/
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) {
  if(arg) return;

  set_short("A small bridge");
  set_long(
     "Your footsteps make creaking sounds as you walk across \n"+
     "this small wooden bridge that connects the town hall to\n"+
     "the north, and the town square to the south. Below you \n"+
     "are the clear blue waters of a small lake.\n");

  set_weather(2,4,0);
  set_items(({
     "bridge", 
          "You stand on a small wooden bridge",
     "lake#water#waters#small lake",
          "Below you is a small lake. You think you can see fish swimming\n"+
          "in there, but you can't be certain...they're moving too quickly",
     "fish",
          "You think you spot one darting under the bridge!",
     "hall#town hall",
          "The steps of the town hall are to the north",
     "square#city square#town square",
          "The town square is to the south"
  }));

  set_night_desc(
     "A lone, tall bronze sconce bears a torch to your way across \n"+
     "the bridge\n");

  set_night_items(({
     "torch#sconce#torches", 
          "A lone bronze sconce bears a flaming torch",
  }));

  set_exits(({
     "room/city/t_hall1", "north",
     "room/city/square",  "south"
  }));
}