/
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 BANK;


void reset(status arg) {
   set_owner("bhak");
  ::reset(arg);
  if(arg) return;
  set_short("the city vault");
  set_long(
     "\tTempus City Vault.\n"+
    "A long counter of brown polished wood shines with the light from  \n"+
    "several lanterns hanging on the wall. Across the room a large gate\n"+
    "of iron leads to the strong room, where all the valuables are kept.\n");

  set_items(({ 
    "wood#counter",  "It appears to be very old",

    "light#lantern#lanterns",  "They shed light into the small banking "+
                               "chamber",

    "plaque", "Perhaps you could read it?",
    "gate#iron#strong room", "It looks very protected, and difficult to "+
    "break into"
  }));

  set_weather(2, 0, 0);

  load_door(({
     "destination", "/room/city/t_hall3",
     "direction",   "south door",
     "key id", "no_key",
  }));

  set_smell("The strong smell of old wood permiates the air\n");
  set_listen("Behind the iron gate you can hear money being counted...\n");
}

int query_no_fight() { return 1; }
int query_prop(string str) {
  if(str == "Nulmagic") return 1;
  else return query_prop(str);
}