/* Code for western exit added by Grimbrand 10-9-94 */ #include "path.h" inherit "/std/room"; void setup() { object board; set_light(100); set_short("Market Street"); set_zone("town"); add_property("no_undead",1); set_long( "You are on a wide street in the small coastal town of Belgar's " "Haven. The street is paved with dirt, and you can tell that it is " "well worn, for there are deep ruts where the wheels of wagons pass " "through here. However, there don't seem to be any wagons now. The " "town is a quiet place now. There is none of the bustling about that " "you would expect in a town, even one this small. You don't even see " "many people here...it seems like the town of Belgar's Haven is on " "its last legs, and dying. " "You can see that this part of the street leads West to the town docks, " "and East to the Intersection. There is a shop of some sort to the " "South, with a large board across its frontage, " "and a large complex to the North. It appears " "to be a large shipyard, once full of bustle, but now eerily silent.\n"); add_item(({"parchment","note","paper"}), " The note fades in parts, but seems to read: " "in harbour. We hope to reopen upon the god's pleasure.\n"); add_exit("east", HERE+"intersection", "path"); add_exit("west", HERE+"dock02.c", "path"); add_item("street", "The street is dirt-paved and worn, although most of the tracks are " "old. It doesn't see much use anymore.\n"); add_item("people", "You can't see any people on the road here right now.\n"); add_item("shop", "The store you see to the South is a ramshackle collection of just " "about everything you can think of. The etuff is haphazardly piled " "outside, and you can only guess as to what it looks like inside.\n"); add_item(({"training hall", "hall", "guild", "barracks"}), "This large building looks to be a training hall and barracks. On the " "outside wall is painted, 'The Swords of Justice'. \n"); board = clone_object("/obj/misc/board"); board->move(this_object()); board->set_datafile("playerinfo"); }