -";
					mes "- Please try again -";
					mes "- after lightening your burden. -";
					close;
                }
				mes "[Ki]";
				switch(.@item_make){
					case 13076:	//Raksasa_Dagger
						 if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) {
                                delitem Murasame_,1; //Murasame_
                                delitem Dark_Red_Jewel,1; //Dark_Red_Jewel
                                getitem Raksasa_Dagger,1; //Raksasa_Dagger
                                mes "Oh yes...";
                                mes "It is a beautiful glow...";
                            }
                            else {
                            	mes "Hmm... You do not have enough to make a Raksasa Dagger.";
                            	mes "Why don't you check again?";
                            	mes "Some just can't give up what they hold.";
                            }
						break;
					case 13078: //Mikatsuki
						 if (countitem(Hakujin_) && countitem(White_Jewel)) {
                                delitem Hakujin_,1; //Hakujin_
                                delitem White_Jewel,1; //White_Jewel
                                getitem Mikatsuki,1; //Mikatsuki
                                mes "Splendid��";
                                mes "It is always mesmerizing to look upon such a beautiful weapon��";
                            }
                            else {
                                mes "Hmm... You do not have enough to make a Mikatsuki.";
                                mes "Why don't you check again?";
                                mes "Some just can't give up what they hold.";
                            }
						 break;
					case 13313:	//Huuma_Swirling_Petal
						 if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) {
                                delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind
                                delitem Broken_Shuriken,100; //Broken_Shuriken
                                getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal
                                mes "Swirling Petal!!";
                            }
                            else {
                                mes "Hmm... You do not have enough to make Petal Shurikens.";
                                mes "Why don't you check again?";
                                mes "Some just can't give up what they hold.";
                            }
						break;
				}
				close;
			case 4:
				mes "[Ki]";
				mes "Looks like you need more time to decide.";
				close;
		}
		next;
	}

L_Ingredients:
	switch(getarg(0)){
		case 13076:	//Raksasa_Dagger
			return "you need 1 Murasame with 2 sockets and 1 Garnet";
		case 13078: //Mikatsuki
			return "you need a Hakujin with a Slot and an Opal";
		case 13313:	//Huuma_Swirling_Petal
			return "you need one Huuma Calm Mind Shuriken and 100 Broken Shurikens";
	}
	end;
}