inherit "/players/josh/room/mage/dungeon/Dtemp.c"; #define NAME "josh" reset (arg) { int i; reset_doors(arg); if(!present("rat")) { for(i=0; i<3; i++) { move_object(clone_object("/players/josh/room/mage/dungeon/obj/rat.c"),this_object()); } } load_door(({ "file", "/players/josh/room/mage/dungeon/seh.c", "direction", "southwest door", "long", "This is a strong steel door. There is a huge circle"+ " of protection from water carved in it.\n", "key id", "silver key", "lock id", "silver lock", "lock description", "A shiny silver lock that glows softly\n", "open", "unlocked" })); if (arg) return; set_short( "Earth cell"); set_long( "This room is lite by more of those glowing orbs. The cell itself "+ "seems \n"+" to have been carved strait out of solid rock."+ " Strong chains of gleaming\n"+"steel are fastened to the walls,"+ "floor, and ceiling.\n \n \n" ); set_items(({ "stone#stones#rock", "The walls have glyphs carved into them.\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 earth symbol repeared in several places.\n", "walls#wall", "The walls are made up of solid stone, many of which have glyphs"+ "of \n"+" power carved into them.\n", })); set_weather(3,1,0); set_smell("Sniffing your lungs fill with dusty air.\n"); set_listen("You hear only the earthworms. \n"); set_exits(({ })); }