Room 41: Island Shore
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.
Look Description
"The beautiful blue ocean washes gently upon the shore of the magical island. Dominating the center of this island is a splendid ivory palace."
Interactions
| Status |
Behavior Type |
Command |
Response |
| 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) |
| 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) |
| 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) |
| 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) |
Scripts
| Status |
Behavior Type |
Name |
Trigger |
Behavior |
| 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 |
| 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 |
| 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 |
Technical Notes
- Room Number: 41
- Picture: 41
- Region: 505, 501, 503, 504
- Exits: North→35 (palace), South→32, East→31 (dock), West→40
- Horizon: 80
State Variables
| Variable |
Values |
Description |
global223 |
0, 1 |
Time-based flag controlling wave animation behavior - alternate script uses this to determine whether to cycle animations or display static waves |
gEgoOnControl |
bitmask |
Control area detection under player position |
local1 |
number |
Wave animation counter used to iterate through wave list |
Entry Points
| Source Room |
Condition |
Position |
| 38 |
default |
x: 19 y: 99 |
| 35 |
view = 2 (normal) |
posn: 182 112 |
| 35 |
view = 5 |
posn: 186 112 |
| 35 |
view = 6 |
posn: 186 112 |
| 35 |
view = 7 |
posn: 201 112 |
| 35 |
view = 8 (swimming) |
posn: 237 112 |
| 31 |
default |
x: 318 y: 110 |
| 32 |
default |
x: 138 y: 188 |
| 40 |
default |
x: 1 (preserve y) |
Control Areas
$0040 - North transition zone: triggers room 35 (palace entrance)
$0010 - Water zone: triggers room 38 (waterfall/water area)
Wave Objects
| Name |
View |
Loop |
Initial Cel |
Position |
| wave1 |
664 |
0 |
3 |
150, 125 |
| wave2 |
664 |
1 |
2 |
112, 165 |
| wave3 |
664 |
2 |
3 |
37, 175 |