mno ---> enters north through a unlocked door into mapper database
mea ---> enters east through a unlocked door into mapper database
mso ---> enters south through a unlocked door into mapper database
mwe ---> enters west through a unlocked door into mapper database
mup ---> enters up through a unlocked door into mapper database
mdo ---> enters down through a unlocked door into mapper database
mnol ---> enters north through a locked door into mapper database
meal ---> enters east through a locked door into mapper database
msol ---> enters south through a locked door into mapper database
mwel ---> enters west through a locked door into mapper database
mupl ---> enters up through a locked door into mapper database
mdol ---> enters down through a locked door into mapper database
mwait * ---> ONLY use this before attempting to enter a cexit into the database with multiple commands (seperated by ; or ;; if ; is already your command stacking character
maze * ---> enters movement direction (where * is a direction; n, e, s, w, u, d) and destination room into mapper database (good for navigating mazes)
*** MAPPER MOVEMENT : USING DATABASE ***
mgo * ---> moves player to room i.d *
*** MAPPER SEARCHING ***
mfi * ---> searches mapper database for room * in current area
mhold * ---> sets hold item * for mapper portal database entry/general use
mhold ---> displays hold item
mporlist ---> lists all portal mapper database entrys
mpordel #* ---> deletes portal entry * where * is the portal index (#)
mlporbag ---> looks (examines) your portals bag to show which portals you have
*NOTE 1* : the # is necessary to indicate which portal to delete (the index of the database entry) so for example i wanted to delete portal at index 42 I would use : mpordel #42
*NOTE 2* : check the portals list after removeing each portal for multiple removals (when 1 is deleted all the ones after go down a digit)
*** MISC ***
mroom ---> displays cexits for current room
mclear ---> removes custom exit database entrys for the current room
mxs ---> sets target room (the room you are in) for current area (requires ww's S&D)
open ---> attempts to open all compass direction (n,e,s,w,u,d)
close ---> attempts to close all compass directions (n,e,s,w,u,d)
closel ---> attempts to close and lock all compass directions (n,e,s,w,u,d)
----
mimt ---> sets current room to mapper ignore mismatch = "true" (use in mazes or rooms where a normal cexit doesn't work)
mimf ---> sets current room to mapper ignore mismatch = "false" (if accidentally set to true and any cexit is not working as intended)
mnpt * ---> sets current room * (room I.D use "mr") to no-portal = "true" (use if you already know the room is no-portal)
mnpf * ---> sets current room * (room I.D use "mr") to no-portal = "false" (use if you mistakenly used mnpt)
mnrt * ---> sets current room * (room I.D use "mr") to no-recall = "true" (use if you already know the room is no-recall)
mnrf * ---> sets current room * (room I.D use "mr") to no-recall = "false" (use if you mistakenly used mnrt)
rtp ---> takes you to the beginning of the upper and lower planes so long as you have amulet of the planes in your portals bag
----
*NOTE* : mapper ignore mismatch is default to false for all rooms in the standard MUSHclient package
*NOTE 2* : mapper no-portal is default to false for all rooms in the standard MUSHclient package
*NOTE 3* : the mapper will always take the quickest path with ww's xrt including rooms set as no-portal and/or no recall