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kq4-decompile/rooms/kq4-026-river-meadow.md
2026-02-20 10:16:03 -08:00

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Room 26: River Meadow

A tranquil riverside meadow with animated water and flower features. The cold river carves through a lush floral landscape. Players can look at the surroundings but have limited interaction options in this transitional room.

Look Description

"A cold river carves its way through this lush flowery meadow."

Interactions

Status Behavior Type Command Response
TODO Look look around / look room / look[<around] "A cold river carves its way through this lush flowery meadow."

Scripts

Status Behavior Type Name Trigger Behavior
TODO Background newProp Continuous Animated prop at position 171,85 with view 658, loop 6 (water animation)
TODO Background newProp_2 Continuous Animated prop at position 184,118 with view 658, loop 2 (flower animation)
TODO Background newProp_3 Continuous Animated prop at position 117,169 with view 658, loop 5 (flower animation)
TODO Background newProp_4 Continuous Animated prop at position 68,181 with view 658, loop 7 (flower animation)
TODO Background newProp_5 Continuous Animated prop at position 159,159 with view 658, loop 4 (flower animation)
TODO Background newProp_6 Continuous Animated prop at position 125,137 with view 658, loop 3 (flower animation)

Technical Notes

  • Room Number: 26
  • Picture: 26
  • Region: 501, 512, 506, 518 (various region scripts)
  • Exits: North→20, South→2, East→27, West→25
  • Horizon: 75
  • Music: Unknown

State Variables

Variable Values Description
global101 0 Room-specific state flag (initialized to 0)
global100 Any Overlay flag - if set, overlays picture 126
local0 Various Local temporary variable
newProp through newProp_6 Prop instances Animated feature props (water, flowers)

Additional Technical Details

  • Room uses overlay system: if global100 is set, picture 126 is overlaid on the room
  • Six animated props using view 658 with different loops for water and flower animations
  • Edge behavior: If player exits north past x>202, they're transported to Room 21 instead of 20
  • Entry positions vary based on previous room:
    • From Room 2 (south): Position at y=188, x between 80-251
    • From Room 20 (north): Position at horizon + yStep, x based on current position
    • From Room 25 (west): Position at x=1
    • From Room 27 (east): Position at x=318
    • Default (new game): Position at 150, 149
  • All props have isExtra: 1 and ignoreActors: 1 for background animation
  • Props cycle forward continuously with cycleSpeed 1