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author | Dastgir <dastgirpojee@rocketmail.com> | 2015-03-03 18:29:30 +0530 |
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committer | Dastgir <dastgirpojee@rocketmail.com> | 2015-03-03 18:29:30 +0530 |
commit | fc41e39081a4ad37febe16045277972d467d8742 (patch) | |
tree | 0aa8cd429601d0bf7e5f33c0da3f8836abb9931d /npc/re/merchants | |
parent | 7f68a615fea24ab0d63da02fa0312267bc43e3a1 (diff) | |
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Added Ninja Weapon and Armor Craftman NPC's
Diffstat (limited to 'npc/re/merchants')
-rw-r--r-- | npc/re/merchants/ninja_craftsman.txt | 351 |
1 files changed, 351 insertions, 0 deletions
diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt new file mode 100644 index 000000000..b9025f3aa --- /dev/null +++ b/npc/re/merchants/ninja_craftsman.txt @@ -0,0 +1,351 @@ +//===== 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,21,72,6 script Master Craftsman Ki#weap 4_M_RASWORD,{ + 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; + +} |