5.4 KiB
name, description
| name | description |
|---|---|
| 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:
- Copy the placeholder template
- Set up cardinal exits based on room spec
- Wire up connections to existing rooms
- 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
- Generic node names: Never use
north_exit,south_exit, etc. - Wrong appear_at_node: Should be the CURRENT room name, not the destination
- Missing return transition: Always add the bidirectional transition
- Duplicate nodes: Never have two transitions with the same node name
- 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