~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. }}