#include <mudlib.h> #define NAME (string)this_player()->query_name() inherit ROOM; void reset(status arg) { reset_doors(arg); load_door(({ "file", "room/city/mage/gfloor2", "direction", "south door", "long", "A huge set of darkwood double doors.\n", "key id", "city key", })); if(arg) return; /* only clone this guy once per reboot */ if(!find_living("ariakas")) { move_object(clone_object("players/angel/monst/ariakas"),this_object()); } set_short("the city garden"); set_long( "A lone mountain ash stands here beside the pathway that winds \n"+ "through the Tempus city gardens. A dark tower stands by the \n"+ "south pathway. "); set_day_desc( "The sunlight beams down on you from on high, peeking \n"+ "through the 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(({ "tower", "The tower of the council of High Magic", "ash#mountain ash", "One of the tallest trees in the world", "wall#walls", "Tall walls surround the gardens, protecting the flaura and "+ "fauna inside", "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/garden5", "north", "room/city/garden/garden3", "east", "room/city/garden/garden1", "west", })); set_weather(1,4,0); }