#include <mudlib.h> inherit PUB; void reset(status arg) { reset_doors(arg); load_door(({ "file", "room/city/thief/tunnel1", "secret door", 3, "long", "A trap door in the floor", "key id", "city key", "secret door finders", ({}), "direction", "trap door", })); if(!present("list")) { move_object(clone_object("objects/party_list"),this_object()); } if(!present("bloodeye")) arg = 0; /* hack to make bloodeye come back */ if(arg) return; set_exits(({ "room/city/pub/foyer", "north", "room/city/market4", "west", })); set_short("Skandle's Downfall"); set_long( " -=[ Skandle's Downfall ]=- \n"+ "Renamed after the death of an infamous evil wizard who often \n"+ "frequented this small shadowy establishment, this pub caters \n"+ "for all customers tastes. The long bar is made from black oak,\n"+ "polished to a high sheen. The light is always kept low and \n"+ "dim, enhancing the dark shadows that blanket the small booths \n"+ "around the room. Behind the bar you spot a menu of some sort. \n"+ "To the north is a small room, with a staircase leading up. \n"+ "There is a west door(open).\n"); set_weather(4,1,0); set_owner("bloodeye"); add_drink("beer", "bottle of beer", "That feels refreshing", 2); add_drink("wine", "Glass of fine wine", "A tingling feeling goes through your body", 10); add_drink("spirits", "dwarvish spirits", "A shock wave runs through your body", 23); add_food("soup", "bowl of vegetable soup", "It tastes like lumpy water", 3); add_food("cheese", "cheese", "It smells horrible, but tastes great", 10); add_food("bread", "bread", "It tasted as lumpy as it looked",18); set_items(({ "stairs#stair#staircase#up", "In the next room you can see a staircase leading to "+ "rooms on the next floor", "bar", "A long thin bar of black oak", })); } void init() { ::init(); add_action("read","read"); } status read(string str) { if(str=="list") { write("The fonts on the list are too small to read from here. You should get it\n"+ "before you can read it.\n"); return 1; } return 0; }