/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
<!--  
   Copyright 2013-2016 Bo Zimmerman

   Licensed under the Apache License</STRING><STRING>Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

	   http://www.apache.org/licenses/LICENSE-2.0

   Unless required by applicable law or agreed to in writing</STRING><STRING>software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND</STRING><STRING>either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.
--------------------------------------------------------------------------------

See guides/RandomAreas.html for information about documents of this type.

-->
<!--  include file full of town-specific tags -->
<STRING load="/resources/randareas/inc_streetnames.xml" />
<STRING load="/resources/randareas/inc_fantasynames.xml" />

<STRING load="/resources/randareas/inc_roomruns.xml" />
<STRING load="/resources/randareas/inc_common.xml" />
<STRING load="/resources/randareas/inc_adjectives.xml" />

<AREA id="maze_dungeon" merge=true layout="MAZE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town">
	<NAME merge=false>$areaname</NAME><SIZE merge=false>$areasize</SIZE>
	<CLASS merge=false select="any-1"><CLASS condition="$areatype!=''">$areatype</CLASS><CLASS condition="$areatype=''">StdArea</CLASS></CLASS>
	<ROOM merge=false insert="hallway_rooms,interior_rooms,leaf_rooms" />
	<BEHAVIOR condition="$theme='town'" class="Arrest" parms="laws.ini;OFFICERS=&quot;\&quot;$__officertype\&quot;&quot; JUDGE=&quot;\&quot;$__chieftype\&quot;&quot;"/>
</AREA>
<AREA id="grid_dungeon" merge=true like="maze_dungeon" layout="GRIDCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" />
<AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" />
<AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" />
<AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" />
<AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" />

<AREA id="random_dungeon" merge=true select="any" requires="areaname=$" condition="$theme!='town'" />

<ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'">
	<ROOM id="town_street_room" class="Road" pickweight="1" condition="$theme='town'">
		<TITLE>$a_streetprefix $_street_name</TITLE>
		<DESCRIPTION>$town_street_desc</DESCRIPTION>
		<STRING id="town_street_desc" select="all">
			<STRING action="PREPEND" condition="$ROOMTAG_NODEGATEEXIT != ''">You are at the entrance to $areaname. ${c:STAT:AREAGATE:AREA:NAME} is to the ${l:ROOMTAG_NODEGATEEXIT}. </STRING>
			<STRING select="any-1" action="PREPEND">
				<STRING>You are walking along ${l:_street_name}.</STRING>
				<STRING>You are on ${l:_street_name}.</STRING>
				<STRING>You are strolling through the $__citytype on ${c:_street_name}.</STRING>
				<STRING>${C:_street_name} runs through the $__citytype.</STRING>
				<STRING>You are making your way along ${l:_street_name}.</STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>The ${l:_street_type} is dotted with things typically seen in a ${l:__citytype}.</STRING>
				<STRING>${p:__citypersontype} go about their business here.</STRING>
				<STRING>${c:adj_color} birds flutter over the ${l:__citytype}.</STRING>
				<STRING>You hear the $adj_subdued chatter of ${l:p:__citypersontype} nearby.</STRING>
				<STRING>You hear $adj_faint $adj_sound animal sounds coming from somewhere nearby.</STRING>
				<STRING>Something or someone has left $adj_nasty droppings near the side of the ${l:_street_type}.</STRING>
				<STRING>A bit of $adj_nasty litter has been $adj_carelessly discarded here.</STRING>
				<STRING>It appears to be a $adj_brightwords day in $areaname.</STRING>
				<STRING>It's a $adj_brightwords day in $areaname.</STRING>
				<STRING>This $adj_brightwords ${l:_street_type} gives you a wonderful view of $areaname.</STRING>
				<STRING>Homes and other $adj_cozy buildings line the ${l:_street_type}.</STRING>
				<STRING>You hear someone singing a $adj_majestic tune nearby.</STRING>
				<STRING>${c:adj_sparse} weeds grow in $adj_random places here.</STRING>
				<STRING>This ${l:__citytype} feels very $adj_cozy.</STRING>
				<STRING>The ${l:_street_type} seems very $adj_cozy.</STRING>
				<STRING>The ${l:_street_type} seems very $adj_tidy here.</STRING>
				<STRING>The structures around here seem $adj_roomwords.</STRING>
				<STRING>${c:p:__citypersontype} walk along here as well.</STRING>
				<STRING>${c:adj_brightwords} homes and buildings line the ${l:_street_type}.</STRING>
				<STRING></STRING>
				<STRING></STRING>
				<STRING></STRING>
				<STRING></STRING>
				<STRING></STRING>
			</STRING>
			<STRING action="APPEND">$desc_leafs</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>The $_street_type continues $roomrun_desc_long.</STRING>
				<STRING>You can see the $_street_type running $roomrun_desc_long.</STRING>
				<STRING>The $_street_type runs $roomrun_desc_long.</STRING>
				<STRING>The $_street_type goes $roomrun_desc_long.</STRING>
			</STRING>
		</STRING>
		<EXIT class="Open" />
		<MOB condition="1?3=1" select="any-1" insert="town_mobs" />
	</ROOM>
</ROOM>

<ROOM id="interior_rooms" merge=true select="any-1" condition="$roomtag_nodetype='interior' or $roomtag_nodetype='square'">
	<ROOM class="Road" condition="$theme='town' and $roomtag_nodetype='square'">
		<TITLE>$a_streetprefix $_square_name</TITLE>
		<DESCRIPTION predefine="_street_name=Square">$town_street_desc</DESCRIPTION>
		<MOB condition="1?3=1" select="any-1" insert="town_mobs" />
		<EXIT class="Open" />
	</ROOM>
	<ROOM class="Road" condition="$theme='town' and $roomtag_nodetype!='square'">
		<TITLE>$a_streetprefix $_street_name</TITLE>
		<DESCRIPTION>$town_street_desc</DESCRIPTION>
		<MOB condition="1?3=1" select="any-1" insert="town_mobs" />
		<EXIT class="Open" />
	</ROOM>
</ROOM>

<ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'">
	<ROOM select="all" id="town_leaf_rooms" condition="$theme='town' or $theme='random'">
		<ROOM id="town_home" class="WoodRoom"  condition="$__townthird &gt; 5" define="__townhome+=1">
			<TITLE select="any-1">
				<TITLE>${c:fantasy_name1}'s house</TITLE>
				<TITLE>${c:fantasy_name1}'s home</TITLE>
				<TITLE>A house</TITLE>
				<TITLE>The ${c:fantasy_name1} house</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is a simple townperson's home.</DESCRIPTION>
					<DESCRIPTION>This is the home of the ${c:fantasy_name1} family.</DESCRIPTION>
					<DESCRIPTION>This is the house of ${c:fantasy_name1}.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The furnishings are sparse and ${adj_useful}.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="true" />
			<MOB class="GenMob" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender">
				<NAME>${c:fantasy_name1}</NAME>
				<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a clothes</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
			</MOB>
			<ITEM select="all">
				<ITEM class="GenBed"  name="a bed" display="$ITEM_NAME is made here"  isgettable="false" />
				<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here with chairs around it." isgettable="false" />
			</ITEM>
		</ROOM>
		
		<ROOM id="town_cafe" class="WoodRoom"  condition="$__townthird &gt; 5" define="__towncafe+=1">
			<TITLE select="any-1">
				<TITLE>${c:fantasy_name1}'s Cafe</TITLE>
				<TITLE>${c:fantasy_name1}'s Diner</TITLE>
				<TITLE>The ${c:street_name_1} ${c:street_name_2}</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is a $adj_noisy $adj_phys_size_large diner.</DESCRIPTION>
					<DESCRIPTION>This is a $adj_noisy $adj_phys_size_small hole-in-the-wall cafe.</DESCRIPTION>
					<DESCRIPTION>This dive is $adj_phys_size_small and $adj_noisy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>${c:any_wood} tables are lined neatly here.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Patrons sit around talking and enjoying their meals.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is up for sale `buy [itemname]` to get something, or `view [itemname]` to get more information." />
			<MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" whatisell="inventory only">
				<NAME>${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name will take your order now.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is taking food orders.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is cleaning the tables.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a cook`s apron</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a rolling pin</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>OAK</MATERIAL>
					<WEAPONCLASS>BLUNT</WEAPONCLASS>
					<WEAPONTYPE>BASHING</WEAPONTYPE>
				</ITEM>
				<SHOPINVENTORY number=300 price="$item_level">
					<ITEM select="all" insert="any_baking_item,any_cooking_item,any_foodprep_item,any_baking_item,any_cooking_item,any_foodprep_item,any_baking_item,any_cooking_item,any_foodprep_item" />
				</SHOPINVENTORY>
			</MOB>
			<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
			<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
			<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
			<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
			<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
		</ROOM>
		
		<ROOM id="town_bar" class="WoodRoom"  condition="$__townthird &gt; 5" define="__townbar+=1">
			<TITLE select="any-1">
				<TITLE>${c:fantasy_name1}'s Bar</TITLE>
				<TITLE>${c:fantasy_name1}'s Pub</TITLE>
				<TITLE>The ${c:street_name_1} ${c:street_name_2}</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is a $adj_noisy $adj_phys_size_large pub.</DESCRIPTION>
					<DESCRIPTION>This is a $adj_noisy $adj_phys_size_small hole-in-the-wall bar.</DESCRIPTION>
					<DESCRIPTION>This dive is $adj_phys_size_small and $adj_noisy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Tables are scattered around the room, with the bar proper in the back.</DESCRIPTION>
					<DESCRIPTION>Tall $any_wood stools line the long bar, with a few scattered tables and chairs around.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>People stand around here talking, shouting, and getting really $adj_drunk.</DESCRIPTION>
					<DESCRIPTION>The smell of smoke and stale alcohol make the place reek.</DESCRIPTION>
					<DESCRIPTION>Lots of $adj_drunk people are smoking, drinking, and staggering around.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the bar.</DESCRIPTION>
					<DESCRIPTION>A sign is posted on the bar.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is up for sale `buy [itemname]` to get something, or `view [itemname]` to get more information." />
			<MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" whatisell="inventory only">
				<NAME>${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name will take your order now.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is taking drink orders.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is cleaning the bar.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a bartender`s apron</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>an lime peeler</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>IRON</MATERIAL>
					<WEAPONCLASS>DAGGER</WEAPONCLASS>
					<WEAPONTYPE>PIERCING</WEAPONTYPE>
				</ITEM>
				<SHOPINVENTORY number=300 price="$item_level">
					<ITEM select="all" insert="any_distilling_item,any_distilling_item,any_distilling_item,any_distilling_item,any_distilling_item," />
				</SHOPINVENTORY>
			</MOB>
			<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
			<ITEM class="GenTable" name="the bar" MOBSHELD=20 display="$ITEM_NAME is here" isgettable="false" />
		</ROOM>
	
