LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
#include <mudlib.h>
inherit PUB;


void reset(status arg) {
  reset_doors(arg);
  load_door(({
    "file", "room/city/market4",
    "long",
      "A sturdy wooden door with a little peek hole.\n",
    "key id", "city key",
    "direction", "west door",
  }));
  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/inn1", "north",
  }));

    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, and the lights; 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, and a staircase leading up.   \n");
  set_weather(2,1,0);
  set_owner("bloodeye");
add_drink("beer","bottle of Beer", "That feels good", 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 though your body",23);
  add_food("soup", "bowl of Vegetable Soup", "As it goes down 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 up to the rooms upstairs",
    "bar",        "A long thin bar of black oak",
}));
}