CONTACTS: Jhonata "Blinker" Poma -> jho.ale@tiscali.it, rappista.1@virgilio.it, gnoccabicocca@virgilio.it, spchiphop@virgilio.it. .::Autoexits::. With this new function the output will look like: The Alchemist's Room Lots of bottles and flasks lie about this room, but it all looks like worthless clutter. It appears whatever alchemist has been working here is really very adept at his art. There are a lot of formulae and spells written on the walls too... couldn't he buy some paper? There is a door to the north, and also a dark stairway in the corner leading down, with a large sign next to it that you probably should read... *** Exits *** north - A Narrow Passage west - The door is closed. down - The Entrance The Newbie Alchemist is here trying to make something. Notice the opened/closed door control =) Replace your old do_auto_exits() function in act.informative.c with: ------------------------------------------------------------------------------------------------- void do_auto_exits(struct char_data *ch) { int door, len = 0; if (AFF_FLAGGED(ch, AFF_BLIND)) { send_to_char(ch, "You can't see a damned thing, you're blind!\r\n"); return; } send_to_char(ch, "\n*** Exits ***\r\n"); for (door = 0; door < NUM_OF_DIRS; door++) { if (!EXIT(ch, door) || EXIT(ch, door)->to_room == NOWHERE) continue; if (EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && EXIT(ch, door)->keyword) { send_to_char(ch, "%-5s - The %s is closed.\r\n", dirs[door], fname(EXIT(ch, door)->keyword)); continue; } len++; if (GET_LEVEL(ch) >= LVL_IMMORT) send_to_char(ch, "%-5s - [%5d] %s\r\n", dirs[door], GET_ROOM_VNUM(EXIT(ch, door)->to_room), world[EXIT(ch, door)->to_room].name); else send_to_char(ch, "%-5s - %s\r\n", dirs[door], IS_DARK(EXIT(ch, door)->to_room) && !CAN_SEE_IN_DARK(ch) ? "Too dark to tell..." : world[EXIT(ch, door)->to_room].name); } if (!len) send_to_char(ch, " None.\r\n"); } -------------------------------------------------------------------------------------------------- HAPPY MUDDING!