3.6 KiB
3.6 KiB
Room 91: Castle Dining Room
This is the interior of the castle's dining room, a cheerless space associated with the villain Lolotte. The room features a large dining table, tapestries on the walls, a chandelier, and three open doorways leading to other parts of the castle. A henchman may chase the player if certain conditions are met when entering from rooms 90 or 92.
Look Description
"This is a rather cheerless dining room. Eating here would NOT be a pleasant experience."
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | look / look around / look room / look castle |
"This is a rather cheerless dining room. Eating here would NOT be a pleasant experience." |
| TODO | Look | look under table |
"There is nothing under the table." |
| TODO | Look | look table |
"The great dining table looks big enough to seat Lolotte and at least eight of her despicable henchmen." |
| TODO | Look | look behind tapestry / look under tapestry |
"There is nothing but a wall behind the tapestry." |
| TODO | Look | look tapestry / look painting / look tapestries |
"There's a most unusual tapestry hanging on the wall." |
| TODO | Look | look chandelier / look candle / look candelabra |
"An interesting chandelier above the dining table casts flickering shadows around the room." |
| TODO | Look | look door |
"You see three open doorways." |
| TODO | Look | look wall |
"There is nothing of importance on the walls." |
| TODO | Look | look dirt / look down |
"There is nothing of importance on the floor." |
| TODO | Action | sit |
"You don't have time for that!" |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Interaction | henchChase | Entering from room 90 or 92 when henchman_active = true |
Henchman (view 141) chases the player, plays chase music (sound 41), catches player after reaching them (sound 42), then transports player to room 81 (Lolotte's chamber) |
| TODO | Background | (animated prop) | Room initialization | Prop with view 636 animates continuously, positioned at upper part of room with priority 15 |
Technical Notes
- Room Number: 91
- Picture: 91
- Style: $0010
- Region: 604 (set but no corresponding region script found)
- Exits: West→90 (control area $0040), East→92 (control area $0020), North→89 (control area $0010)
- Music: Chase music (sound 41, 42) when henchman is active
State Variables
| Variable | Values | Description |
|---|---|---|
global175 (henchman_active) |
0, 1 |
Flag indicating if henchman should chase player (set when player enters this room from 90 or 92 while henchman is active) |
global205 |
0, 1 |
Flag set when henchman catches player, disables player control |
gPrevRoomNum |
Various | Previous room number, determines player spawn position |
Additional Technical Details
- Player enters at different positions based on previous room:
- From Room 92 or start (room 0): spawn at x=291, y=152
- From Room 89: spawn at x=253, y=123
- From Room 90: spawn at x=27, y=153
- When henchman chases (global175 = true), spawns NPC with view 141 that follows player
- Animated prop (view 636) runs on loop 0 with Fwd cycle at position (133, 60)
- Room 91 is part of the castle interior connected to rooms 89, 90, and 92
- If henchman is in chase mode (state >= 1) when leaving, player is forced to room 81 (Lolotte's chamber)
- Control areas determine room transitions: $0040 (west), $0020 (east), $0010 (north)