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Routines |
Prev: F458 | Up: Map | Next: F4B9 |
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Process_DropAmulet | F489 | LD HL,$E3A6 | Call CheckItemGroupPresent with Data_ItemGroup_Amulet. | |
F48C | CALL CheckItemGroupPresent | |||
F48F | CALL IsPlayerCarryingItem | Call IsPlayerCarryingItem. | ||
F492 | LD A,E | Jump to EDC1 if E is equal to item 4B: "An amulet". | ||
F493 | CP $4B | |||
F495 | JP Z,$EDC1 | |||
Change the amulet state!
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F498 | LD BC,$4C4B | Call TransformItem to transform item 4C ("An amulet (worn)") into item 4B ("An amulet"). | ||
F49B | CALL TransformItem | |||
Change the vale state!
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F49E | LD BC,$2A29 | Call TransformItem to transform item 2A ("The vale is strangely silent") into item 29 ("A multitude of shadow-like demons"). | ||
F4A1 | CALL TransformItem | |||
F4A4 | XOR A | Write 00 to *E7D5. | ||
F4A5 | LD ($E7D5),A | |||
F4A8 | LD E,$4B | Call EDC1 with item 4B: "An amulet". | ||
F4AA | CALL $EDC1 | |||
F4AD | LD A,($A7C3) | Return if *CurrentRoom is not equal to room 20: The Vale Of Whispers. | ||
F4B0 | CP $20 | |||
F4B2 | RET NZ | |||
Print "A multitude of shadow-like
demons produce a whispering
cacophony so intense,that you
cannot go further South.".
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F4B3 | LD HL,$B4A0 | HL=Messaging_MultitudeOfShadowDemons. | ||
F4B6 | JP $ED6D | Jump to ED6D. |
Prev: F458 | Up: Map | Next: F4B9 |