![]() |
Data |
| Prev: C946 | Up: Map | Next: C9B1 |
|
What elrond does, turn by turn. CHARACTERS_ACT runs one step of a character's script each turn it can, and a step is an action the character tries as if it had typed it: RUN, TAKE, GIVE TO. A step that names nothing acts on whatever fits.
First comes the script table: one entry per script, a key and the script's address. Key 0 is an ordinary script -- the ones a character wanders between, picked at random by a 'switch at random' step. Any other key is an action code, and that script is the character's reaction when that is done to it: attacked, given something, captured.
Then the scripts, one step to a line. A step's first byte says what it is: its low four bits $00-$03 an action with objects (or, $01 and $03, a routine to call), $04 an action with none, $0E go to, $0F switch at random, $0C switch to a reaction. $10 added means an address follows, where the script goes on if the step is refused; $20 that the step is used up once it works (SCRIPT_DO zeroes its first byte); $40 that an order from the player cannot interrupt it. So $14 is an action with no objects, with somewhere to go if it is refused. The Characters page has every script written out.
|
||||
| ELROND_SCRIPTS | C990 | DEFB $00 | Key 0, an ordinary script: ELROND_A | |
| C991 | DEFW ELROND_A | |||
| C993 | DEFB $0F | Key $0F, ATTACK WITH: its reaction, ELROND_ON_ATTACK_WITH | ||
| C994 | DEFW ELROND_ON_ATTACK_WITH | |||
| C996 | DEFB $1D | Key $1D, GIVE TO: its reaction, ON_GIVE_TO | ||
| C997 | DEFW ON_GIVE_TO | |||
| C999 | DEFB $FF | End of the table | ||
|
ELROND_B -- Where the script starts: ELROND_HELLO, then on as ELROND_A.
|
||||
| ELROND_B | C99A | DEFB $13 | Call ELROND_HELLO | |
| C99B | DEFW ELROND_HELLO | |||
| C99D | DEFB $00 | Not used | ||
| C99E | DEFW ELROND_C | If it is refused: ELROND_C | ||
|
ELROND_A -- An ordinary script: ELROND_GIVES_LUNCH, then on as ELROND_C.
|
||||
| ELROND_A | C9A0 | DEFB $03 | Call ELROND_GIVES_LUNCH | |
| C9A1 | DEFW ELROND_GIVES_LUNCH | |||
| C9A3 | DEFB $00 | Not used | ||
|
ELROND_C -- Where a jump or a refusal goes on: Pause: nothing this turn, Pause: nothing this turn, then on as ELROND_ON_ATTACK_WITH.
|
||||
| ELROND_C | C9A4 | DEFB $04,$FF | Pause: nothing this turn | |
| C9A6 | DEFB $14,$FF | Pause: nothing this turn | ||
| C9A8 | DEFW ELROND_B | If it is refused: ELROND_B | ||
|
ELROND_ON_ATTACK_WITH -- The reaction to ATTACK WITH: ATTACK WITH, Go to ELROND_ON_ATTACK_WITH.
|
||||
| ELROND_ON_ATTACK_WITH | C9AA | DEFB $14,$0F | ATTACK WITH | |
| C9AC | DEFW ELROND_B | If it is refused: ELROND_B | ||
| C9AE | DEFB $0E | Go to ELROND_ON_ATTACK_WITH | ||
| C9AF | DEFW ELROND_ON_ATTACK_WITH | |||
| Prev: C946 | Up: Map | Next: C9B1 |