/* 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"); }