phantasmal_dgd_v1/
phantasmal_dgd_v1/bin/
phantasmal_dgd_v1/doc/
phantasmal_dgd_v1/mud/doc/
phantasmal_dgd_v1/mud/doc/api/
phantasmal_dgd_v1/mud/doc/kernel/
phantasmal_dgd_v1/mud/doc/kernel/hook/
phantasmal_dgd_v1/mud/doc/kernel/lfun/
phantasmal_dgd_v1/mud/include/
phantasmal_dgd_v1/mud/include/kernel/
phantasmal_dgd_v1/mud/kernel/lib/
phantasmal_dgd_v1/mud/kernel/lib/api/
phantasmal_dgd_v1/mud/kernel/obj/
phantasmal_dgd_v1/mud/kernel/sys/
phantasmal_dgd_v1/mud/tmp/
phantasmal_dgd_v1/mud/usr/System/
phantasmal_dgd_v1/mud/usr/System/keys/
phantasmal_dgd_v1/mud/usr/System/obj/
phantasmal_dgd_v1/mud/usr/System/open/lib/
phantasmal_dgd_v1/mud/usr/common/data/
phantasmal_dgd_v1/mud/usr/common/lib/parsed/
phantasmal_dgd_v1/mud/usr/common/obj/telopt/
phantasmal_dgd_v1/mud/usr/common/obj/ustate/
phantasmal_dgd_v1/mud/usr/game/
phantasmal_dgd_v1/mud/usr/game/include/
phantasmal_dgd_v1/mud/usr/game/obj/
phantasmal_dgd_v1/mud/usr/game/object/
phantasmal_dgd_v1/mud/usr/game/object/stuff/
phantasmal_dgd_v1/mud/usr/game/sys/
phantasmal_dgd_v1/mud/usr/game/text/
phantasmal_dgd_v1/mud/usr/game/users/
phantasmal_dgd_v1/src/host/
phantasmal_dgd_v1/src/host/beos/
phantasmal_dgd_v1/src/host/mac/
phantasmal_dgd_v1/src/host/unix/
phantasmal_dgd_v1/src/host/win32/res/
phantasmal_dgd_v1/src/kfun/
phantasmal_dgd_v1/src/lpc/
phantasmal_dgd_v1/src/parser/
~name{~enUS{builder, builders}}
~keywords{admin}
~desc{
  ~enUS{

The builder commands play with rooms, exits, mobiles and portables.
Help on the following major topics is available:

help objects
help rooms
help zones
help exits
help mobiles
help portables
help segments

}}


~name{~enUS{exit,exits,door,doors,passage,passages}}
~keywords{admin}
~desc{
  ~enUS{

Exits are objects registered with EXITD, and thus with objregd.  As
such, they are numbered and object commands work fine on them.  Note:
an exit must be open (default) for mobiles to go through them.

Some commands for exits:
@new_exit          Creates a new exit between existing rooms
@list_exit         Shows exits in the MUD
@remove_exit       Removes an exit from the current room
@clear_exits       Remove all exits attached to current room
@fix_exits         Repairs exits (aka upgrades)
@stat              Shows information about an object

@check_deferred    Check for deferred exits
@add_deferred      Attempt to resolve deferred exits
}}

~name{~enUS{new_exit, newexit, exitnew, addexit, exitadd,
            new_oneway_exit, newonewayexit, new one way exit,
            new_twoway_exit, newtwowayexit, new two way exit}}
~keywords{admin}
~desc{
  ~enUS{

@new_exit (aka @add_exit) will create a new exit from the room you
currently occupy to another one elsewhere.  For instance:

  @new_exit nw #75 oneway

will create a new exit leading northwest into room #75.

  @add_exit nw #75 twoway

will create a new exit leading northwest into room #75.  It will also
create an exit leading from room #75 southeast into the room you're
standing in when you type the command.

You can also use the numbers 1 and 2 for oneway or twoway.

