ItemDoor
-- Main.NecAnthrope - 02 Jun 2004
Doors in HellMOO behave the same way their counterparts in the real world do. They sit on the border between areas or rooms, and control access. If they are open, an object or person can pass through them from one room to the next. If they are closed, an object or person cannot pass. They can be opened or closed, changing whether or not they can be used.
The verbs that govern this behavior are simple:
* open [door] * close [door]
If a lock is installed (see ItemLock), the additional behavior of locking and unlocking doors is also available. As one might expect, the verbs that control this behavior are:
* lock [door] * unlock [door]
Once a lock is installed in a door, you might want to uninstall it, either to upgrade it or to remove security. In order to do this, you simply type:
* uninstall [lock] from [door]
If you have more than one lock in the door, or forget what the name of the lock is, first appraise the door. The syntax for this is:
* appraise [door]
This will give you information about the door, similar to this:
<BLOCKQUOTE><TT> You take a careful look at the door to apartment 100...<BR> There are 2 locks in this door.<BR> The first lock, a high quality biometric lock, is very complex.<BR> The second lock, a high quality keyed lock, is very complex.<BR> It's slightly resistant to acid, a bit resistant to electrical, somewhat resistant to beating, rather resistant to slashing, quite resistant to bullets and burning, and immensely resistant to stabbing, EMP, and radiation. </TT></BLOCKQUOTE>
The first part of the door information is what kinds of locks are installed, the second details how well armored the door is.
If you were to want to uninstall the first lock, you would type the following:
* uninstall first lock from [door] * uninstall first biometric from [door]
Either syntax will tell the system which lock you want. If you were to want to uninstall the second, the syntax would be:
* uninstall second lock from [door] * uninstall first keyed from [door]
Since the keyed lock is the SECOND lock installed in the door, but the FIRST of its type installed, either syntax will tell the system which lock you are referring to.
If you want to knock on a door, just type:
* knock [door] * knock on [door]
Either syntax is acceptable.
Some nefarious characters on Hell will want to pick the locks on doors in order to gain access to the areas behind them. If a lock is installed in a door, and you have the appropriate lock pick, you may attempt to do so. Be warned, however - some locks have intrusion countermeasures that can be deadly, and lockpicking is illegal in the more civilized parts of the world.
If you want to pick a lock, first appraise the door as detailed above. Then, use the same syntax to pick the locks For instance, if you got the same appraise feedback as above, and you wanted to pick the first lock, you would type:
* pick first lock on [door] * pick first biometric on [door]
And so on.
Finally, there are some behaviors of doors that are there for your convenience. If you want a specific door to automatically close when you lock it, type:
* autoclose_on_lock [door] is 1
To undo this change, type:
* autoclose_on_lock [door] is 0
By default, doors DO automatically close when you lock them.
Similarly, doors also may automatically open when you unlock them. To activate this behavior, type:
* autoopen_on_unlock [door] is 1
As you would expect, to undo this behavior, type:
* autoopen_on_unlock [door] is 0
By default, doors DO NOT automatically open when you unlock them.
NOTE: Most of the behavior of doors can only be changed on a specific door if you 'own' it. Generally, unless you're opening, closing, locking or unlocking a door, you cannot change its behavior or state. For further information on lock types and who can unlock/lock them, see ItemLock.