#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());
}
}
if(arg) return;
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",
}));
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");
}