		<ROOM id="town_inn" layout="APARTMENT" size=10 condition="$__towninn&lt;1 and $__numshoptypes_all &gt; 10 and $__townsecond &gt; 5" define="__towninn+=1,__townthird+=1">
			<ROOM id="town_inn_desk" class="WoodRoom"  condition="($__towninndesk&lt;1) and ('gate' in $ROOMTAG_NODEFLAGS)" define="__towninndesk+=1">
				<TITLE select="any-1">
					<TITLE>The ${c:areaname} INN</TITLE>
					<TITLE>${c:areaname} INN</TITLE>
					<TITLE>The INN</TITLE>
				</TITLE>
				<DESCRIPTION>
					<DESCRIPTION select="any-1">
						<DESCRIPTION>This is the $adj_tidy $adj_fancy ${c:areaname} INN.</DESCRIPTION>
						<DESCRIPTION>This is the $adj_cozy $adj_fancy ${c:areaname} INN.</DESCRIPTION>
						<DESCRIPTION>The ${c:areaname} INN is $adj_cozy and $adj_fancy.</DESCRIPTION>
						<DESCRIPTION>The ${c:areaname} INN is $adj_fancy.</DESCRIPTION>
					</DESCRIPTION>
					<DESCRIPTION select="any-1">
						<DESCRIPTION>Everything about this $adj_feeling_good place is $adj_light and $adj_quiet.</DESCRIPTION>
						<DESCRIPTION>This $adj_feeling_good place seems completely $adj_light and $adj_quiet.</DESCRIPTION>
						<DESCRIPTION>This $adj_light and $adj_quiet place is quite $adj_feeling_good.</DESCRIPTION>
						<DESCRIPTION>The atmosphere of the place is $adj_light, $adj_quiet and $adj_feeling_good.</DESCRIPTION>
						<DESCRIPTION>This whole place is $adj_light, $adj_noisy and $adj_feeling_good.</DESCRIPTION>
						<DESCRIPTION>This $adj_feeling_good place seems $adj_light and $adj_quiet.</DESCRIPTION>
					</DESCRIPTION>
					<DESCRIPTION select="any-1">
						<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
						<DESCRIPTION>A sign is posted by the front desk.</DESCRIPTION>
						<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					</DESCRIPTION>
					<DESCRIPTION>The hallway to the rooms is beyond the front desk. $desc_exits</DESCRIPTION>
				</DESCRIPTION>
				<EXIT class="GenDoor" defclosed="false" condition="$ROOMLINK_DIR = $ROOMTAG_NODEGATEEXIT" />
				<EXIT class="Open" condition="$ROOMLINK_DIR != $ROOMTAG_NODEGATEEXIT" />
				<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what rooms are available, `buy [keyname]` to get a room key, after which just find the right room and let yourself in." />
				<MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" WHATISELL="INNKEEPER">
					<NAME>Innkeeper ${c:fantasy_name1}</NAME>
					<DISPLAY select="pick-1">
						<DISPLAY pickweight="1">$mob_name looks bored.</DISPLAY>
						<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
						<DISPLAY pickweight="1">$mob_name has rooms available.</DISPLAY>
						<DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY>
					</DISPLAY>
					<ALIGNMENT>0?10000</ALIGNMENT>
					<BEHAVIOR select="all">
						<BEHAVIOR class="CommonSpeaker" parms="" />
						<BEHAVIOR class="MudChat" parms="" />
						<BEHAVIOR class="Fighterness" parms="" />
					</BEHAVIOR>
					<ITEM class="GenArmor" LEVEL="$mob_level">
						<NAME select="any-1"><NAME>a conservative suit</NAME></NAME>
						<DISPLAY>$item_name has been left here"</DISPLAY>
						<MATERIAL>COTTON</MATERIAL>
						<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
					</ITEM>
					<ITEM class="GenWeapon" LEVEL="$mob_level" WORNAND="true">
						<NAME>a broom</NAME>
						<DISPLAY>$item_name has been left here"</DISPLAY>
						<MATERIAL>WOOD</MATERIAL>
						<WEAPONCLASS>STAFF</WEAPONCLASS>
						<WEAPONTYPE>BASHING</WEAPONTYPE>
					</ITEM>
					<SHOPINVENTORY>
						<ITEM select="repeat-$AREA_NUMLEAFS">
							<ITEM class="StdInnKey" />
						</ITEM>
					</SHOPINVENTORY>
				</MOB>
			</ROOM>
			<ROOM class="WoodRoom"  condition="($__towninndesk &gt;= 1) and ($roomtag_nodetype='street' or $roomtag_nodetype='surround')">
				<TITLE>$a_streetprefix $roomrun_desc hallway</TITLE>
				<DESCRIPTION>
					<DESCRIPTION select="any-1" action="PREPEND">
						<DESCRIPTION>You stand in (a(n)) $adj_any $town_hallway_type that runs $roomrun_desc_long.</DESCRIPTION> 
						<DESCRIPTION>This $adj_any $town_hallway_type runs steeply $roomrun_desc_long.</DESCRIPTION> 
						<DESCRIPTION>You are in (a(n)) $adj_any $town_hallway_type running $roomrun_desc_long.</DESCRIPTION> 
						<DESCRIPTION>This $adj_any $town_hallway_type runs $roomrun_desc_long.</DESCRIPTION> 
						<DESCRIPTION>You are walking through (a(n)) $adj_any $town_hallway_type running $roomrun_desc_long.</DESCRIPTION>
						<DESCRIPTION>This $adj_any $town_hallway_type heads $roomrun_desc_long.</DESCRIPTION>
					</DESCRIPTION>
					<DESCRIPTION select="all" action="APPEND" insert="desc_exits" />
				</DESCRIPTION>
				<EXIT class="Open" />
			</ROOM>
			<ROOM class="WoodRoom"  condition="($__towninndesk &gt;= 1) and ($roomtag_nodetype='leaf')" define="__innroomnumber+=1">
				<TITLE>Room number $__innroomnumber</TITLE>
				<DESCRIPTION>$desc_exits</DESCRIPTION>
				<EXIT class="GenDoor" hasalock="true" deflocked="true" level="$level_range" keyname="INN$__innroomnumber" />
				<ITEM class="GenBed"  name="a bed" display="$ITEM_NAME is made here"  isgettable="false" />
				<ITEM class="GenChair" name="a chair" display="$ITEM_NAME is waiting to be rested upon" isgettable="false" />
				<ITEM class="GenMirror" name="a mirror" display="$ITEM_NAME is on the wall." description="You see yourself." isgettable="false" />
				<ITEM class="GenTub"  name="a tub" display="$ITEM_NAME is here" isgettable="false" />
				<ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" />
				<ITEM class="GenContainer" name="a trunk" display="$ITEM_NAME sits at the foot of the bed" HASLID="true" />
			</ROOM>
		</ROOM>
		
