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Diffstat (limited to 'npc/re/merchants/ninja_craftsman.txt')
-rw-r--r-- | npc/re/merchants/ninja_craftsman.txt | 371 |
1 files changed, 0 insertions, 371 deletions
diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt deleted file mode 100644 index 4a3744269..000000000 --- a/npc/re/merchants/ninja_craftsman.txt +++ /dev/null @@ -1,371 +0,0 @@ -//================= 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; -} |