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kq4-decompile/rooms/kq4-002-meadow/kq4-002-meadow.md
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# Room 2: Meadow (with Satyr/Pan)
Room 2 is a transitionary meadow area connecting the beach (Room 1) to the forest interior (Room 3). The room features a beautiful wildflower-filled meadow with views of a river to the north. The room serves as an introduction area where the player may encounter Pan, a friendly satyr who wanders the meadow playing his flute. Pan appears randomly based on game state and can be interacted with if the player possesses the lute.
## Look Description
"You are surrounded by beautiful wildflowers in this luscious green meadowland."
## Interactions
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look` / `look around` / `look room` | "You are surrounded by beautiful wildflowers in this luscious green meadowland." (Print 2 0) |
| TODO | Look | `look brook` / `look river` | "You see a river in the distance to the north." (Print 2 1) |
### Region Interactions (MeadReg - Script 506)
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look bush` | "Small, low bushes dot the pretty meadow. Wildflowers grow among them." (Print 506 0) |
| TODO | Look | `look boulder` / `look rock` | "Scattered rocks lie among the wildflowers of the meadow." (Print 506 1) |
| TODO | Look | `look down` / `look dirt,down` | "You look at the ground and see nothing but green grass and wildflowers." (Print 506 2) |
| TODO | Look | `look grass` | "Green grass carpets this lovely meadowland." (Print 506 3) |
| TODO | Look | `look flora` / `look flower` / `look blossom` | "Colorful wildflowers grow among the small rocks and bushes of the meadowland." (Print 506 4) |
| TODO | Look | `look forest` | "You see very few trees." (Print 506 5) |
| TODO | Action | `climb forest` / `climb tree` | "It is difficult to climb trees while wearing that dress!" (Print 506 6) |
| TODO | Action | `climb boulder` / `climb rock` | "You don't like to climb rocks." (Print 506 7) |
| TODO | Get | `get flora` / `get flower` / `get blossom` | "It would waste your precious time to stop and pick flowers." (Print 506 8) |
### Region Interactions (regPan - Script 514)
Pan the satyr appears conditionally (40% chance when player owns the flute - item 0). He wanders the meadow playing his flute.
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Action | `play lute` (with lute, when Pan is view 157) | Triggers playLute script - Pan dances to lute |
| TODO | Action | `play lute` (with lute, when Pan not present) | "You've already attracted Pan's attention." (Print 514 0) |
| TODO | Action | `play flute` | Plays flute if player has item 0 (flute), otherwise need item message |
| TODO | Action | `hum` | "You hum along with Pan, but he doesn't pay any attention." (Print 514 2) |
| TODO | Action | `kill pan` / `kill satyr` | "You are NOT a murderous girl, Rosella!" (Print 514 3) |
| TODO | Action | `play with pan` | "You'd like to...but how do you play with a satyr?" (Print 514 4) |
| TODO | Action | `dance` | "You couldn't keep up with him, Rosella." (Print 514 5) |
| TODO | Get | `get pan` / `get satyr` | "You can't get a satyr!" (Print 514 6) |
| TODO | Action | `capture pan` | "You can't catch a satyr!" (Print 514 7) |
| TODO | Inventory | `deliver lute` / `give lute` (when Pan is wild - view 157, lute nearby) | Pan accepts lute, gives flute, +3 score, Pan becomes tame (view 158) (Print 514 8) |
| TODO | Inventory | `deliver lute` (when Pan already tamed) | "He isn't paying any attention to you." (Print 514 9) |
| TODO | Inventory | `deliver [item]` (other items) | "Pan would not be interested in it." (Print 514 10) |
| TODO | Inventory | `deliver [item not owned]` | "You can't give that." (Print 514 11) |
| TODO | Talk | `kiss` / `kiss pan` | "He's too strange to kiss." (Print 514 12) |
| TODO | Look | `look pan` / `look satyr` (when view 157 - wild) | "You see a lively creature who is, at the same time, both man and goat. He is a satyr, and his name is Pan. He seems to be greatly enjoying his flute music." (Print 514 13) |
| TODO | Talk | `talk pan` / `converse pan` (when view 157 - wild) | "You attempt to speak to Pan, but he pays you no mind; he's too wrapped up in his flute music." (Print 514 14) |
| TODO | Get | `get flute` / `rob flute` (when view 157 - wild) | "You can't. Pan won't give it to you." (Print 514 15) |
| TODO | Action | `rob flute` (when view 157 - wild) | "It's not nice to steal." (Print 514 16) |
| TODO | Get | `get lute` / `rob lute` (when view 158 - tamed) | "You gave it to Pan. It belongs to him." (Print 514 17) |
| TODO | Look | `look pan` (when view 158 - tamed) | "Pan seems to be quite happy with his new lute. As he plays it, he dances and frolics to the music." (Print 514 18) |
| TODO | Talk | `talk pan` / `converse pan` (when view 158 - tamed) | "You try to speak to Pan, but he pays no attention to you; he's too involved with his lute music." (Print 514 19) |
| TODO | Talk | `talk pan` (when view 150 - dancing with player) | "You speak to Pan, but he doesn't respond; he only stares at you expectantly." (Print 514 20) |
| TODO | Look | `look pan` (when view 150 - dancing) | "Pan has ceased his dancing and now looks at you, and the lute, curiously." (Print 514 21) |
## Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | panActions | Continuous when Pan (gNewAct_5) is present | Script controls Pan's wandering behavior, makes him ignore cage after 25 seconds |
| TODO | Background | Panther/Satyr AI | Continuous when Pan is present | Positions sound bubble prop (view 888) near Pan, removes Pan if he leaves screen bounds |
| TODO | Interaction | playLute | Player types `play lute` with lute in inventory, Pan is wild (view 157) | Triggers sequence where player plays lute, Pan changes to dancing view (150), follows player, eventually accepts lute |
## Technical Notes
- **Room Number**: 2
- **Picture**: 2 (overlay 102 if `global100` is set)
- **Region**: Meadow (via MeadReg 506), Panther/Satyr area (via regPan 514)
- **Regions Applied**: 506 (MeadReg), 514 (regPan)
- **Exits**: North→26, South→8, East→3, West→1 (Beach)
- **Horizon**: 68
### State Variables
| Variable | Values | Description |
|----------|--------|-------------|
| `global100` | `0`, `non-zero` | If set, overlays picture 102 (alternate weather) |
| `global101` | `0` | Room visited flag (initialized to 0) |
| `global160`, `global159` | Coordinates | Current position of Pan (saved when leaving room) |
| `global211`, `global212` | Coordinates | Previous position of Pan (restored when re-entering) |
| `local0` (regPan) | `157`, `158` | Pan's view: 157=wild flute-playing, 158=tamed lute-playing |
| `local2` (regPan) | `0`, `1` | Whether Pan has been given the lute (tamed) |
### Additional Technical Details
- Room uses Region 506 (MeadReg) for meadow interactions
- Room uses Region 514 (regPan) for Pan the satyr encounters
- Synonyms defined in MeadReg: `flora` = `flora` = `blossom`
- Synonyms defined in regPan: `pan` = `pan` = `man` = `person` = `animal`
- Pan appears with 40% probability when player has the flute (item 0)
- Pan uses views 157 (wild), 158 (tamed), and 150 (dancing with player)
- When player gives lute to Pan, Pan gives flute in return, +3 score points
- Panther region initializes with lute music (sound 54) when tamed
- Sound bubble prop (view 888) follows Pan during interactions