#include <mudlib.h> #define NAME (string)this_player()->query_name() inherit ROOM; void reset(status arg) { if(!present("worm")) { move_object(clone_object("room/city/garden/monst/worm"),this_object()); } if(arg) return; set_short("the city garden"); set_long( "A group of bottle trees stand in the corner of the Tempus city \n"+ "gardens, against the walls that protect the flaura and fauna. \n"+ "The cobblestone pathway winds close to them, then to the north \n"+ "and east, along the sides of the garden walls.\n"); set_day_desc( "The sunlight beams down on you from on high, peeking through the \n"+ "white fluffy clouds.\n"); set_night_desc( "The moon stares down at you as dark sinister clouds pass by.\n"); set_listen("The air is silent; the sound of peace.\n"); set_items(({ "wall#walls", "Tall walls surround the gardens, protecting the flaura and "+ "fauna inside", "bottle tree#bottle trees#tree#trees", "So named after its strange shape, the trunk of bottle trees \n"+ "are almost seven feet in diameter. Their spread of leaves \n"+ "make this place ideal for picnics, and for resting in peace", "path#cobblestone path#cobblestones#cobblestone", "A well travelled cobblestone path", })); set_day_items(({ "sunlight#sun#light", "Do you want to go blind?", "cloud#clouds", "They are white and fluffy. One reminds you of an echidna", })); set_night_items(({ "moon", "You can see the man in the moon. He \n"+ "appears to be grinning an evil grin at you", "cloud#clouds", "They look dark and sinister...and very spooky", })); set_exits(({ "room/city/garden/garden4", "north", "room/city/garden/garden2", "east", })); set_weather(1,4,0); }