/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/function/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
#include <mudlib.h>
inherit ROOM;


void reset(status arg) {
  load_door(({
        "file", "room/city/market1",
	"direction", "south gate",
	
	"lock description", "A large iron lock.\n",
	"long",
	"A large iron gate\n",
	"key id", "city key",
  }));
  if(!arg) {
    set_short("Forest path");
    set_long(
    "You are standing at the north gate of the city of Tempus. The city \n"+
    "lies to the south, while a forest lies to your east. A grand pathed \n"+
    "road leads ever northward.\n");
    set_exits(({
      "room/city/nroad1",	"north",
      "/room/newbie/road2.c", "east",
    }));
    set_weather(2,4,3);
  }
}