4.2 KiB
4.2 KiB
Room 6: Cave Entrance
The player begins in a dark, ominous area surrounded by craggy mountains and vicious-looking trees. A cave bearing a skull-like resemblance juts from the mountainside, with large boulders blocking the northern exit. This room serves as an entrance area connecting to the forest and mountain regions.
Look Description
"A cave, bearing a slight resemblance to a skull, juts out from the craggy mountainside. Huge rocks block your exit to the north, and you're completely surrounded by those grabby trees! Nice situation, huh?"
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | look[<in]/cave,skull |
"You try to peer into the dark cave, but can make out no details." (Print 6 0) |
| TODO | Look | look/room look/around look[<around] |
"A cave, bearing a slight resemblance to a skull, juts out from the craggy mountainside. Huge rocks block your exit to the north, and you're completely surrounded by those grabby trees! Nice situation, huh?" (Print 6 1) |
| TODO | Look | look/cave look/skull |
"The rocky skull cave juts out from the base of the steep mountainside. Smoke rises lazily from a large crack in the cave's (forehead?)." (Print 6 2) |
| TODO | Look | look/grass |
"Even grass doesn't grow here." (Print 6 3) |
| TODO | Look | look/bush |
"There are not many bushes or shrubs here." (Print 6 4) |
| TODO | Look | look/flora look/plant |
"Not many plants grow here; only those awful trees!" (Print 6 5) |
| TODO | Look | look/blossom look/flower |
"There are no flowers here." (Print 6 6) |
| TODO | Look | look/forest look/tree |
"Those are vicious-looking trees, aren't they?" (Print 6 7) |
| TODO | Look | look/boulder look/rock |
"There are large rocks all around you." (Print 6 8) |
| TODO | Look | look/sky look[<up] (when global100 = 0) |
"In spite of these dreary surroundings, the sky is quite nice and blue." (Print 6 9) |
| TODO | Look | look/sky look[<up] (when global100 = 1) |
"It's easy to see by the light of a full moon." (Print 6 10) |
| TODO | Get | get/blossom get/flower |
"There are no flowers here." (Print 6 6) |
| TODO | Action | climb/boulder climb/rock |
"The rocks are too large to climb." (Print 6 11) |
| TODO | Action | look/boulder look/rock |
"Large boulders block your way to the north." (Print 6 12) |
| TODO | Look | look/dirt look/ground |
"You see nothing interesting on the ground." (Print 6 13) |
| TODO | Action | climb/forest climb/tree |
"You've GOT to be KIDDING!" (Print 6 14) |
| TODO | Action | kill/forest kill/tree cut/forest |
"That would be impossible." (Print 6 15) |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Background | Prop (view 628) | Room initialization | Animated prop with loop 1, cel 0, positioned at x:247 y:34. Cycles forward with speed 2, priority 15. Likely a smoke or atmospheric effect from the cave. |
Technical Notes
- Room Number: 6
- Picture: 6
- Region: 508 (Forest Region), 511 (Mountain Region)
- Exits: west → 5, south → 12
- Horizon: 80
State Variables
| Variable | Values | Description |
|---|---|---|
global100 |
0, 1 | Unknown - controls sky description (day/night) |
global101 |
0 | Unknown - set to 0 on room init |
local0 |
varies | Used for onControl check |
gNewRoomNumber_2 |
57, 0 | Set when entering cave control area, triggers room change to 57 |
Special Mechanics
- Cave Entry: The
doitmethod checks if the player is on control area$0040. If true, setsgNewRoomNumber_2to 57, which likely transitions to the cave interior. - Entry Positions:
- From west: Position adjusted based on Y coordinate (y >= 160 → x:1 y:160, y <= 84 → x:2 y:84, else x:1)
- From south: Positioned at y:187 with x based on position (x >= 265 → x:265, x <= 100 → x:100, else maintain x)
- From room 57: Loop 1, x:200 y:152
- New game: x:180 y:160
- Prop Animation: A prop with view 628 creates an animated effect at the cave entrance.
- Global100 Overlay: If global100 is true, room overlay 106 is applied (nighttime variant).