#include <mudlib.h> inherit ROOM; void reset(status arg) { if(!present("guard")) { int i; for(i=0; i<4; i++) { move_object(clone_object("room/city/monst/guard1"),this_object()); } } load_door(({ "destination", "room/city/t_hall2", "direction", "north door", "key id", "city key", "closed", 1, "lock description", "A solid brass lock\n", "lock id", "lock", "door id", "north door", "long", "A door of solid oak.\n", })); if(arg) return; set_long( "Tall corinthian columns tower above you, reaching toward the \n"+ "domed ceiling above laiden with ornate carvings out of the \n"+ "white stone. You appear to be standing on the front steps of \n"+ "what appears to be the town hall of Tempus. The steps trail \n"+ "back down to the south across a small bridge that spans a \n"+ "small lake to the city square. \n"); set_short("the Town Hall steps"); set_weather(2,3,0); set_night_desc( "Several tall bronzed torch stands shed light here.\n"); set_items(({ "columns#column", "Tall corinthian columns that reach high "+ "your head to the domed ceiling", "carvings#ceiling#domed ceiling#carving", "The domed ceiling appears to have ornate carvings depicting\n"+ "a never ending battle between good and evil. Both appear to "+ "be in dead-lock", "bridge#lake", "A small bridge stands at the bottom of the steps, reaching \n"+ "across a small blue lake. It appears to be man made", "square", "You spy the city square to the south", "step#steps", "The steps lead back to the south to a small bridge" })); set_exits(({ "room/city/t_hall2", "north", "room/city/bridge", "south", })); set_smell("The air here is fresh and clean.\n"); set_listen("You can hear footsteps echoing through the halls ahead.\n"); }