60 lines
3.0 KiB
Markdown
60 lines
3.0 KiB
Markdown
# Room 88: Stone Tower Stairs
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This is the interior spiral staircase of the dark stone tower. The room features narrow stone steps spiraling upward, with open areas where the player can fall. There is a doorway leading somewhere (Room 87), and dangerous drop-offs on both sides. A guard may chase the player through this room depending on game state.
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## Look Description
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"These stone tower steps could be very treacherous!"
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Look | `look` / `look around` / `look room` / `look castle` / `look tower` | "These stone tower steps could be very treacherous!" |
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| TODO | Look | `look down` / `look dirt` | "There is no floor here, only stone steps." |
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| TODO | Look | `look wall` | "You see nothing of interest on the walls." |
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| TODO | Look | `look up` / `look sky` | "You look up, but see nothing special." |
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| TODO | Look | `look stair` | "The stone stairs spiral up the dark tower." / "Watch your step on these narrow stairs!" |
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| TODO | Look | `look door` | "There is an open doorway before you." |
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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 | henchChase88 | Entering from Room 87 when `henchman_active = true` | Guard (view 141) chases player using Chase motion, plays music, disables player control, forces player to Room 81 |
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| TODO | Background | fallStairs | Walking on control areas $0004 (stairs) or $1000 (upper area) | Player falls down stairs with animation sequence, screen shakes, player is transported to Room 93 |
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## Technical Notes
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- **Room Number**: 88
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- **Picture**: 88
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- **Region**: 604 (Stone Tower)
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- **Exits**: North→93 (top of stairs fall), East→82 (side fall), West→87 (doorway)
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- **Music**: Sound 52 (fall sound), Sound 41/42 (henchman chase)
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `local1` | `0`, `1` | Tracks if player is in upper/safe area of stairs |
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| `henchman_active` | `global175` | Whether the henchman guard is active and chasing |
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| `player_fell` | `global127` | Set to 1 after falling down stairs |
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| `fall_horizon` | `global105` | Set to 16 during fall animation |
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### Additional Technical Details
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- Room uses Region 604 for shared stone tower logic
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- `myLooper` code object determines player animation loop based on heading direction
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- Player starts at different positions depending on entry direction:
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- From Room 93 or game start: Position 162,142 (bottom)
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- From Room 87: Position 91,130 (doorway area)
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- From Room 82: Position 211,62 (upper area)
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- Control areas:
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- $0040 - Triggers exit to Room 93 (top fall)
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- $0020 - Triggers exit to Room 82 (side fall)
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- $0010 - Triggers exit to Room 87 (doorway)
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- $0004 - Triggers fallStairs script (stair hazard)
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- $1000 - Triggers fallStairs script when in upper area
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- If global169 is true when falling, a view 145 cel 4 is shown (possibly related to ogre/capture)
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- After falling, player walks to position 150,140 in Room 93
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