		<ROOM id="town_temple" class="WoodRoom"  condition="$__towntemple&lt;1 and $__numshoptypes_all &gt; 10 and $__townsecond &gt; 5" define="__towntemple+=1,__townthird+=1">
			<TITLE select="any-1">
				<TITLE>The Temple of ${c:areaname}</TITLE>
				<TITLE>${c:areaname} Temple</TITLE>
				<TITLE>The Temple</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_sactified  ${c:areaname} temple of the gods.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} temple of the gods is $adj_sactified.</DESCRIPTION>
					<DESCRIPTION>Your are in the $adj_sactified ${c:areaname} temple of the gods.</DESCRIPTION>
					<DESCRIPTION>Your are in the $adj_sactified temple of the gods.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Everything about this $adj_light sanctuary is $adj_fancy and $adj_beautiful.</DESCRIPTION>
					<DESCRIPTION>This $adj_light building seems completely $adj_fancy and $adj_beautiful.</DESCRIPTION>
					<DESCRIPTION>This $adj_fancy and $adj_beautiful church is quite $adj_light.</DESCRIPTION>
					<DESCRIPTION>The atmosphere of the sanctuary is $adj_fancy, $adj_beautiful and $adj_light.</DESCRIPTION>
					<DESCRIPTION>This whole barn is $adj_ragged, $adj_beautiful and $adj_light.</DESCRIPTION>
					<DESCRIPTION>This $adj_light church seems $adj_fancy and $adj_beautiful.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Worshippers gather here to show their devotion to the gods and get aid.</DESCRIPTION>
					<DESCRIPTION>Those sick in body and spirit gather here to show devotion to the gods.</DESCRIPTION>
					<DESCRIPTION>Those devoted to the gods come here to kneel in prayer and seek healing.</DESCRIPTION>
					<DESCRIPTION>Services to the gods are held here for the devoted, and in between is healing for the sick.</DESCRIPTION>
					<DESCRIPTION>People gather here for healing and devotion services night and day.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>An ornate sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A holy sign is hanging above the alter.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what spells are available, `buy [spellname]` to have a spell cast on you." />
			<MOB class="GenShopKeeper" level="($level_range) * 1.05 &gt; 30" race="$_humanoid_races" gender="$anygender" whatisell="caster">
				<NAME select="pick-1">
					<NAME>${c:fantasy_name1}</NAME>
					<NAME>Priest ${c:fantasy_name1}</NAME>
					<NAME>Cleric ${c:fantasy_name1}</NAME>
					<NAME>Ibn ${c:fantasy_name1}</NAME>
					<NAME>Friar ${c:fantasy_name1}</NAME>
				</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is ready to tend your wounds.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="Healer" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
					<BEHAVIOR class="Clericness" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a healer`s robe</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a holy sceptor</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>WOOD</MATERIAL>
					<WEAPONCLASS>BLUNT</WEAPONCLASS>
					<WEAPONTYPE>BASHING</WEAPONTYPE>
				</ITEM>
				<SHOPINVENTORY>
					<ABILITY class="Prayer_CureDisease" number=1000/>
					<ABILITY class="Prayer_Heal" number=1000/>
					<ABILITY class="Prayer_Bless" number=1000/>
					<ABILITY class="Prayer_RemovePoison" number=1000/>
					<ABILITY class="Prayer_CureBlindness" number=1000/>
					<ABILITY class="Prayer_CureDeafness" number=1000/>
					<ABILITY class="Prayer_RestoreVoice" number=1000/>
					<ABILITY class="Prayer_RestoreSmell" number=1000/>
					<ABILITY class="Prayer_Restoration" number=1000/>
					<ABILITY class="Prayer_RemoveCurse" number=1000/>
				</SHOPINVENTORY>
			</MOB>
			<ITEM class="GenContainer" LEVEL="1" isgettable="false" capacity=100000 hasalid=false>
				<NAME>the sacrificial pit</NAME>
				<DISPLAY>$item_name sits here"</DISPLAY>
				<MATERIAL>STONE</MATERIAL>
				<AFFECT class="Prop_Trashcan"></AFFECT>
			</ITEM>
			<ITEM class="GenFountain" LEVEL="$mob_level" isgettable="false" liquidheld=1000000 hasalid=false>
				<NAME>a fountain</NAME>
				<DISPLAY>$item_name flows from the wall</DISPLAY>
				<MATERIAL>STONE</MATERIAL>
			</ITEM>
		</ROOM>
		<ROOM id="town_shop" class="WoodRoom" condition="$__numshoptypes_all &lt;=10">
			<TITLE select="pick-1">
				<TITLE pickweight=1>${c:fantasy_name1}`s ${c:shoptype} Shop</TITLE>
				<TITLE pickweight=1>${c:fantasy_name1}`s ${c:shoptype} Store</TITLE>
				<TITLE pickweight=2 condition="$shoptype='weapon'">The ${c:smithywords} and ${c:weaponsmithywords}</TITLE> 
				<TITLE pickweight=2 condition="$shoptype='armor'">The ${c:smithywords} and ${c:armorsmithywords}</TITLE> 
				<TITLE pickweight=1 condition="$shoptype='general'">${c:fantasy_name1}`s Dry Goods</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_large $shoptype shop of $fantasy_name1.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_tidy $shoptype shop of $fantasy_name1.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_small $shoptype shop of $fantasy_name1.</DESCRIPTION>
					<DESCRIPTION>The $shoptype shop of $fantasy_name1 is $adj_tidy and $adj_phys_size_large.</DESCRIPTION>
					<DESCRIPTION>The $shoptype shop of $fantasy_name1 is $adj_phys_size_small and $adj_tidy.</DESCRIPTION>
					<DESCRIPTION>The $shoptype shop of $fantasy_name1 is $adj_tidy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>${c:pshoptypes} line shelves and racks throughout the store.</DESCRIPTION>
					<DESCRIPTION>${c:pshoptypes} are stacked on shelves and racks all over the place.</DESCRIPTION>
