I would like to have a door object that if the player types the right command the door will open to the next room. This is what I have done so far and what I need to find out how to do: I have created and placed an object <a revolving door> it is placed in a room with no exits and it is trapping the commands that I want to trap <all the normal door commands as well as a few others> I have placed the command that I want to open the door in interpreter.c with an action do_not_here? <sorry not looking at the source right now> I would like the room to show no exits until they enter the correct command..then I would like: A: Ideally..they are placed into another room with no messages other than the ones given to them from the special procedure B: If that can't happen then have the exit appear and they simply move to the next room. I don't know if I should be doing this with an object special procedure or a room special procedure. Any thoughts..pros and cons either way? Do I have to place the command in interpreter.c? The reason I am asking is that I would rather the command did not get listed on commands. Thanks in advance, Wade +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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