//===== rAthena Script ======================================= //= Kagerou/Oboro Equipment Quests //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= [Official Conversion] //= Quests for Kagerou/Oboro weapons and armor. //===== Additional Comments: ================================= //= 1.0 First version. [Euphy] //= 1.1 Little clean-up. [Capuche] //============================================================ // Armor and Weapon NPCs :: kaboro_gearmix //============================================================ que_ng,21,72,6 script Master Armor Craftsman 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[1]:Crescent Armguard[1]:Ninja Scale Armor[1]:Tenebris Latitantes[1]:Quit.")) { case 1: mes "[Gyo]"; mes "Wolf Armguard... One beastly piece of armor."; next; callsub L_Select,2172; if (countitem(2171) > 0 && countitem(6252) > 9) { //custom translation delitem 2171,1; //Fox_Armguard delitem 6252,10; //Wolf_Blood getitem 2172,1; //Wolf_Armguard mes "[Gyo]"; mes "Do you feel the nature of the wolf?"; mes "Both wild and charming..."; close; } break; case 2: mes "[Gyo]"; mes "Crescent Armguard... A thing of beauty and strength... With none the lesser."; next; callsub L_Select,2173; if (countitem(2171) > 0 && countitem(7321) > 99) { //custom translation delitem 2171,1; //Fox_Armguard delitem 7321,100; //Fragment_Of_Crystal getitem 2173,1; //Crescent_Armguard mes "[Gyo]"; mes "Such beauty..."; mes "As if the whole body is overflowing with magic."; close; } break; case 3: mes "[Gyo]"; mes "Ninja Scale Armor... It's said that a legendary Ninja once wore it."; next; callsub L_Select,15054; if (countitem(7451) > 29 && countitem(7562) > 29 && countitem(6091) > 29) { //custom translation delitem 7451,30; //Scale_Of_Red_Dragon delitem 7562,30; //Ice_Scale delitem 6091,30; //Dark_Red_Scale getitem 15054,1; //Ninja_Scale_Armor mes "[Gyo]"; mes "This is truly a legendary armor..."; mes "Even if I don't believe in legends..."; close; } break; case 4: mes "[Gyo]"; mes "Shadow King's Armor... It was made to protect others."; next; callsub L_Select,15055; if (countitem(15056) > 0 && countitem(6089) > 9) { //custom translation delitem 15056,1; //Special_Ninja_Suit_ delitem 6089,10; //Piece_Of_Darkness getitem 15055,1; //Tenebris_Latitantes mes "[Gyo]"; mes "How is it?"; mes "Does the armor not appear as if there are two?"; close; } break; case 5: close; } mes "[Gyo]"; mes "You don't have enough ingredients."; mes "Look again..."; close; L_Select: .@string1$ = "Check Ingredients."; .@string2$ = "Check Stats."; while(1) { switch(select(.@string1$,.@string2$,"Combine.","Quit.")) { case 1: .@string1$ = ""; callsub L_Ingredients, getarg(0); break; case 2: .@string2$ = ""; callsub L_Stats, getarg(0); break; case 3: callsub L_Combine; return; case 4: mes "[Gyo]"; mes "Looks like you need more time to decide."; close; } } L_Ingredients: mes "[Gyo]"; switch (getarg(0)) { case 2172: //Wolf_Armguard mes "To make a ^ff0000Wolf Armguard, you need 1 Fox Armguard and 10 Blood of Wolf^000000."; mes "Can you feel it? The throbbing of the wolf blood..."; break; case 2173: //Crescent_Armguard mes "To make a ^ff0000Crescent Armguard, you need 1 Fox Armguard and 100 Crystal Fragments^000000."; mes "A crescent as beautiful and clear as a crystal will be engraved on it."; break; case 15054: //Ninja_Scale_Armor mes "To make a ^ff0000Ninja Scale Armor, you need 30 Fire Dragon Scales, 30 Ice Scales, and 30 Darkred Scale Pieces^000000."; mes "You can feel its legendary powers."; break; case 15055: //Tenebris_Latitantes mes "To make a ^ff0000Shadow King's Armor, you'll need a Special Ninja Suit with a slot and 10 Dark Pieces^000000."; mes "With the darkness it erases existence itself..."; break; } next; return; L_Stats: mes "[" + getitemname(getarg(0)) + "]"; switch (getarg(0)) { case 2172: //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"; break; case 2173: //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"; break; case 15054: //Ninja_Scale_Armor mes "MHP+15%, MSP-30%"; mes "Armor Type, Defense 90, Slot 1"; mes "Required Level 