"Different Kinds of Exits" by John Timmons
The release number is 1. The story creation year is 2007. The story headline is "An example of different kinds of room exit behavior." The story description is "This demonstrates how we can manipulate exits to other rooms. Here we create a room with a 'one-way' exit and also a closet that, when you leave the way you came in, you end up somewhere else."
Release along with the source text and a website.
The Foyer is a room. "You see an exit to the north."
[By default, the Kitchen should be to the north of the Foyer and the Foyer should be south of the Kitchen. We override this by including the second sentence saying that south of the Kitchen is nowhere.]
The Kitchen is north of the Foyer. South of the Kitchen is nowhere. "It looks like your standard kitchen but there aren't any exits!! There is, however, a large closet that you could go in."
[The Kitchen has a closet that the player can go in but when they go out, the player is in the Foyer.]
Inside from the Kitchen is a room called the Closet. Outside from the Closet is the Foyer. "Not anything of interest in here."
[This after rule provides a response when the player goes out of the closet only for the first time.]
After going outside from the Closet for the first time:
try silently looking;
say "Eh? How did this happen?"