LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
#include <mudlib.h>
inherit ROOM;

#define SPRITE 3

object *sprites;


void reset(status arg) {
  int i;
  object spr;
  
  if(!arg) {
    set_short("the elfin forest");
    set_long(
"You are on the path leading through the forest. The path divides hear, \n"+
"and leads in many directions.  The trees stand magnificently all around\n"+
"you. You almost forget the reason you came here..to kick some elven butt.\n");

    set_exits(({
        "room/newbie/new1",  "south",
        "room/newbie/new3",  "northeast",
        "room/newbie/new13", "northwest",
        "room/newbie/new8",  "west",
    }));
    set_items(({
        "trees",  "large healthy oak trees",
    }));
    set_weather(2,4,3);
  }
  if(!sprites) sprites = allocate(SPRITE);
  for(i = 0; i < SPRITE; i++) {
    if(!sprites[i]) {
      spr = clone_object(MONSTER);
      spr->set_name("sprite");
      spr->set_short("a tree sprite");
      spr->set_long(
"A small little tree sprite.  It looks almost like an elf, but smaller.\n");
      spr->set_level(1);
      spr->set_ac(3);
      spr->set_wc(5);
      spr->set_gender(2);
      spr->add_mone(30);
      spr->set_al(100);
      spr->set_race("sprite");
      spr->load_chat(10,({ "Sprite bounces around.\n",
          "Sprite dances around.\n",
      }));
      spr->load_a_chat(10,({ "Sprite bursts out in tears.\n",
          "Sprite cries out for help!\n",
      }));
      move_object(spr, this_object());
      sprites[i] = spr;
    }
  }
}