btmux-0.6-rc4/doc/
btmux-0.6-rc4/event/
btmux-0.6-rc4/game/
btmux-0.6-rc4/game/maps/
btmux-0.6-rc4/game/mechs/
btmux-0.6-rc4/game/text/help/
btmux-0.6-rc4/game/text/help/cat_faction/
btmux-0.6-rc4/game/text/help/cat_inform/
btmux-0.6-rc4/game/text/help/cat_misc/
btmux-0.6-rc4/game/text/help/cat_mux/
btmux-0.6-rc4/game/text/help/cat_mux/cat_commands/
btmux-0.6-rc4/game/text/help/cat_mux/cat_functions/
btmux-0.6-rc4/game/text/help/cat_templates/
btmux-0.6-rc4/game/text/wizhelp/
btmux-0.6-rc4/include/
btmux-0.6-rc4/misc/
btmux-0.6-rc4/python/
btmux-0.6-rc4/src/hcode/btech/
btmux-0.6-rc4/tree/
& @lock evaluation
 
  EVALUATION LOCKS:
 
  Key: <attribute>/<value>
 
  Evaluation locks let you evaluate one of your attributes and compare 
  the result against a value stored in the lock.  The result must be 
  an exact match (no wildcarding allowed, but uppercase and lowercase 
  are considered to be the same).  When evaluating the attribute the 
  enactor substitutions (%#/%n/etc) are replaced with information 
  about the player trying to pass the lock, and 'me' and %! refer to 
  the locked object or exit.
  
  If you call an indirect lock and the indirect lock is an evaluation 
  lock (or is a compound lock that includes an evaluation lock), 
  then the original lock object is checked for the attribute first, 
  followed by the object that has the actual evaluation lock.  If 
  there are multiple levels of indirection the intermediate locks 
  are not checked.
 
{ 'help @lock evaluation2' for more }