//================= 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 . //========================================================================= //= 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; }