Sets the value for a given statName that belongs to the exit. The entity must be an exit pointer. The statName may be any one of the following stat IDs:
keywords - keywords of exit description - description of exit when looked at destination - pointer or vnum of destination room pickResilience - resilience of lock to being picked forceResilience - resilience of lock to being forced issecret - is exit secret (hidden when bumped into)? isnodirection - special exit that requires entry (Elkin fountain) hasdoor - does the exit have a door? isclosed - is the door closed? haslock - does the door have a lock? islocked - is the door locked? ispickproof - is the lock on the door pickproof?
Ateempting to set stats that make no sense will cause the exit to maintain integrity by possibly setting or unsetting other stats. For example, setting an exit to locked when there is no door will cause it to have a door created with a lock, th door will then be closed and locked. likewise removing a lock will unset the locked status and pickproof status.
Example:
// // Lock the north exit. // %exitSetStat( %roomGetExits( @roomNumber )->north, isLocked, 1 )
// // Now unlock the north exit. // %exitSetStat( %roomGetExits( @roomNumber )->north, isLocked, 0 ) |