Using lockable exits
Creating the exit
You can create an exit which is impassable until something else happens in your game. This could be a locked door, or perhaps something like a guard blocking the way.
Let's create a locked door in the kitchen, leading to a back garden. Create the following three elements:
- a new room, "garden"
- an object in the kitchen, "door"
- an exit leading south from the kitchen to the garden
Tick the "Locked" box on the Exit editor. You should see a warning message that we need to give the exit a name. This is because, to unlock the exit during the game, we will need to use a script command. The script command will need some way of referring to this particular exit, which is why we need to give it a name here. Call it something like "garden exit".
Unlocking the exit with a script
Go to the door object, and on the Verbs tab add a verb "unlock". Set it to "Run a script", and then add a command to print a message (such as "You unlock you door"). Add an "unlock exit" command, and choose "garden exit" from the list.
Run the game and verify that the exit now works correctly:
> south That way is locked. > unlock door You unlock the door. > south You are in a garden. You can go north.