100, Ninja Type Only"; break; case 15055: //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; } next; return; L_Combine: mes "[Gyo]"; mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand^000000."; mes "No use crying over it later."; next; switch(select("Combine.:Quit.")) { case 1: 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; } return; case 2: mes "[Gyo]"; mes "Looks like you need more time to decide."; close; } end; } que_ng,23,70,3 script Master Weapon Craftsman 4_DST_SOLDIER,{ mes "[Ki]"; mes "To attack is the best means of defense."; mes "A powerful weapon ill 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[1]:Mikatsuki[1]:Huuma Swirling Petal[2]:Quit.")) { case 1: mes "[Ki]"; mes "Raksasa Dagger can only be used after plenty of training."; next; callsub L_Select,13076; if (countitem(13013) > 0 && countitem(718) > 0) { //custom translation delitem 13013,1; //Murasame_ delitem 718,1; //Dark_Red_Jewel getitem 13076,1; //Raksasa_Dagger mes "[Ki]"; mes "Ah..."; mes "What a beautiful luster..."; close; } mes "[Ki]"; mes "Hmm... You do not have enough to make a Raksasa Dagger."; break; 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_Select,13078; if (countitem(13015) > 0 && countitem(727) > 0) { //custom translation delitem 13015,1; //Hakujin_ delitem 727,1; //White_Jewel getitem 13078,1; //Mikatsuki mes "[Ki]"; mes "Truly beautiful..."; mes "I am so fortunate to be able to see such a magnificent dagger."; close; } mes "[Ki]"; mes "Hmm... You do not have enough to make a Mikatsuki."; break; case 3: mes "[Ki]"; mes "Huuma Swirling Petal... Have you ever seen petals swirl?"; next; callsub L_Select,13313; if (countitem(13304) > 0 && countitem(7156) > 99) { //custom translation delitem 13304,1; //Huuma_Calm_Mind delitem 7156,100; //Broken_Shuriken getitem 13313,1; //Huuma_Swirling_Petal mes "[Ki]"; mes "Flying... petals!!"; close; } mes "[Ki]"; mes "Hmm... You do not have enough to make a Huuma Swirling Petal."; break; case 4: close; } mes "Why don't you check again?"; mes "Some just can't give up what they hold."; close; L_Select: .@string1$ = "Check Ingredients."; .@string2$ = "Check Stats."; while(1) { switch(select(.@string1$,.@string2$,"Combine.","Quit.")) { case 1: .@string1$ = ""; callsub L_Ingredients, getarg(0); break; case 2: .@string2$ = ""; callsub L_Stats, getarg(0); break; case 3: callsub L_Combine; return; case 4: mes "[Ki]"; mes "Think carefully~~"; close; } } L_Ingredients: mes "[Ki]"; switch (getarg(0)) { case 13076: //Raksasa_Dagger mes "For a ^ff0000Raksasa Dagger, you need 1 Murasame with 2 sockets and 1 Garnet^000000."; mes "The garnet gives the Raksasa Dagger its unique color."; break; case 13078: //Mikatsuki mes "For a ^ff0000Mikatsuki, you need a Hakujin with a Slot and an Opal^000000."; mes "The opal is what gives off the translucent glow."; break; case 13313: //Huuma_Swirling_Petal mes "For a ^ff0000Huuma Swirling Petal, you need one Huuma Calm Mind Shuriken and 100 Broken Shurikens^000000."; mes "It may seem like too many shurikens are needed... But it is essential for the beautiful fluttering effect."; break; } next; return; L_Stats: mes "[" + getitemname(getarg(0)) + "]"; switch (getarg(0)) { case 13076: //Raksasa_Dagger mes "INT+3 MATK+100."; mes "Dagger Type, ATK 120, Slot 1"; mes "Required Level 110, Ninja Type Only"; break; case 13078: //Mikatsuki mes "MATK + 120, Flucuated Casting and SP use decreased by 5% upon skill use."; mes "Dagger Type, ATK 50, Weapon Lvl. 4 Slot 1"; mes "Required Level 100, Ninja Type Only"; break; case 13313: //Huuma_Swirling_Petal mes "MATK + 50, Huuma Swirling Petal skill damage increased by 20%."; mes "Shuriken Type, ATK 150"; mes "Weapon Lvl. 3, Slot 2"; mes "Required Level 110, Ninja Type Only"; break; } next; return; L_Combine: mes "[Ki]"; mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand^000000."; mes "Once done, it cannot be undone."; next; switch(select("Combine.:Quit.")) { case 1: 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; } return; case 2: mes "[Ki]"; mes "Think carefully~~"; close; } end; }