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kq4-decompile/rooms/kq4-033-enchanted-island-beach/kq4-033-enchanted-island-beach.md
2026-02-20 14:00:40 -08:00

2.6 KiB

Room 33: Enchanted Island Beach

This is the beach of a beautiful enchanted island. The room serves as a transitional area connecting to the sea (Room 39), the palace grounds to the east (Room 34), and returns to the mainland via the south or west. The room features two animated background elements and handles entry positioning based on how the player arrives (swimming from the sea vs. walking from other rooms).

Look Description

"You see the beach of a beautiful enchanted island. Behind you, an ivory palace rises majestically. A luxuriant garden encircles the magnificent palace."

Interactions

Status Behavior Type Command Response
TODO Look look around / look/room / look/island "You see the beach of a beautiful enchanted island. Behind you, an ivory palace rises majestically. A luxuriant garden encircles the magnificent palace."

Scripts

Status Behavior Type Name Trigger Behavior
TODO Background newProp Continuous Animated prop at position 139,184 with view 661, loop 0, cel 1 - plays forward animation cycle continuously
TODO Background newProp_2 Continuous Animated prop at position 227,132 with view 661, loop 1, cel 3 - plays forward animation cycle continuously

Technical Notes

  • Room Number: 33
  • Picture: 33
  • Exits: North→31 (at horizon), South→36 (y ≥ 189, x < 160), South→39 (y ≥ 189, x ≥ 160), East→34 (x ≥ 319), West→31 (x ≤ 0)

Entry Points

From Room Condition Position
36 Any x: 246, y: 186
34 Any x: 317, y: (current y)
31 y < horizon x: (current x), y: horizon + 2
31 y ≥ horizon x: 2, y: (current y)
39 view = 2 (land) x: 138, y: 187
39 view = 5 x: 113, y: 187
39 view = 6 x: 84, y: 187
39 view = 7 x: 58, y: 187
39 Other x: 20, y: 188

State Variables

Variable Values Description
global101 0 Horizon tracking - initialized to 0
gHorizon 80 Global horizon value for room

Additional Technical Details

  • Regions applied: 505, 501, 503, 504 (region source files not available)
  • Player step speed: xStep 3, yStep 2
  • Edge detection reset on room entry
  • Automatic room transitions handled in doit method based on player position
  • When entering from Room 39 (sea), player position varies based on their current transformation/view state
  • The room handles transitions to Room 39 (sea entrance) when player goes south from the right side of the beach (x ≥ 160)