}}

~name{~enUS{@clear_exit, clear_exit, clearexit, @clearexit, clear exit,
            @clear_exits, clear_exits, clearexits, @clearexits, clear exits,
            @exit_clear, exitclear, exit_clear, @exitclear, exit clear}}
~keywords{admin}
~desc{
  ~enUS{

@clear_exit will remove all exits attached to the current room.  That
means not only those that go from the current room to attached rooms,
but also the return exits for each such exit.  One-way exits leading
to the room won't be affected, but those leading from it will be
removed.

}}

~name{~enUS{@remove_exit, remove_exit, removeexit, @removeexit, remove exit,
            @exit_remove, exitremove, exit_remove, @exitremove, exit remove}}
~keywords{admin}
~desc{
  ~enUS{

The command @remove_exit takes a single argument, a direction, and
removes the exit leading in that direction as well as its return exit,
if any.

}}

~name{~enUS{@list_exit, list_exit, @listexit, listexit, list exit,
            @exit_list, @exitlist, exitlist, exit_list, exit list,
	    @list_exits, list_exits}}
~keywords{admin}
~desc{
  ~enUS{

@list_exit lists all exits currently known to the Map Daemon and displays
their number and brief description, as well as the rooms they lead from
and to by number (if numbered) and the type (one-way, two-way, or other).

}}

~name{~enUS{@fix_exit, fix_exit, @fixexit, fixexit, fix exit,
            @fix_exits, fix_exits, @fixexits, fixexits, fix exits}}
~keywords{admin}
~desc{
  ~enUS{

@fix_exits repairs the exits.  Fixes one-way vs. two-way, links, etc.

}}

~name{~enUS{@check_deferred,check_deferred,check deferred,
            @check_deferred_exits,check_deferred_exits,
            check deferred exits}}
~keywords{admin}
~desc{
  ~enUS{

@check_deferred will print out the current number of deferred exits.

See @add_deferred.

}}

~name{~enUS{@add_deferred,add_deferred,add deferred,
            @add_deferred_exits,add_deferred_exits,
            add deferred exits}}
~keywords{admin}
~desc{
  ~enUS{

@add_deferred will say whether there are current deferred exits and if
so, attempt to resolve them.  It will then print out the number of
remaining deferred exits after the resolve.

Deferred exits occur when a loaded room attempts to create an exit to
a room that doesn't yet exist.  They are useful when you wish to load
one or more areas from multiple files even though they have exits
connecting them.  This way, you can load the files for the areas you
want and then attempt to resolve the deferred exits.  Note that after
a file load, Phantasmal is likely to try to resolve any deferred exits
itself -- don't expect a deferred exit to stay deferred once its
destination room has been loaded.

}}

~name{~enUS{zone,zones}}
~keywords{admin}
~desc{
  ~enUS{
Zones are units of building and of administration.  Zone borders will
be in-game limits for some mobiles' movement.  A zone consists of a
number of segments.  Here are some zone-related help topics:

@segmap           Shows information about segments, including their zone
segment           How to manage segments
@set_seg_zone     Sets the zone for a given segment
@zonemap          Show the current zones
@new_zone         Adds a new zone to the @zonemap

To manipulate things within a zone such as rooms, see their
individual help topics.
}}


~name{~enUS{@new_zone,new_zone,%new_zone,new zone,
            @add_zone,add_zone,%add_zone,add zone,
            @newzone,newzone,%newzone,
            @addzone,addzone,%addzone,new}}
~keywords{admin}
~desc{
  ~enUS{
The @new_zone command adds a zone to the @zonemap.  After you add it
you can add new objects to it.  The usage is:

@new_zone New Fredslund

See also: @zonemap
}}

~name{~enUS{wiz,wiztool,wizzes,wizards,immort,immortals}}
~keywords{admin}
~desc{
  ~enUS{

Many MUDs use the word "wizard" or "wiz", or "immortal" or "immort" to
refer to those who make more MUD and keep it running on a day to day
basis.  Since "wizard" sounds suspiciously like an in-game player
class, Phantasmal prefers to call them admins, builders, or
implementors depending on what they actually do.  We try to
consistently maintain such usage in the MUD and in the help files.
When we don't, report it as a bug.
}}