3.4 KiB
3.4 KiB
Room 66: Secret Tower
Look Description
"You have found a secret tower! Narrow steps spiral dizzily upward."
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | /stair |
"The steps are narrow, steep, and spiral upwards." (Print 66 0) |
| TODO | Look | /door |
"The secret door opens into the parlor." (Print 66 1) |
| TODO | Look | /dirt or <down |
"You see nothing of interest on the floor." (Print 66 2) |
| TODO | Look | /wall |
"You see nothing of interest on the walls." (Print 66 3) |
| TODO | Look | /torch |
"A torch burns on the wall." (Print 66 4) |
| TODO | Look | <up |
"The spiral stairs go way up!" (Print 66 5) |
| TODO | Look | [<around][/room,tower] |
"You have found a secret tower! Narrow steps spiral dizzily upward." + conditional shovel text (Print 66 6) |
| TODO | Action | */stair |
"Just climb them." (Print 66 7) |
| TODO | Get | /shovel |
Picks up shovel if present, +2 score (Print 66 8 if not present) |
| TODO | Get | /torch |
"The torch is firmly attached to the wall." (Print 66 9) |
| TODO | Action | close/door |
"You don't need to close it." (Print 66 10) |
| TODO | Action | open/door |
"The secret door is already open." (Print 66 11) |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Interaction | stairTrip |
Player steps on control area $0004 (stair hazard zone) | Triggers falling animation (view 44), plays fall sound (51), jumps player to position 185 142. If player came from above (y < 90), triggers additional screen shake and sets different ending state. |
| TODO | Background | Priority调整 | Various position/control checks in doit |
Adjusts player priority based on location: sets priority 12 when in stair area, priority 7 when near top of stairs, manages visibility behind foreground elements |
Technical Notes
- Room Number: 66
- Picture: 66
- Region: 603
- Exits: West→61 (control area $0020), East→67 (control area $0040)
- Music: None specified
- Sound: 51 (fall sound)
State Variables
| Variable | Values | Description |
|---|---|---|
local1 |
0, 1 | Tracks player stair state - 1 when on ground level, 0 when coming from above |
local2 |
0, 1 | Set to 1 if player y < 90 when tripping - determines if player fell from above |
global182 |
0, 1 | Flag set to 1 when shovel is picked up |
global127 |
0, 1 | Flag set to 1 after completing stair trip fall sequence |
global228 |
string | Formatted message buffer for look description |
Objects
- Torch: Prop with view 512, loop 0, cel 0 at position (206, 64), setPri 3, cycling forward
- Decorative View: View at position (208, 79), setPri 4
- Shovel: View with view 512, loop 2 at position (194, 122) - only visible if inventory item 15 (shovel) owner is room 66
- stair1 Block: Blocking block at (147, 116) to (159, 117) - controls ground level stair access
- stair2 Block: Blocking block at (198, 149) to (151, 194) - lower stair area
Entry Conditions
- Entering from room 67 or new game: Player spawns at (240, 127) with view 4, xStep 4, yStep 2
- Entering from room 61 (from above): Player spawns at (102, 37) with view 4, xStep 4, yStep 1, priority 7
- When entering from above, baseSetter is set to ScriptID 0 1 (likely climbing animation)