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B-EXITER-EXAMPLES

For immortals Also: BEHAVIOR-EXITER-EXAMPLES

This behavior can be used to move an exit around. For example, you could create a magical door that normally leads to the room (north door in room 42100) next to it, but at 12 o'clock, it leads to a dreamland (room 42149). Example:

rb room exiter hour 12 source 42100 n dest 42149

To create a locked door (using key #4103) with keyword 'oak-door' to the east in room 4100 leading to room 4102 when someone says the magic word 'jade', you could use:

rb room exiter (say 'jade' delay 1d4) s 4100 e d 4102 k 4103 +locked n oak-door

This will unlock the northern door in either room 4101, 4102, or 4103 (picked at random) when someone smiles:

rb room exiter (social smile del 1d6+2) s 4100+1d3 north -locked

This changes the key required for a door to be the vnum 4132 and also makes the lock pickproof:

rb room exiter social smile source 4100 n key 4132 +pickproof

The Exiter behavior automatically tries to add, modify, or remove the corresponding exit in the reverse direction unless you specify the "noreverse" option. For example, this would create a one-way exit to the north in room 3000 to 3001, 4201, or 4204 (destination room picked at random) when someone claps:

rb room exiter social clap source 3000 n d 3001 d 4201 d 4204 noreverse

This creates an exit into an object with a vnum of 32100 from the western exit in room 1000 when someone sneezes:

rb room exiter social sneeze s 1000 w d 32100 +toobject

The dynamic modification of exits can also be used to simulate things like elevators, ships moving from place to place, floating castles, and so on.