					<DESCRIPTION>${c:pshoptypes} are lined on shelves and racks behind the counter.</DESCRIPTION>
					<DESCRIPTION>${c:pshoptypes} are piled on tables and counters around the store.</DESCRIPTION>
					<DESCRIPTION>Shelves and racks all around the store are full of $pshoptypes.</DESCRIPTION>
					<DESCRIPTION>Shelves and racks all around the store are lined with $pshoptypes.</DESCRIPTION>
					<DESCRIPTION>Shelves and racks all around the store are piled with $pshoptypes.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION select="any-1" condition="$shoptype='weapon' or $shoptype='armor'">
						<DESCRIPTION>Smoke from the $adj_burning forge stings your eyes.</DESCRIPTION>
						<DESCRIPTION>A smoking forge in the back is bright with fire.</DESCRIPTION>
						<DESCRIPTION>The $adj_burning heat from a forge lights the room.</DESCRIPTION>
						<DESCRIPTION>The $adj_light store is lit from a adj_burning forge.</DESCRIPTION>
						<DESCRIPTION>A $adj_burning forge can be seen in the back.</DESCRIPTION>
					</DESCRIPTION>
					<DESCRIPTION select="any-1" condition="$shoptype='food'">
						<DESCRIPTION>Sweat and spicy spells from the ovens float around the room.</DESCRIPTION>
						<DESCRIPTION>A thin layer of flour coats the floor.</DESCRIPTION>
						<DESCRIPTION>Delicious smells can be detected from the cooking area.</DESCRIPTION>
						<DESCRIPTION>Your mouth begins to water just being here.</DESCRIPTION>
						<DESCRIPTION>You can almost taste all the great smells in here.</DESCRIPTION>
					</DESCRIPTION>
					<DESCRIPTION select="any-1" condition="$shoptype!='weapon' and $shoptype!='armor' and $shoptype!='food'">
						<DESCRIPTION>Tools, workbenches, and other clutter make it hard to get around.</DESCRIPTION>
						<DESCRIPTION>Price tags seem to hang off everything.  Is this a garage sale?</DESCRIPTION>
						<DESCRIPTION>You feel like this probably a honest place to shop.</DESCRIPTION>
						<DESCRIPTION>The way the light catches the merchandise makes your wallet feel heavier.</DESCRIPTION>
						<DESCRIPTION>There`s so much here you feel you could probably spend all day.</DESCRIPTION>
						<DESCRIPTION>You don`t suppose this place gets visitors every day.</DESCRIPTION>
						<DESCRIPTION>By the footprints on the floor, you guess this place sees lots of patrons.</DESCRIPTION>
						<DESCRIPTION>The store is quaint and rustic, and it appears everything is bad on-premises.</DESCRIPTION>
						<DESCRIPTION>The shop seems decorated rather exoticly for such mundane wares.</DESCRIPTION>
					</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is posted on the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>When you`re done shopping, the exit is $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false">
				<AFFECT class="Prop_ClosedDayNight" />
			</EXIT>
			<AFFECT class="Prop_ClosedDayNight" />
			<MOB class="GenShopKeeper" level="($level_range) * 1.05" id="shop_patron" whatisell="$wshoptype" race="$_humanoid_races" gender="$anygender" prejudice="SELL=1.0 ; BUY=2.0">
				<NAME>$fantasy_name1</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is ready to serve.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Scavenger" parms="" />
					<BEHAVIOR class="Fighterness" parms=""  condition="$shoptype!='potion' and $shoptype!='magic' and $shoptype!='jewelry'"/>
					<BEHAVIOR class="Mageness" parms=""  condition="($NOFANTASY != 'true') and ($shoptype='potion' or $shoptype='magic' or $shoptype='jewelry')"/>
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>(a(n)) apron</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>WAIST,LEGS</PROPERWORN><WORNAND>true</WORNAND>
					<LAYER>4</LAYER>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>(a(n)) ${shoptype}working tool</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>IRON</MATERIAL>
					<WEAPONCLASS>DAGGER</WEAPONCLASS>
					<WEAPONTYPE>PIERCING</WEAPONTYPE>
				</ITEM>
				<SHOPINVENTORY select="all">
					<ITEM select="all" condition="$shoptype='weapon'">
						<ITEM class="metacraft:all-weaponsmithing<$mob_level" material="$any_cheap_metal" number=20/>
						<ITEM class="metacraft:all-masterweaponsmithing<$mob_level" material="$any_cheap_metal" number=20/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='armor'">
						<ITEM class="metacraft:all-armorsmithing<$mob_level" material="$any_cheap_metal" number=20/>
						<ITEM class="metacraft:all-masterarmorsmithing<$mob_level" material="$any_cheap_metal" number=20/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='magic' and ($NOFANTASY != 'true')">
						<ITEM class="metacraft:all-glassblowing<$mob_level=GenWand" number=20/>
						<ITEM class="metacraft:all-blacksmithing<$mob_level=GenWand" material="$any_cheap_metal" number=20/>
						<ITEM class="metacraft:any-scrollscribing &lt; $level_range" number=20 price="$item_level * 100"/>
						<ITEM class="metacraft:any-scrollscribing &lt; $level_range" number=20 price="$item_level * 100"/>
						<ITEM class="metacraft:any-scrollscribing &lt; $level_range" number=20 price="$item_level * 100"/>
						<ITEM class="metacraft:any-scrollscribing &lt; $level_range" number=20 price="$item_level * 100"/>
						<ITEM class="metacraft:any-scrollscribing &lt; $level_range" number=20 price="$item_level * 100"/>
