/
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/
/* town_hall3.c */

#include <mudlib.h>
inherit ROOM;

void reset(status arg) {
  load_door(({
     "destination", "room/city/bank",
     "direction",   "north door",
     "long",        "A solid door with steel bands about its middle.\n"+
                    "A silver plaque in the middle reads: \n"+
                    "\tThe Tempus City Vault\n",
     "key id",      "no_key",
  }));
  load_door(({
     "destination", "room/city/clerk",
     "direction",   "south door",
     "long",        "A solid door with a simple copper plaque, which reads:\n"+
                    "\tTempus City Clerk.\n",
     "key id",      "no_key",
  }));
  reset_doors(arg);
  if(arg) return;
  set_short("the corridors of the town hall");
  set_long(
     "The sounds of your footsteps echo loudly throughout the     \n"+
     "long corridors of the town hall. The way here is lit by     \n"+
     "a few tall bronze torch sconces. The city vault is directly \n"+
     "to the north, while the city clerk's office is to the south.\n");
  set_items(({
     "sconce#sconces", "They hold lit torches",
     "torch#torches",  "They appear to be lit"
  }));
  set_exits(({
     "room/city/t_hall2", "east",
  }));
  enable_commands();
  set_heart_beat(1);
  set_weather(2, 0, 0);
}

void heart_beat() {
  if(!random(20)) 
    tell_room(this_object(), "The torches flicker and crackle.\n");
}