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C28D: Goblins back door (object $0A)
Goblins back door: object $0A. It starts in inside goblins gate and outside goblins gate. It is present. It has its own handling for CLOSE, GO THROUGH, LOOK THROUGH, OPEN, STRIKE WITH, THROW THROUGH.
A record is a 16-byte head -- where it is, what holds it, its size, weight, strength and defence, its flags, its name and its description -- then the places it is in, then its own handlers, ending at $FF. OBJECT_INDEX describes each field.
GOBLINS_BACK_DOOR C28D DEFB $02 In 2 places
C28E DEFB $FF Held by nothing
C28F DEFB $40 Size 64
C290 DEFB $FF Weight 255: too heavy for anyone to lift
C291 DEFB $00 Things are in it
C292 DEFB $50 Strength 80
C293 DEFB $50 Defence 80
C294 DEFB $80 Flags: present
C295 DEFB $C0,$01 Its name: DOOR
C297 DEFB $E8,$02 An adjective: GOBLINS
C299 DEFB $7C,$00 Another: BACK
C29B DEFB $00,$00 No description of its own
C29D DEFB $13,$14 In locations 19, inside goblins gate; 20, outside goblins gate
C29F DEFB $10 On OPEN (action $10)
C2A0 DEFW DO_OPEN
C2A2 DEFB $0C On CLOSE (action $0C)
C2A3 DEFW DO_CLOSE
C2A5 DEFB $0B On STRIKE WITH (action $0B)
C2A6 DEFW DO_STRIKE
C2A8 DEFB $18 On LOOK THROUGH (action $18)
C2A9 DEFW LOOK_THROUGH
C2AB DEFB $1E On GO THROUGH (action $1E)
C2AC DEFW GO_THROUGH
C2AE DEFB $2C On THROW THROUGH (action $2C)
C2AF DEFW THROW_THROUGH
C2B1 DEFB $0B On STRIKE WITH (action $0B)
C2B2 DEFW DO_STRIKE
C2B4 DEFB $FF End of its handlers
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