This is an exit type by exit type listing of what parameters do for
each type-- it is by NO means complete, but it's a decent starter!

* Remote Action (12)
Remote action exits are actions like 'pull lever' in a room that
opens a gate or a door in another location.  They're also used to
do things like the 'turn knot, push knot' crap by the dark druids,
but that useage is more advanced and not explained here.  Basically,
you specify the room the ACTION is to take place in (ie: if the
gate or secret passage or what not is in another room, you specify
THAT room as the destination room), the message to be used to check
for the action (usually 3 lines of 'pull lever', etc), the index
of the exit this action affects (start at 0 for north and add 1 for
each exit you go down to the one you want it to trip), then specify
a message to be displayed when this action is performed.

Room #	= Room the ACTION is to take place in
Param	= Command to perform the action (pointer to a message)
WParam1 = Index of the exit this action affects (0 based - north is
	  0, south is 1, east is 2, etc, down is 9)
LParam1 = Message given when this action is performed
LParam2 = ????

* Gates (11)
Gates display the exit as 'closed gate [direction]' or 'open gate
[direction]' depending on their open/closed status.  You can
specify skill needed to bash the gate open, as well as a key which
can be used to open the gate.

Room # 	= Destination room (normal)
Param	= ????
WParam1 = Skill needed for bashing/picking (-999 = impossible)
LParam1 = ????
LParam2 = Key that can be used to open gate (pointer to an item)

* Keys
This type of exit displays the exit as a door which can be picked
or opened using the specified key.

Room #	= Destination room (normal)
Param	= Key that can be used to open door (pointer to an item)
WParam1	= ???? (value seen = 2)
LParam1 = Skill needed for bashing/picking
LParam2 = ???? (value seen = 1)

* Text (10)
This type of exit is best used for the 'go hole' type of exits.

Room #	= Destination room (normal)
Param	= Command used to take this exit (pointer to a message)
WParam1 = ????
LParam1 = Message given when exit is taken (pointer to a message)

* Trap (9)
This type of exit can be disarmed, and messages for tripping the
trap and failing to disarm the trap can be specified, as well as
the max damage (minimum damage apperently cannot be specified and
is some percentage of the maximum specified).

Room # 	= Destination room (normal)
Param	= Max damage
WParam1 = ????
LParam1 = Trip message (displayed when you walk through the trap while
	  it is still armed)
LParam2 = Fail message (displayed when someone fails to disarm the
	  trap and triggers it)

* Level (15)
This type of exit lets you restrict the exit to players of a specific
level or greater or a specific level or lower.  Best used to control
who can enter a potentially difficult location, or a location with
shops that have high level items, or, conversely, to keep higher level
people out of an area that is well beyond their skills.

Room #	= Destination room (normal)
Param	= Must be THIS level or HIGHER to proceed
WParam1	= Must be THIS level or LOWER to proceed
LParam1 = Message displayed when a player cannot go through this exit
LParam2 = ????

Notes: If either WParam1 or Param are 0, then that limitation is
ignored.  (So if you want to make a place level 25+ only, you'd make
Param = 25 and WParam1 = 0.)  Both fields can be specified to make
an area only between accessible only between level X and level Y.

* Action
This type of exit is like any other exit basically except that it
displays a message when you go through the exit.  

Room #	= Destination room (normal)
Param	= Text displayed when this exit is taken (pointer to a message)
WParam1 = ????
LParam1 = ????
LParam2 = ????

* Item
This type of exit allows you to limit passage to people only with a 
specific item, and if they don't have the item you can specify a 
message to be displayed.  If they DO have the item, you can display
a message as well (this feature is used in the "Silver River" for
when you row a skiff for example).  

Room #	= Destination room (normal)
Param	= Item needed to pass through this exit
WParam1 = Text displayed for when the player doesn't have the item 
	  (pointer to a message)
LParam1 = Text displayed for when the player has the item and the
	  exit is taken (pointer to a message)
LParam2 = ????

* Class
This type of exit limits who can go through it by the CLASS you
specify.  This is typically used in quest halls, you can add new
quest halls by using this kind of exit.

Room # 	= Destination room (normal)
Param	= Class that the player needs to be to pass through this exit
WParam1 = ????
LParam1 = Text displayed for when the player is not the right class
	  (pointer to a message)
LParam2 = ????

* Race
This type of exit limits who can go through it by the RACE you
specify.  This could be used to add L20 quest halls or L30 quest
halls, for example, by race instead of by class, then make quest
weapons for L20 or L30 and give them out (an idea).

Room #	= Destination room (normal)
Param	= Race that the player needs to be to pass through this exit
WParam1 = ????
LParam1 = Text displayed for when the player is not the right race
	  (pointer to a message)
LParam2 = ????

