inherit "/players/josh/room/mage/dungeon/Dtemp.c"; #define NAME "josh" reset (arg) { if(!present("mage")) { move_object(clone_object("players/josh/room/mage/dungeon/obj/journeyman.c"),this_object()); } if (arg) return; set_short( "Stair case landing"); set_long( "This room is brightly lit by dozens of glowing orbs. With this light "+ "you can \n"+ "see that this room is shaped like a pentagon. Each wall "+ "is etched with \n"+"protective glyphs that your eyes have a hard time "+ "focusing on. Five carved\n"+ "collums support the ceiling.\n" +"\n \n" ); set_items(({ "globe#globes#light#lights", "They appear to be perfectly formed crystal spheres, that emit a steady"+ " light.\n", "stone#stones#brick#bricks", "They seem to be large granite bricks. Some of them are carved with arca"+ "ne glyphs\nof power.\n", "glyphs#glyph", "The writing is so ancient its true meaning is lost on you, but the power "+ "you\nfeel from them leaves you no doubt they are not for decoration.\n", "walls#wall", "The walls are made up of large strong bricks, many of which have glyphs"+ " of \npower carved into them.\n", "collums#collum","Which collum? There are five. i.e. look at "+ "ne collum \n", "ceiling","High above you see a arching domed roof. \n" })); set_smell("This place smells dank and musky.\n"); set_listen("Your ears feel the dull roar of pressure. \n"); set_weather(3,1,0); set_exits(({ "/players/josh/room/mage/dungeon/stcase.c","up", "/players/josh/room/mage/dungeon/neh.c","northeast", "/players/josh/room/mage/dungeon/seh.c","southeast", "/players/josh/room/mage/dungeon/sh.c","south", "/players/josh/room/mage/dungeon/swh.c","southwest", "/players/josh/room/mage/dungeon/nwh.c","northwest" })); }