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Routines |
Prev: F440 | Up: Map | Next: F489 |
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The player was trying to wear the amulet, but is it either in the room or in the players inventory?
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Process_WearAmulet | F458 | LD HL,$E3A6 | Call CheckItemGroupPresent with Data_ItemGroup_Amulet. | |||||
F45B | CALL CheckItemGroupPresent | |||||||
The amulet is present but is the player already wearing it?
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F45E | CALL IsPlayerCarryingItem | Call IsPlayerCarryingItem. | ||||||
F461 | LD A,E | Jump to Response_YouAreAlreadyWearingIt if the item found in the group is not equal to item 4B: "An amulet" (so the found item is 4C: "An amulet (worn)"). | ||||||
F462 | CP $4B | |||||||
F464 | JP NZ,Response_YouAreAlreadyWearingIt | |||||||
Change the amulet state!
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F467 | LD BC,$4B4C | Call TransformItem to transform item 4B ("An amulet") into item 4C ("An amulet (worn)"). | ||||||
F46A | CALL TransformItem | |||||||
F46D | LD BC,$292A | Call TransformItem to transform item 29 ("A multitude of shadow-like demons") into item 2A ("The vale is strangely silent"). | ||||||
F470 | CALL TransformItem | |||||||
Uncover an exit from
The Vale Of Whispers.
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F473 | LD A,$18 | Write 18 to *E7D5 to open up southbound access to Bleak Moorland from The Vale Of Whispers. | ||||||
F475 | LD ($E7D5),A | |||||||
Is the player in room 20:
The Vale Of Whispers?
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F478 | LD A,($A7C3) | Jump to Response_OK_Duplicate if *CurrentRoom is not equal to room 20: The Vale Of Whispers. | ||||||
F47B | CP $20 | |||||||
F47D | JP NZ,Response_OK_Duplicate | |||||||
The player is in room 20:
The Vale Of Whispers.
Print "O.K.".
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F480 | CALL Response_OK_Duplicate | Call Response_OK_Duplicate. | ||||||
Print "The vale is strangely silent.".
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F483 | LD HL,$B50E | HL=Messaging_ValeIsStrangelySilent. | ||||||
F486 | JP $ED6D | Jump to ED6D. |
Prev: F440 | Up: Map | Next: F489 |