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Exits

We’ve standardized the format of exit names on the MUSH to keep continuity on the grid and so both players and staff know what to expect. The format is as follows:

Exit Name <EN>

(e.g..; Wooden Door <WD> or Hallway <H>)

The letters in <>’s should be the short alias the person needs to type to actually pass through that exit. This is not the only alias you need, however. When naming exits and creating their aliases, please try to anticipate what people might type to pass through them. When first creating them you can give them simple names, but before approval you need to rename them properly.

Let’s say you’re making an exit for a master bedroom and right now it’s just called ‘Master Bedroom’. This is what you would type to get that exit ready for inspection:

@name master bedroom=Master Bedroom <MB>;master bedroom;master;mb

Also, every room should have an ‘Out’ exit. It does not need to be named ‘Out’, but it should have that in its alias. A typical ‘Out’ exit would look like this:

@name <exit>=Out <O>;out;ou;o;leave;exit;back;return;x

You can also add the out;ou;o… text to the name of any exit, although don’t have more than one exit in the same room with the same alias. The @desc of the exit should be what the door looks like if the exit is located inside a building, or the description of the building itself if the exit is the front door.

All exits need to have the following attributes: @succ, @osucc, and @odrop. The mush itself provides help on these commands to type ‘help <command>’ to view explanations and examples. Also, if the door is capable of locking, you must have a @fail and an @ofail. Again, ‘help <command>’ for explanation and examples.

Please be consistent with your exits. If you go ‘west’ into a room, you should be able to go ‘east’ back out of the room.

Audible Exits:

Do not set exits audible unless there is an IC reason and it has been properly judgenoted on the exit. Exits found audible without proper judgenotes will have the flag removed.

Edit

Dark Exits

Due to the new Dark Lock code, we no longer simply set exits DARK. If you want an exit to be hidden, at inspection we will place Dark Lock code on it which will allow the exit to be visible to staff and to anyone allowed on the pass list. Those not on the pass list will not see it.

It is helpful to name the exit something that reflects the fact that it is dark, such as “Hidden Door <HD>”, “Secret Trail <ST>”, etc.

The nature of the exit will depend on the exact code used to lock it. If it is simply a hidden trail, it may be appropriate to put a 30 second window on the lock so that if a person sees you leave via the exit, they have 30 seconds to follow you. If it is a mechanized secret door that takes a keycode to open and closes immediately behind you, then that 30 second window will not apply.

If you have an exit already on the grid that you want converted to use the Dark Lock code, please +mail buildstaff with the DB# of the exit and who should be allowed to see it.

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