Files
kq4-decompile/rooms/kq4-041-island-shore/kq4-041-island-shore.md
2026-02-20 14:00:40 -08:00

3.7 KiB

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