This zone displays a comment when activated. It may show a normal dialogue balloon with the character expressing his thoughts, or a detailed view of the selected zone (typically an item) with a balloon and the character's head visible from behind.
|DESC||Specifies comment to be shown when zone is activated.|
|FILE||Specifies graphics file holding detailed view of the zone.|
Door zones are used to provide connections between locations. They provide the engine a way to initiate location switches on user demand, so they don't need to have graphics attached. Door zones are also used for items that can be opened or closed.
|FILE||Specifies which file holds the door's graphics.|
|LOCATION||Specifies which location this doors leads to. Doors don't need this statement if they don't connect locations.|
|SLIDETEXT||In case the door connects locations and there is a slide to be shown in between, this holds the text to be shown with the slide.|
|STARTPOS||In case the door connects locations, this is the position the character is set after entering the new location.|
Get zones usually represent items that can be picked up. The scripts use this particular zone type - together with the kFlagsFixed flag - to effectively customise backgrounds by drawing additional graphics on the screen. Those zones with kFlagsFixed set are not interactive and cannot be picked up.
|FILE||Specifies which file holds the item's graphics. If specified, and the zone is active, then the item is drawn on the screen.|
|ICON||Specifies the inventory index for this item, if the item can be picked up.|
These zones have no graphics counterpart. They tell the engine how 2 items can be combined into another object.
|OBJ1||Inventory index for the first item to be combined.|
|OBJ2||Inventory index for the second item to be combined.|
|NEWOBJ||Inventory index of the combined item.|
Defines a sound to be played (once or looping).
|SOUND||Specifies filename and mixer channel for a sample to be played.|
|FREQ||Specified the sampling rate.|
Defines a dialogue between the character and a non-playing character.
|DIALOGUE||Starts a dialogue block defining a set of question and answers.|
|FILE||Specifies the file holding counterpart's graphics for dialogue.|
Trap zones behaves similarly to door zones, in that are activated when the user enters the zone perimeter, but aren't used to trigger location switches. Trap zones haven't got any attribute.
Only used to mark the current character and filter it out when performing mass updates on Zone/Animation lists.
These zones are designed to be activated by an item from the character's inventory. In that case, they react with the execution or their command list. Many command zones also display a special caption when the right item is selected from inventory and moved all over them. Command zones have no attributes.