Script Function: Q5QX

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Revision as of 03:08, 8 October 2018 by Grimoric (talk | contribs) (Created page with " <span style="color:#0000FF">function</span> <span style="color:#0000FF">void</span> Q5QX() { <span style="color:#0000FF">string</span> Q68Y; Q5MI = 0x00; <span...")
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 function void Q5QX()
 {
   string Q68Y;
   Q5MI = 0x00;
   switch (state)
   {
   case 0x01
     Q49J = "Lets get out of the inn, shall we?  Walk to the door by moving your cursor so the arrow points at it, and then hold down the right mouse button.";
     callback(this, 0x1E, 0x0001046A);
     return ();
     break;
   case 0x02
     Q49J = "Now double click on the door to open it and then walk through.";
     break;
   case 0x03
     Q49J = "Lets go find the town bulletin board and see whats going on.  Its " + getDirection(getLocation(this), Q52E) + " of here.  You might want to open your map to help navigate by pressing Alt-R.";
     break;
   case 0x04
     Q49J = "Lets read the board and see whats going on in the area.  Double click the bulletin board to read the messages on it.";
     break;
   case 0x05
     Q49J = "";
     break;
   case 0x06
     Q49J = "That dragon sounds dangerous.  We should seek the aide of the sage in town to see if he can help us out, he is " + getDirection(getLocation(this), Q54F) + ".";
     break;
   case 0x07
     Q49J = "There's the sage, ask him about the dragon and see if he can help.";
     break;
   case 0x08
     Q49J = "That sword is sure to help, lets find the blacksmith, they're " + getDirection(getLocation(this), Q529) + ".";
     callback(this, 0x0A, 0x0001046A);
     return ();
     break;
   case 0x09
     Q49J = "There's the shopkeeper, say 'shopkeeper' near him to get his attention and you'll be shown his inventory to shop from.";
     break;
   case 0x0A
     Q49J = "Okay, we have the hammer for the sage, lets head " + getDirection(getLocation(this), Q54F) + ", back to the sage's home.";
     break;
   case 0x0B
     Q49J = "You need to open your inventory to give the hammer to the sage, open it by pressing Alt-I.";
     break;
   case 0x0C
     Q49J = "There's the hammer in your pack, while very close to the sage click on the hammer and drag it on top of the sage to give it to him, then right click on the inventory window to close it.";
     break;
   case 0x0D
     Q49J = "Sheesh, a sword too eh?  Lets go back to the blacksmith's to buy one - " + getDirection(getLocation(this), Q529) + ".";
     callback(this, 0x0A, 0x0001046A);
     return ();
     break;
   case 0x0E
     Q49J = "Shop now just like you did before.";
     break;
   case 0x0F
     Q49J = "Okay, lets head back to the sage's home and hope this is all we need.";
     break;
   case 0x10
     Q49J = "Drag your sword from your inventory to the sage to give it to him, if you have it wielded, drag it from your 'paper doll,' which you open by pressing Alt-P.";
     break;
   case 0x11
     Q49J = "Well now that we finally have our enchanted sword, lets find the ranger to learn how to track the dragon down, he's most likely at the library, " + getDirection(getLocation(this), Q54E) + ".";
     callback(this, 0x0A, 0x0001046A);
     return ();
     break;
   case 0x12
     Q49J = "There is the ranger now, ask him to 'teach tracking', and see how much he wants to teach you how to track.";
     break;
   case 0x13
     Q49J = "You're as ready as you're going to be to take on the dragon, lets head out into the woods!";
     callback(this, 0x0A, 0x0001046A);
     return ();
     break;
   case 0x14
     Q49J = "I have a feeling the dragon is near, you'd better wield your glass sword.  First open your 'paperdoll' by pressing Alt-P now.";
     break;
   case 0x15
     Q49J = "Unwield anything you're wielding by dragging it from your paperdoll to your pack.  Now drag the sword from your inventory to the picture of you in the paperdoll and you will wield it!";
     break;
   case 0x16
     Q49J = "Time to kill us a dragon.  Click on the skills button on your paperdoll, then the arrow next to 'actions'.  You should now see the tracking skill in the list if you scroll down with the red ribbon some, click on that, and then select 'creatures'.  A box will appear with the monsters nearby in it, click on the dragon in that box.  If there isn't a dragon, wander some more and try again.";
     break;
   case 0x17
     Q49J = "There's the dragon!  Click on the button labeled 'peace' on your paperdoll.  This will change you to war mode.  Now walk VERY close to the dragon and double click on it to begin combat!";
     break;
   case 0x18
     Q49J = "Combat has begun!  Slay the wicked beast!!";
     break;
   case 0x19
     Q49J = "Congratulations!!  Take the items on the dragon's body and dragging them to your inventory.";
     break;
   }
   Q5QY(Q49J);
   Q57Z();
   callback(this, 0x78, 0x0001046B);
   return ();
 }