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Large trap door: object $0C. It starts in elvenkings cellar and forestriver. 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.
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| LARGE_TRAP_DOOR | C2DD | DEFB $02 | In 2 places | |
| C2DE | DEFB $FF | Held by nothing | ||
| C2DF | DEFB $FF | Size 255: nothing can hold it | ||
| C2E0 | DEFB $FF | Weight 255: too heavy for anyone to lift | ||
| C2E1 | DEFB $00 | Things are in it | ||
| C2E2 | DEFB $00 | Strength 0 | ||
| C2E3 | DEFB $30 | Defence 48 | ||
| C2E4 | DEFB $80 | Flags: present | ||
| C2E5 | DEFB $C0,$01 | Its name: DOOR | ||
| C2E7 | DEFB $BF,$03 | An adjective: LARGE | ||
| C2E9 | DEFB $E0,$06 | Another: TRAP | ||
| C2EB | DEFB $00,$00 | No description of its own | ||
| C2ED | DEFB $20,$21 | In locations 32, elvenkings cellar; 33, forestriver | ||
| C2EF | DEFB $10 | On OPEN (action $10) | ||
| C2F0 | DEFW TRAP_DOOR_OPEN_CLOSE | |||
| C2F2 | DEFB $0C | On CLOSE (action $0C) | ||
| C2F3 | DEFW TRAP_DOOR_OPEN_CLOSE | |||
| C2F5 | DEFB $0B | On STRIKE WITH (action $0B) | ||
| C2F6 | DEFW DO_STRIKE | |||
| C2F8 | DEFB $18 | On LOOK THROUGH (action $18) | ||
| C2F9 | DEFW LOOK_THROUGH | |||
| C2FB | DEFB $1E | On GO THROUGH (action $1E) | ||
| C2FC | DEFW GO_THROUGH | |||
| C2FE | DEFB $2C | On THROW THROUGH (action $2C) | ||
| C2FF | DEFW THROW_THROUGH | |||
| C301 | DEFB $00 | Key 0: after THROW THROUGH, as well | ||
| C302 | DEFW BARREL_THROWN | |||
| C304 | DEFB $FF | End of its handlers | ||
| Prev: C2B5 | Up: Map | Next: C305 |