#include "path.h" inherit "/std/room"; object man,woman; void reset() { if (!man) { man = clone_object(NPCS+"man"); man->move(this_object()); } if (!woman) { woman = clone_object(NPCS+"woman"); woman->move(this_object()); } } void setup() { set_light(80); set_short("Market Street"); set_zone("town"); set_long( "You are on a wide street in the small coastal town of Belgar's " "Haven. The street is paved with dirt, and you can tell that it is " "well worn, for there are deep ruts where the wheels of wagons pass " "through here. However, there don't seem to be any wagons now. The " "town is a quiet place now. There is none of the bustling about that " "you would expect in a town, even one this small. You don't even see " "many people here...it seems like the town of Belgar's Haven is on " "its last legs, and dying. " "You can see that the street leads off to the South, and the gates of " "the city open up to the Northeast. To the East is a small tavern.\n"); add_property("no_undead",1); add_exit("north",HERE+"con01","path"); add_exit("south", HERE+"intersection", "path"); add_exit("east", HERE+"tavern", "door"); add_item("street", "The street is dirt-paved and worn, although most of the tracks are " "old. It doesn't see much use anymore.\n"); add_item("people", "You can't see any people on the road here right now.\n"); add_item("tavern", "The tavern looks pretty run-down, and is not very large either. It " "has a look of cleanliness, though, and is surprisingly well kept.\n"); } dest_me() { if (man) man->dest_me(); if (woman) woman->dest_me(); }