//===== Hercules Script ======================================
//= Ninja Weapon and Armor
//===== By: ==================================================
//= Dastgir
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
//= Ninja Armor and Weapon Craftsman
//===== Additional Comments: =================================
//= 1.0 Official Conversion. [Dastgir]
//============================================================
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(1201,1) == 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(1201,1) == 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;
}