|
|
|
|
|
Exit Resolutions
Exits control the destinations when moving about rooms and control whether
a given exit has a door, and what the state of that door may be (open,
closed, locked, etc). The list below indicates valid resolutions and
their descriptions. Note: when setting a flag for an
exit, the game engine will maintain logical integrity. For instance
enabled the isLocked flag will also automatically enabling the hasDoor and
hasLock flags. Each description is prefixed with either [G]
gettable, [S] settable, or [G,S]
gettable and settable. Resolutions are case sensitive. |
General Information
|
Various information about the item.
|
@exit->uniqueId
| [G] The unique ID of the exit entity.
|
@exit->room
| [G] A pointer to the room containing the exit.
|
@exit->roomId
| [G] The ID of the room containing the exit.
|
@exit->direction
| [G] The name of the direction in which the exit travels (north, south, east, ...)
|
@exit->directionId
| [G] The ID of the direction in which the exit travels (north, south, east, ...)
|
@exit->keywords
| [G,S] Keywords for the exit (eg. door, gate, trap).
|
@exit->description
| [G,S] The description seen when looking at the exit.
|
@exit->destination
| [G,S] A pointer to the destination room when travelling through
the exit.
|
@exit->destinationId
| [G,S] The room ID of the destination room when travelling through
the exit.
|
@exit->reverseExit
| [G]
Returns a pointer to the exit that leads back to this exit's room
in the reverse direction. If no such exit exists then
null is returned. If one were to go east and then
west but not arrive in the original location then the reverse exit
is considered non-existent.
|
@exit->otherSide
| [G]
An alias for @exit->reverseExit.
|
@exit->pickResilience
| [G,S] How hard it is to pick the exit's lock (if it has a locked door).
|
@exit->forceResilience
| [G,S] How hard it is to force the exit open (if it has a locked door).
|
@exit->flags->isSecret
| [G,S] Secret exit status. When enabled then players will not see
that an exit is here when "bumping" into it. Bumping is what
happens when you attempt to travel through the exit but it is
closed. When this is enabled the mobile will see "You can't go
that way." instead of "The door is closed.".
|
@exit->flags->isNoDirection
| [G,S] No direction status. The exit cannot be entered using the
cardinal directions. Instead the mobile must use "enter keyword"
where keyword is one of the exit's keywords.
|
@exit->flags->hasDoor
| [G,S] Has door status.
|
@exit->flags->isClosed
| [G,S] Closed door status.
|
@exit->flags->hasLock
| [G,S] Door has lock status.
|
@exit->flags->isLocked
| [G,S] Locked status for doors.
|
@exit->flags->isPickproof
| [G,S] Pickproof status.
| |
|
|
|
|
|
|
|