						<ITEM class="metacraft:any-alchemy &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-alchemy &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-alchemy &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-alchemy &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-alchemy &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-herbalism &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-herbalism &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-herbalism &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-herbalism &lt; $level_range" number=20 price="$item_level * 10"/>
						<ITEM class="metacraft:any-herbalism &lt; $level_range" number=20 price="$item_level * 10"/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='jewelry'">
						<ITEM class="metacraft:all-jewelmaking<$mob_level" material="$any_cheap_metal" number=20/>
					</ITEM>
					<MOB select="all" condition="$shoptype='pet'">
						<MOB class="Monkey" number=20/><MOB class="Dog" number=20/><MOB class="Fox" number=20/><MOB class="Duck" number=20/><MOB class="Falcon" number=20/><MOB class="Bee" number=20/>
						<MOB class="Tiger" number=20/><MOB class="Rat" number=20/><MOB class="Puppy" number=20/><MOB class="Pig" number=20/><MOB class="Lizard" number=20/><MOB class="Lion" number=20/>
					</MOB>
					<ITEM select="all" condition="$shoptype='potion'">
					    <ITEM select="repeat-40">
							<ITEM class="metacraft:any-alchemy<$mob_level" number=200 price="$item_level * 9"/>
						</ITEM>
					    <ITEM select="repeat-40">
							<ITEM class="metacraft:any-herbalism<$mob_level" number=200 price="$item_level * 9"/>
					    </ITEM>
					</ITEM>
					<ITEM select="all" condition="$shoptype='general'">
						<ITEM class="metacraft:all-leatherworking<$mob_level=GenContainer=GenDrink" material="leather" number=20/>
						<ITEM class="metacraft:all-masterleatherworking<$mob_level=GenContainer=GenDrink" material="leather" number=20/>
						<ITEM class="metacraft:all-blacksmithing<$mob_level=GenContainer=GenDrink=LightSource=GenRideable" material="$any_cheap_metal" number=20/>
						<ITEM class="metacraft:all-weaving<$mob_level=GenContainer=GenRideable" material="hemp" number=20/>
						<ITEM class="metacraft:all-glassblowing<$mob_level" number=20/>
						<ITEM class="metacraft:all-pottery<$mob_level" material="clay" number=20/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='leather'">
						<ITEM class="metacraft:all-leatherworking<$mob_level=GenArmor=GenWeapon" material="leather" number=20/>
						<ITEM class="metacraft:all-masterleatherworking<$mob_level=GenArmor=GenWeapon" material="leather" number=20/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='wood'">
						<ITEM class="metacraft:all-carpentry<$mob_level=GenWeapon=GenArmor=GenContainer" material="$any_wood" number=20/>
						<ITEM class="metacraft:all-fletching<$mob_level" material="$any_wood" number=20/>
						<ITEM class="metacraft:all-cobbler<$mob_level" material="$any_wood" number=20/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='tailor'">
						<ITEM class="metacraft:all-tailoring<$mob_level" material="$any_cheap_cloth" number=20/>
						<ITEM class="metacraft:all-mastertailoring<$mob_level" material="$any_cheap_cloth" number=20/>
						<ITEM class="metacraft:all-weaving<$mob_level=GenArmor=GenWeapon" material="hemp" number=20/>
					</ITEM>
					<ITEM select="all" condition="$shoptype='food'">
						<ITEM class="metacraft:all-cooking<$mob_level" number=20 price="$item_level * 2"/>
						<ITEM class="metacraft:all-mastercooking<$mob_level" number=20 price="$item_level * 2"/>
						<ITEM class="metacraft:all-baking<$mob_level" number=20 price="$item_level * 2"/>
						<ITEM class="metacraft:all-masterbaking<$mob_level" number=20 price="$item_level * 2"/>
					</ITEM>
				</SHOPINVENTORY>
			</MOB>
			<ITEM class="GenWallpaper" name="a sign" isreadable="true" readableText="Use `list` to see what is for sale, `view [itemname]` to see more information, `buy [itemname]` to buy something, `value [itemname]` to value your item, or `sell [itemname]` to try to sell something of yours." />
			<ITEM class="GenFountain" LEVEL="$mob_level" isgettable="false" liquidheld=1000000 hasalid=false condition="$shoptype='food'">
				<NAME>a drinking fountain</NAME>
				<DISPLAY>$item_name flows from the wall"</DISPLAY>
				<MATERIAL>STONE</MATERIAL>
			</ITEM>
		</ROOM>
		<ROOM id="town_park" class="WoodsGrid" condition="$__townpark&lt;1 and $__numshoptypes_all &gt; 10 and $__townsecond &gt; 5" define="__townpark+=1,__townthird+=1" xsize="3?5" ysize="3?5">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Park</TITLE>
				<TITLE>${c:areaname} Park</TITLE>
				<TITLE>The Park</TITLE>
			</TITLE>
			<DESCRIPTION>
				You are wandering around the ${c:areaname} park. Seeing the sky through the trees makes you feel glorious. ${c:adj_beautiful} trees and shrubs surround you at every step.
				&lt;P&gt;
				You are strolling through ${c:areaname} park. The sky above and the fresh air do you good. ${c:adj_beautiful} trees and shrubs surround you at every step.
				&lt;P&gt;
				You are walking around in ${c:areaname} park. There doesn't appear to be any clear paths through the trees.
				&lt;P&gt;
				You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes and $adj_lots of grass and dirt underfoot.
				&lt;P&gt;
				You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes. Also, there is $adj_lots of grass and dirt underfoot.
				&lt;P&gt;
				You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes.  There is $adj_lots of grass and dirt underfoot.
				&lt;P&gt;
				You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes.  Grass and dirt are underfoot.
