#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;
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);
}