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-rw-r--r--building_guide/rooms.md14
1 files changed, 10 insertions, 4 deletions
diff --git a/building_guide/rooms.md b/building_guide/rooms.md
index 111404a..35fd85a 100644
--- a/building_guide/rooms.md
+++ b/building_guide/rooms.md
@@ -109,9 +109,11 @@ exits:
### Always-blocked exits
-Always-blocked exits are impassable to players but always visible. They
-appear in `look`/`verbs` and render on the map as blocked `X` connectors.
-Gods in `god` mode can traverse them. Primarily used for agility course
+Always-blocked exits are blocked to players but always visible. They appear in
+`look`/`verbs`/`exits` tagged `(blocked)` (same as a conditionally-blocked exit),
+refuse movement with the standard "The way <dir> is blocked." message, and
+render on the map as blocked `X` connectors. Gods in `god` mode can traverse
+them (and see no `(blocked)` tag). Primarily used for agility course
room-to-room links so the map can lay the course out visually.
```yaml
@@ -121,8 +123,12 @@ exits:
always_blocked: true
```
+`always_blocked` is absolute: when set, a `condition:` on the same exit is not
+evaluated (the exit is blocked unconditionally). Don't combine the two — if you
+need a conditionally-gated exit, use `condition:` alone.
+
Hidden and always_blocked can be combined: the exit is invisible until
-discovered (or seen by a god), and then shows as impassable.
+discovered (or seen by a god), and then shows as blocked.
### Map grid & one-way exits