#include <mudlib.h>
inherit ROOM;
#define ELF 4
object *elves;
void reset(status arg) {
int i;
object welf;
object axe;
if(!present("tree")) {
welf = clone_object("skills/obj/tree");
move_object(welf, this_object());
welf -> grow();
}
if(!arg) {
set_short("the elfin forest");
set_long(
"You are still in the forest. Large trees surround you on every \n"+
"side. There is a sense of peace in this place. You look up and \n"+
"watch the trees disappear in the mist that drapes the top of the \n"+
"trees. There is a small cabin just up ahead.\n");
set_exits(({
"room/newbie/new3", "south",
"room/newbie/new7", "north",
}));
set_items(({
"trees", "Large oak trees",
"cabin", "A small log cabin to the north",
}));
set_weather(2,4,0);
}
if(!elves) elves = allocate(ELF);
for(i = 0; i < ELF; i++) {
if(!elves[i]) {
welf = clone_object(MONSTER);
welf->set_name("elf");
welf->set_short("a wood elf");
welf->set_long(
"One of the wood elves that live in the forest. He has skills \n"+
"in carpentry and carving. Due to his profession, he is slightly\n"+
"larger than the other elves, and stronger.\n");
welf->set_level(3);
welf->set_ac(7);
welf->set_wc(7);
welf->set_gender(1);
welf->set_race("elf");
welf->set_al(50);
move_object(welf, this_object());
elves[i] = welf;
}
if(!present("axe", elves[i])) {
axe = clone_object(WEAPON);
axe->set_name("axe");
axe->set_short("an axe");
axe->set_long(
"A small axe, used for cutting wood. The handle is wood, and \n"+
"the blade is made from iron.\n");
axe->set_wc(8);
axe->set_weight(4);
axe->set_value(275);
axe->set_type("cleave");
axe->query_type();
axe->set_length(30);
move_object(axe, elves[i]);
command("wield axe", elves[i]);
}
}
}