69 lines
4.5 KiB
Markdown
69 lines
4.5 KiB
Markdown
# Room 92: Lolotte's Throne Room
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The throne room serves as the centerpiece of Lolotte's evil castle, where the witch conducts her malevolent rule over the realm. This room is the primary location for all major story encounters with Lolotte, featuring her ornate gilded throne, animated torch props, and multiple dialog cutscenes that advance based on the player's progress in fetching quest items (unicorn, hen, Pandora's Box). The room features several scripted interactions that lead to different outcomes, culminating in the final marriage plotline.
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## Look Description
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"Lolotte's throne room is cold, dark, and ominous. From here, she rules her domain with an evil hand."
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Look | `/throne` | "Currently, Lolotte's ornate, gilded throne is empty." |
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| TODO | Look | `/stair` | "The carpeted stairs lead to Lolotte's gilded throne." |
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| TODO | Look | `<behind,under/tapestries,painting` | "There is nothing but wall behind the tapestry." |
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| TODO | Look | `/tapestries,painting` | "Two strange-looking tapestries hang on the wall behind Lolotte's throne." |
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| TODO | Look | `/door` | "You see two open doorways." |
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| TODO | Look | `/wall` | "There is nothing of importance on the walls." |
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| TODO | Look | `/dirt` or `<down` | "There is nothing of importance on the floor." |
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| TODO | Look | `/carpet` | "The carpet leads to Lolotte's throne." |
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| TODO | Look | `<around` or `/room` or `/castle` | "Lolotte's throne room is cold, dark, and ominous. From here, she rules her domain with an evil hand." |
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| TODO | Action | `sit/throne` | "You don't have time for that." |
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| TODO | Action | `open/door` | If global109=99 and global169=0: "Just go there." Otherwise: "OH, NO!! The door is locked!" and "What now, Rosella?!" |
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| TODO | Action | `unlatch/door` | If global109=99 and global169=0: "It already is." Otherwise: "You don't have the key to unlock this door." |
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## Scripts
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| Status | Behavior Type | Name | Trigger | Behavior |
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|--------|--------------|------|---------|----------|
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| TODO | Interaction | `walkIn` | Entering from rooms 79, 0, or 333 | Plays entry animation and transitions to appropriate lotTalk script based on global109 progress |
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| TODO | Interaction | `lotTalk1` | global109=0 on entry | First encounter with Lolotte - she suspects player is a spy, sends to fetch unicorn (+7 score, sets global169=1) |
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| TODO | Interaction | `lotTalk2` | Entering from room 86 | Alternate dialogue where Edgar believes player, sends to fetch unicorn (+7 score, sets global109=1) |
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| TODO | Interaction | `lotTalk3` | global109=1 on entry | Second encounter after bringing unicorn (+7 score, sets global109=2), demands hen from ogre |
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| TODO | Interaction | `lotTalk4` | global109=2 on entry | Third encounter after bringing hen (+7 score, sets global109=3), demands Pandora's Box |
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| TODO | Interaction | `lotTalk5` | global109=3 on entry | Final encounter - asks name, reveals marriage to Edgar, takes all inventory, exits to room 81 (+7 score, sets global109=99) |
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| TODO | Background | `lipLooper` | Continuous during dialogue | Manages lip synchronization animation for NPC speech |
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| TODO | Interaction | `getShit` | Triggered in lotTalk5 | Animation of goons removing all inventory items from player |
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## Technical Notes
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- **Room Number**: 92
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- **Picture**: 92
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- **Region**: 604 (Lolotte/castle region)
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- **Exits**: North→91, East→93, West→80 (with key and story progression)
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- **Music**: Sound 44
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `global109` | 0, 1, 2, 3, 99 | Story progress: 0=first visit, 1=brought unicorn, 2=brought hen, 3=brought box, 99=completed |
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| `global169` | 0, 1 | Flag set after first encounter (triggers different door behavior) |
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| `global205` | 0, 1 | Control flag for cutscene state (1=cutscene active) |
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| `local8` | 0, 1 | Script timing flag |
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| `local9` | number | Lip sync counter for lipLooper script |
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| `local10` | 0, 1 | Door message printed flag (prevents repeat) |
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### Objects
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| Object | Type | Position | Description |
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|--------|------|----------|-------------|
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| Left torch | View 634, loop 1, cel 0 | 32, 79 | Static torch graphic |
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| Right torch | View 634, loop 1, cel 1 | 289, 80 | Static torch graphic |
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| Left flame | Prop 512, loop 0 | 34, 67 | Animated flame |
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| Right flame | Prop 512, loop 0 | 289, 68 | Animated flame |
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| npcProp | Prop 121 | 162, 102 | NPC prop (lolotte?) |
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| npcProp2 | Prop 132, loop 2 | 210, 94 | NPC prop (Edgar?) |
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| goon | Act 141 | 350, 129 | Goon actor |
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