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ai-game-2/.opencode/skills/kq4-room-creator/SKILL.md
2026-02-21 12:18:48 -08:00

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kq4-room-creator Create new King's Quest IV room scenes from the decompiled room specs. Handles template copying, visual image setup, transition wiring, and connecting to existing rooms.

KQ4 Room Creator

Overview

This skill automates the creation of new King's Quest IV rooms from the decompiled room specs.

When to Use

Use this skill when you need to create a new game room scene. The skill will:

  1. Copy the placeholder template
  2. Set up cardinal exits based on room spec
  3. Wire up connections to existing rooms
  4. Copy the visual image from decompile

How to Use

Step 1: Get Room Spec

First, read the room specification from:

kq4-sierra-decompile/rooms/kq4-XXX-room-name/kq4-XXX-room-name.md

Look for the "Exits" section to determine which directions connect to which room numbers.

Example from room 010:

- **Exits**: North→4, South→16, East→11, West→9

Step 2: Copy Template

cp -r scenes/kq4_placeholder_template scenes/kq4_XXX_room_name
mv scenes/kq4_XXX_room_name/kq4_placeholder_template.gd scenes/kq4_XXX_room_name/kq4_XXX_room_name.gd
mv scenes/kq4_XXX_room_name/kq4_placeholder_template.tscn scenes/kq4_XXX_room_name/kq4_XXX_room_name.tscn

Step 3: Copy Visual Image

cp kq4-sierra-decompile/rooms/kq4-XXX-room-name/pic_XXX_visual.png scenes/kq4_XXX_room_name/

Step 4: Create Import File

Reference the template import file, remember to use create_uid.py to create a uid

Step 5: Update .tscn File - Transition Pieces

CRITICAL: Transition Naming Convention

Node Naming Rule

ALWAYS name transition nodes after their DESTINATION room, NEVER use generic directional names.

CORRECT WRONG
kq4_016_graveyard north_exit
kq4_003_fountain_pool south_exit
kq4_010_forest_path east_exit
kq4_009_shady_wooded_area west_exit

appear_at_node Rule

The appear_at_node should be the name of the transition node in the DESTINATION room that leads back to the CURRENT room. Following the naming convention, this is always the current room's name.

Example - Adding a south exit from room 010 to room 016:

In Room 010 (kq4_010_forest_path.tscn):

[node name="kq4_016_graveyard" parent="." instance=ExtResource("4_abc")]
position = Vector2(910, 542)
polygon = PackedVector2Array(-108, 454, -87, 649, 376, 658, 348, 381)
appear_at_node = "kq4_010_forest_path"  # This is the CURRENT room's name
target = "uid://27b2k6gky3afg"            # Scene UID of destination room 016
label = "Graveyard"

[node name="entrance" parent="kq4_016_graveyard" index="0"]
position = Vector2(118, 514)

[node name="exit" parent="kq4_016_graveyard" index="1"]
position = Vector2(151, 615)

[connection signal="interacted" from="kq4_016_graveyard" to="." method="_on_graveyard_interacted"]

Then add the handler in Room 010's .gd file:

func _on_graveyard_interacted() -> void:
    $kq4_016_graveyard.default_script(self)

Step 6: Update the Destination Room (Bidirectional Transitions)

Every transition MUST have a corresponding return transition in the destination room.

In Room 016 (kq4_016_graveyard.tscn), add the return transition:

[node name="kq4_010_forest_path" parent="." instance=ExtResource("4_abc")]
position = Vector2(910, -213)
polygon = PackedVector2Array(-108, 454, -87, 649, 376, 658, 348, 381)
appear_at_node = "kq4_016_graveyard"  # This is the CURRENT room's name (016)
target = "uid://3ujj97iw54vo5"          # Scene UID of destination room 010
label = "Forest Path"

[node name="entrance" parent="kq4_010_forest_path" index="0"]
position = Vector2(133, 643)

[node name="exit" parent="kq4_010_forest_path" index="1"]
position = Vector2(174, 519)

[connection signal="interacted" from="kq4_010_forest_path" to="." method="_on_forest_path_interacted"]

Then add the handler in Room 016's .gd file:

func _on_forest_path_interacted() -> void:
    $kq4_010_forest_path.default_script(self)

Step 7: Run the Exit Checker Skill

Run the exit checker skill on the new room, as well as all rooms that you wired up to the new room.

Quick Reference: Transition Fields

Field Value Example
Node name Destination room name kq4_016_graveyard
target Scene UID of destination uid://27b2k6gky3afg
appear_at_node CURRENT room name kq4_010_forest_path
label Human-readable destination name Graveyard

Common Mistakes to Avoid

  1. Generic node names: Never use north_exit, south_exit, etc.
  2. Wrong appear_at_node: Should be the CURRENT room name, not the destination
  3. Missing return transition: Always add the bidirectional transition
  4. Duplicate nodes: Never have two transitions with the same node name
  5. Wrong target UID: Always verify the UID matches the destination scene

Room Number Mapping

Reference the spec for cardinal direction matches

Existing Rooms

Currently created rooms:

  • kq4_003_fountain_pool (room 003)
  • kq4_004_ogres_cottage (room 004)
  • kq4_010_forest_path (room 010)
  • kq4_011_enchanted_grove (room 011)
  • kq4_019_coastal_cliffs (room 019)
  • kq4_020_meadow (room 020)
  • kq4_025_beach_at_river_delta (room 025)

Key Files

  • Template: scenes/kq4_placeholder_template/
  • Room specs: kq4-sierra-decompile/rooms/kq4-XXX-room-name/
  • TransitionPiece: TransitionPiece.tscn
  • Base Scene class: Scene.gd