				&lt;P&gt;
				You are walking around in ${c:areaname} park. The sky through the trees makes you feel $adj_feeling_good. There is $adj_lots of grass and dirt underfoot.
				&lt;P&gt;
				You are strolling through ${c:areaname} park. ${c:adj_beautiful} trees and shrubs surround you at every step.
				&lt;P&gt;
				You are wandering around the ${c:areaname} park. ${c:adj_beautiful} trees and shrubs surround you at every step.
				&lt;P&gt;
				You are walking around in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes and $adj_lots of grass and dirt underfoot.  There is also $adj_lots of fresh air.
				&lt;P&gt;
				You are walking around in ${c:areaname} park. ${c:adj_beautiful} trees and shrubs surround you at every step.
				&lt;P&gt;
				You are walking around in ${c:areaname} park. You feel like you could wander around here forever.
				&lt;P&gt;
			</DESCRIPTION>
			<EXIT class="Open" />
			<MOB select="repeat-15">
				<MOB class="genmob" copyof="Bee"><BEHAVIOR CLASS="Mobile" /></MOB>
				<MOB class="genmob" copyof="Doe"><BEHAVIOR CLASS="Mobile" /></MOB>
				<MOB class="genmob" copyof="Fox"><BEHAVIOR CLASS="Mobile" /></MOB>
				<MOB class="genmob" copyof="Duck"><BEHAVIOR CLASS="Mobile" /></MOB>
				<MOB class="genmob" copyof="Rabbit"><BEHAVIOR CLASS="Mobile" /></MOB>
				<MOB class="genmob" copyof="Squirrel"><BEHAVIOR CLASS="Mobile" /></MOB>
			</MOB>
		</ROOM>
		<ROOM id="town_stables" class="WoodRoom"  condition="$__townstables&lt;1 and $__numshoptypes_all &gt; 10 and $__townsecond &gt; 5" define="__townstables+=1,__townthird+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Stables</TITLE>
				<TITLE>${c:areaname} Stables</TITLE>
				<TITLE>The Stables</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_untidy $adj_filthy ${c:areaname} Stables.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_filthy $adj_phys_size_small ${c:areaname} Stables.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Stables is $adj_phys_size_small and $adj_filthy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Stables is $adj_filthy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Everything about this $adj_untidy barn is $adj_ragged and $adj_smelly.</DESCRIPTION>
					<DESCRIPTION>This $adj_untidy barn seems completely $adj_ragged and $adj_smelly.</DESCRIPTION>
					<DESCRIPTION>This $adj_ragged and $adj_smelly barn is quite $adj_untidy.</DESCRIPTION>
					<DESCRIPTION>The atmosphere of the barn is $adj_ragged, $adj_smelly and $adj_untidy.</DESCRIPTION>
					<DESCRIPTION>This whole barn is $adj_ragged, $adj_smelly and $adj_untidy.</DESCRIPTION>
					<DESCRIPTION>This $adj_untidy barn seems $adj_ragged and $adj_smelly.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Mounts can be both purchased and housed here, for a fee.</DESCRIPTION>
					<DESCRIPTION>You can both purchase mounts here, and stable them for a time.</DESCRIPTION>
					<DESCRIPTION>There are are horses for sale, and stables for rent to house your own mounts.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Straw covers the floor, and bags of feed sit near a water trough.</DESCRIPTION>
					<DESCRIPTION>The floor is covered in a bed of straw.  Feed bags, water buckets, and other tools hang on the walls.</DESCRIPTION>
					<DESCRIPTION>Through the smell and jumble you can see feed bags and other vitals on the hay covered floor.</DESCRIPTION>
					<DESCRIPTION>Everything a growing animal needs is scattered around here, with various implements you can only guess about hanging on the walls.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `buy [itemname]` to acquire a horse, `borrow [amount]` to borrow money." />
			<MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" WHATISELL="PETS">
				<NAME>Stable-Master ${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is here working.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="Nanny" parms="RATE=1.0 NAME=&quot;${c:areaname} Stables&quot; WATCHES=&quot;mounts,wagons,followers&quot;" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a stablehand`s uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a shovel</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>WOOD</MATERIAL>
					<WEAPONCLASS>POLEARM</WEAPONCLASS>
					<WEAPONTYPE>SLASHING</WEAPONTYPE>
				</ITEM>
				<SHOPINVENTORY>
					<ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/>
					<ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/>
					<ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/>
					<ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/>
					<ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/>
				</SHOPINVENTORY>
			</MOB>
		</ROOM>
		<ROOM id="town_daycare" class="WoodRoom"  condition="$__towndaycare&lt;1 and $__numshoptypes_all &gt; 10 and $__townsecond &gt; 5" define="__towndaycare+=1,__townthird+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Day Care</TITLE>
				<TITLE>${c:areaname} ${c:adj_happy} Day Care</TITLE>
				<TITLE>The Day Care</TITLE>
				<TITLE>The ${c:adj_happy} Day Care</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_untidy $adj_happy ${c:areaname} Day Care.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_happy $adj_phys_size_small ${c:areaname} Day Care.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Day Care is $adj_phys_size_small and $adj_happy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Day Care is $adj_happy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Everything about this $adj_feeling_good room is $adj_light and $adj_noisy.</DESCRIPTION>
