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rooms/kq4-041-island-shore/kq4-041-island-shore.md
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# Room 41: Island Shore
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The island shore serves as the gateway to the magical island. This coastal room features gentle wave animations along the shoreline and connects to multiple destinations: the ivory palace to the north (room 35), the dock area to the east (room 31), another beach area to the west (room 40), and a southern coastal area (room 32). The dominant feature visible from this room is the splendid ivory palace that dominates the island's center.
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## Look Description
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"The beautiful blue ocean washes gently upon the shore of the magical island. Dominating the center of this island is a splendid ivory palace."
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Look | `look/island` | "The beautiful blue ocean washes gently upon the shore of the magical island. Dominating the center of this island is a splendid ivory palace." (Print 41 0) |
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| TODO | Look | `look/around` | "The beautiful blue ocean washes gently upon the shore of the magical island. Dominating the center of this island is a splendid ivory palace." (Print 41 0) |
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| TODO | Look | `look/room` | "The beautiful blue ocean washes gently upon the shore of the magical island. Dominating the center of this island is a splendid ivory palace." (Print 41 0) |
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| TODO | Look | `look[<around>][!*]` | "The beautiful blue ocean washes gently upon the shore of the magical island. Dominating the center of this island is a splendid ivory palace." (Print 41 0) |
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## Scripts
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| Status | Behavior Type | Name | Trigger | Behavior |
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|--------|--------------|------|---------|----------|
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| TODO | Background | waveActions_a | Continuous on room init | Initializes wave animation by adding wave props to picture, then cycles through each wave sequentially, showing and hiding cels to create gentle wave motion effect |
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| TODO | Background | waveActions_b | Continuous (alternate animation) | Similar to waveActions_a but conditionally runs based on global223 flag - when global223 is true, cycles through wave animation; otherwise adds waves to picture statically |
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| TODO | Background | Room doit | Continuous | Checks player position on control areas - if heading north (0-90 or 270-360 degrees) and on control area $0040, transitions to room 35; if on control area $0010, transitions to room 38 |
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## Technical Notes
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- **Room Number**: 41
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- **Picture**: 41
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- **Region**: 505, 501, 503, 504
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- **Exits**: North→35 (palace), South→32, East→31 (dock), West→40
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- **Horizon**: 80
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `global223` | `0`, `1` | Time-based flag controlling wave animation behavior - alternate script uses this to determine whether to cycle animations or display static waves |
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| `gEgoOnControl` | bitmask | Control area detection under player position |
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| `local1` | number | Wave animation counter used to iterate through wave list |
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### Entry Points
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| Source Room | Condition | Position |
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|-------------|-----------|----------|
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| 38 | default | x: 19 y: 99 |
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| 35 | view = 2 (normal) | posn: 182 112 |
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| 35 | view = 5 | posn: 186 112 |
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| 35 | view = 6 | posn: 186 112 |
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| 35 | view = 7 | posn: 201 112 |
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| 35 | view = 8 (swimming) | posn: 237 112 |
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| 31 | default | x: 318 y: 110 |
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| 32 | default | x: 138 y: 188 |
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| 40 | default | x: 1 (preserve y) |
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### Control Areas
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- `$0040` - North transition zone: triggers room 35 (palace entrance)
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- `$0010` - Water zone: triggers room 38 (waterfall/water area)
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### Wave Objects
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| Name | View | Loop | Initial Cel | Position |
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|------|------|------|-------------|----------|
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| wave1 | 664 | 0 | 3 | 150, 125 |
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| wave2 | 664 | 1 | 2 | 112, 165 |
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| wave3 | 664 | 2 | 3 | 37, 175 |
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