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-rw-r--r--building_guide/courses.md2
-rw-r--r--building_guide/rooms.md14
2 files changed, 11 insertions, 5 deletions
diff --git a/building_guide/courses.md b/building_guide/courses.md
index 5e92318..71dd255 100644
--- a/building_guide/courses.md
+++ b/building_guide/courses.md
@@ -6,7 +6,7 @@ Agility courses are defined in `data/courses/<id>.yaml`. Each course defines a s
> Editing courses is done from the **Map screen** in the admin web GUI: select an obstacle room and use its **Course** side-panel tab to create a course, add the room as a step, edit all of its parameters, or remove it. The legacy standalone "Courses" editor tab has been removed.
>
-> When a room is added as a course step, the admin GUI auto-creates **always-blocked one-way exits** between consecutive obstacle rooms so the in-game map can lay them out correctly. The direction of these exits is chosen by the builder. Always-blocked exits are impassable to players but visible on the map — they exist solely for map rendering. On the map, course links appear as blue dashed one-way arrows (colored via the `map_course` theme token).
+> When a room is added as a course step, the admin GUI auto-creates **always-blocked one-way exits** between consecutive obstacle rooms so the in-game map can lay them out correctly. The direction of these exits is chosen by the builder. Always-blocked exits are blocked to players (movement is refused with the standard "blocked" message and they show "(blocked)" in `look`) but visible on the map — they exist solely for map rendering. On the map, course links appear as blue dashed one-way arrows (colored via the `map_course` theme token).
### Course YAML
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