inherit "inherit/room2"; #include <door.h> reset(arg) { object obj; int i; if(!present("door")) { make_doors("room/city/pub/inn2", "west", "room/city/pub/inn10", "east", "A strong iron lock", "skandles downfall", "A solid wooden door bearing the number 1 in bronze in the middle", 1, 1, 1); } obj = all_inventory(this_object()); for(i=0; i<sizeof(obj); i++) { if(obj[i] -> id("door")) { obj[i] -> set_can_lock(1); obj[i] -> set_closed(1); obj[i] -> set_locked(1); obj[i] -> set_both_status(); } } if(arg) return; set_short("the inn above skandles downfall"); set_day_desc( "A dusty corridor lit by the window at the end of the hallway \n"+ "leads to the north. At intervals a few doors line the west wall.\n"); set_night_desc( "A dusty corridor lit by a few small lamps leads to the north.\n"+ "At intervals a few doors line the west wall.\n"); set_exits(({ "room/city/pub/inn1", "down", "room/city/pub/inn10", "west", "room/city/pub/inn3", "north" })); set_day_items(({ "window", "A small window with a white frame. The paint is slowly \n"+ "flaking from exposure to the sun. From the window you can see the \n"+ "whole city of Tempus below" })); set_night_items(({ "lamp", "A few small lamps attached to the walls, light the corridor as \n"+ "night has fallen, and the window at the end of the corridor is "+ "quite shut", "window", "A small white window. It is locked closed" })); set_weather(1, 1, 0); }