inherit "/players/josh/room/mage/dungeon/Dtemp.c"; #define NAME "josh" reset (arg) { reset_doors(arg); load_door(({ "file", "/players/josh/room/mage/dungeon/fcell1.c", "direction", "northwest door", "long", "This is a strong steel door. There is a huge circle"+ " of protection from fire carved in it.\n", "key id", "silver key", "lock id", "silver lock", "lock description", "A shiny silver lock that glows softly\n", "open", "unlocked", "trap off", })); if (arg) return; set_short( "Northeast wing"); set_long( "You find yourself standing in the northeast wing of mage tower"+ " dungeon.\n" + "The hall is light by more glowing orbs, filling the"+ " hall with \n"+"bright light. The walls here are red.\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 red bricks. Some of them are carved with arca"+ "ne glyphs\n"+" of 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"+ "You do reconize the fire symbol repeared a lot.\n", "walls#wall", "The walls are made up of strong red bricks, many of which have glyphs"+ "of \n"+" power carved into them.\n", })); set_weather(3,1,0); set_smell("You nose is filled with the smell of smoke .\n"); set_listen("You hear a faint crackling sound. \n"); set_exits(({ "/players/josh/room/mage/dungeon/chamber.c","southwest", })); }