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TRIGGER_EXIT

Keywords: TRIGGER_EXIT, TRIGGER_EXALL
Syntax: EXIT <exit number> EXALL <exit number> The argument is the exit number: NORTH 0 UP 4 NORTHEAST 6 EAST 1 DOWN 5 SOUTHEAST 7 SOUTH 2 SOUTHWEST 8 WEST 3 NORTHWEST 9 This trigger is the opposite of the entry trigger. This is activated when a PC tries to leave a room through an exit indicated by the argument, and the mobile sees the person leave. This means that the mobile will not see hiding, invisible or sneaking people, if the mobile has not the affect flag detect_hide and/or detect_invis. An exit trigger works better than an entry trigger, since you can refer to a specific PC instead of a random PC. One important thing to remember is that if this event is triggered, the victim will not move through the exit. If necessary, you must move the character yourself in your program (using the commands MOB TRANSFER or MOB GTRANSFER). Also this event is not triggered when a character flees from combat, if the mobile is not in its default position or if the mob is busy (fighting, sitting, sleeping, etc.). If you want be sure to catch all the players, no matter if they are hiding, sneaking or invisible use the trigger exall. The exall trigger will be activated even if the mobile didn't see the person trying to leave or if the mobile is busy. Remember that only some mobiles are able to see hiding/sneaking/ invisible players, so please don't abuse the exall trigger, a normal human citizen wouldn't be able to see those players, but a powerful mage would be able to see them. Examples: EXIT 0 This trigger will be activated when the mobile see someone trying to leave the room through the north exit. EXALL 9 This trigger will be activated if someone is trying to leave the room through the northwest exit.