REDIT-EXITS

building

Also known as: DOORFLAGS · REDIT-KEYS · PICKPROOF · REDIT-EXIT-MENU · EXIT-BASICS · DOOR-FLAGS · EXIT-MENU · PURGE-EXITS

Choosing to modify an exit will bring you to the exit menu. 1) Exit to : -1 2) Description :- <NONE> 3) Door name : <NONE> 4) Key : 0 5) Door flags : No door 6) Purge exit. Enter choice, 0 to quit : 1) Exit to : -1 This displays where the exit leads to. This is a room number. NOTE: the room number (0) is illegal. If you make an exit, make sure to give it a place to point to. An exit to -1 means it does not exist. This will create a one-way exit. To make it two way you also set the exit in the opposite direction in the destination room. Thanks to our coders you will not normally modify exits this way, instead you would use dig or buildwalk. HELP DIG | HELP BUILDWALK. Both are excellent time-savers. 2) Description :- NONE What people see when they look in that direction. i. e. look north. These must always be complete sentences. For example, "You see the main chamber of the temple." These can really flesh out a zone. 3) Door name : NONE This is a keyword field. A keyword is the word you use when you perform an action. Such as opening and closing. It can be more than one word, but the first word is the only one displayed in the output messages. i.e. Mo opens a <Door name>. 4) Key : 0 If you wish the door to be locked then you must first make an object of type key. That object VNUM is then placed in this field. HELP KEY-BASICS. 5) Door flags : No door Choosing this option will display a third menu to select the door type. 0) No door -- Default setting 1) Closeable door -- Door can be opened/closed/locked (pickable) 2) Pickproof -- Door can only be opened with key (sorry thieves) 6) Purge exit. This last option is available to set this exit to default. This will clear all values and set the Exit to : -1 (nowhere). Instead of having to link rooms manually through olc we have implemented Buildwalk and the dig command. See the help files on each for more information once you have finished your trialroom and have a zone. Remember that for working two-way doors, the rooms on each side must have matching door flags, doors, and zone commands to close them.