<color blue> Help for OLC door creation. <color=red> Names:</color> Door names have a tricky syntax, which must be followed. The syntax is: <<dir> <<name1 name2 .. name_n> # <<name_n .. name2 name1> <<opposite dir> For Example: east train silver # silver train west would be a valid set of door names. They should be symetric around the '#'. <color=red> Door Description:</color> This is the description that one sees when they 'look' at a door. For Example: You see strong wooden door re-inforced with thick iron bands. The iron hinges are well oiled, but the huge lock makes opening it questionable! <color=red> Door Flags:</color> These determine the current (default) state of the door and restrict or enable certain actions upon the door. They should be fairly self explanatory... <color=red> Visibility Bits:</color> Add up these numbers to arrive at the visibility of the door: {0 NULL, 1 dark, 2 invis, 4 hidden, 8 god_invis1, 16 god_invis2} <color=red> Token Number:</color> This is the number of the token which the player must have in order to go through the door. Tokens are different than keys in that they are taken from the player as he/she/it passes through the door. If no token is wanted, enter zero here. <color=red> Key Number:</color> This is the object number of the key that is needed to unlock the door. Enter zero if no key is needed or exists. <color=red> Submit:</color> Sends the data to the MUD server. If the data is acceptable, then the door will be created, otherwise you may be prompted by a pop-up box. Check the output from the MUD, on the main console screen, for verication. <color=red> Cancel:</color> Do not send the data. If it has already been sent once, canceling WILL NOT AFFECT THE MUD IN ANY WAY. Usually one presses cancel after submitting, unless they wish to create another door.. </color>