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authorAndrei Karas <akaras@inbox.ru>2016-06-25 22:07:46 +0300
committerGitHub <noreply@github.com>2016-06-25 22:07:46 +0300
commit5f4c452cdf22f5625b61004ed0e92816b0175ea1 (patch)
tree1b766d21645ff064e57e366d807497f58d4f0a2d /npc/re/merchants/ninja_craftsman.txt
parent98da34f0c6785a4227efa0f6718a7453e2991202 (diff)
parenta8590a0b235ce48320d428a184181c1e93267cd6 (diff)
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Merge pull request #1292 from HerculesWS/huld-improvements
HULD improvements
Diffstat (limited to 'npc/re/merchants/ninja_craftsman.txt')
-rw-r--r--npc/re/merchants/ninja_craftsman.txt131
1 files changed, 65 insertions, 66 deletions
diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt
index a78491f65..4a3744269 100644
--- a/npc/re/merchants/ninja_craftsman.txt
+++ b/npc/re/merchants/ninja_craftsman.txt
@@ -87,7 +87,7 @@ L_Menu:
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¡¦";
+ 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)
@@ -104,38 +104,38 @@ L_Menu:
}
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";
+ 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";
+ 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";
+ 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 "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) {
+ 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
@@ -144,7 +144,7 @@ L_Menu:
delitem Wolf_Blood,10; //Wolf_Blood
getitem Wolf_Armguard,1; //Wolf_Armguard
mes "Can you feel the wolfish instinct?";
- mes "Wild, but beautiful¡¦";
+ mes "Wild, but beautiful...";
}
else {
mes "You don't have enough ingredients.";
@@ -272,82 +272,81 @@ L_Menu:
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";
+ 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";
+ 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";
+ 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 "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) {
+ 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.";
- }
+ 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;
+ 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.";
- }
+ 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;