					<DESCRIPTION>This $adj_feeling_good room seems completely $adj_light and $adj_noisy.</DESCRIPTION>
					<DESCRIPTION>This $adj_light and $adj_noisy room is quite $adj_feeling_good.</DESCRIPTION>
					<DESCRIPTION>The atmosphere of the room is $adj_light, $adj_noisy and $adj_feeling_good.</DESCRIPTION>
					<DESCRIPTION>This whole room is $adj_light, $adj_noisy and $adj_feeling_good.</DESCRIPTION>
					<DESCRIPTION>This $adj_feeling_good room seems $adj_light and $adj_noisy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION>The walls are all painted $adj_colored_color and toys are scattered on the $adj_untidy floor.</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Everything from the furnishings, to the stuff, to the toddlers scream for $town_fun.</DESCRIPTION>
					<DESCRIPTION>Children full of $town_fun bounce around here.</DESCRIPTION>
					<DESCRIPTION>Nannies are here chasing $adj_lots of children around has they enjoy their $town_fun.</DESCRIPTION>
					<DESCRIPTION>${c:adj_lots} of children run around for $town_fun.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `deposit [itemname]` to deposit and item or money, `withdraw [itemname]` to remove an item or money, `borrow [amount]` to borrow money." />
			<MOB class="GenMob" level="($level_range) * 1.05" race="$_humanoid_races" gender="F">
				<NAME>Nanny ${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is exhausted.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is running around yelling.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Nanny" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a nanny`s uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a ruler</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>WOOD</MATERIAL>
					<WEAPONCLASS>BLUNT</WEAPONCLASS>
					<WEAPONTYPE>BASHING</WEAPONTYPE>
				</ITEM>
			</MOB>
		</ROOM>
		<ROOM id="town_clanbank" class="WoodRoom"  condition="$__townclanbank&lt;1 and $__numshoptypes_all &gt; 10 and $__townsecond &gt; 5" define="__townclanbank+=1,__townthird+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Clan Bank</TITLE>
				<TITLE>${c:areaname} Clan Bank and Trust</TITLE>
				<TITLE>The Clan Bank</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_large ${c:areaname} Clan Bank.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_small ${c:areaname} Clan Bank.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Clan Bank is $adj_phys_size_small and $adj_tidy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Clan Bank is $adj_tidy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Everything about this $adj_fancy building is $adj_light and $adj_quiet.</DESCRIPTION>
					<DESCRIPTION>This $adj_fancy building seems completely $adj_light and $adj_quiet.</DESCRIPTION>
					<DESCRIPTION>This $adj_light and $adj_quiet building is quite $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>The atmosphere of the building is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>This whole building is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>This $adj_fancy building seems $adj_light and $adj_fancy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION>A long counter divides the room in half, and ropes keep the long lines of people in order.</DESCRIPTION>
				<DESCRIPTION>Like most banks,</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>the furnishings and decore here is very $adj_conservative and $adj_subdued.</DESCRIPTION>
					<DESCRIPTION>the art and furniture here is $adj_conservative and $adj_subdued.</DESCRIPTION>
					<DESCRIPTION>${c:adj_conservative} and $adj_subdued art and furnishings adorn the room.</DESCRIPTION>
					<DESCRIPTION>${c:adj_subdued} art and the $adj_conservative furnishings adorn the room.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION>Tasteful banners of all the clans are hung from the ceiling.</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is posted on the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false">
				<AFFECT class="Prop_ClosedDayNight" />
			</EXIT>
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `deposit [itemname]` to deposit and item or money, `withdraw [itemname]` to remove an item or money, `borrow [amount]` to borrow money." />
			<AFFECT class="Prop_ClosedDayNight" />
			<MOB class="GenBanker" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" WHATISELL="CLAN BANKER">
				<NAME>Bank clerk ${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is here to serve.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here, looking dapper.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Scavenger" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a conservative uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a money clip</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>IRON</MATERIAL>
					<WEAPONCLASS>DAGGER</WEAPONCLASS>
					<WEAPONTYPE>PIERCING</WEAPONTYPE>
				</ITEM>
			</MOB>
		</ROOM>
		<ROOM id="town_cityhall" class="WoodRoom"  condition="$__towncityhall&lt;1 and $__numshoptypes_all &gt; 10" define="__towncityhall+=1,__townsecond+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} $__cityhalltype</TITLE>
				<TITLE>${c:areaname} $__cityhalltype</TITLE>
				<TITLE>The $__cityhalltype</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_fancy, $adj_majestic, $adj_phys_size_large ${c:areaname} $__cityhalltype.</DESCRIPTION>
					<DESCRIPTION>The $adj_majestic ${c:areaname} $__cityhalltype is $adj_phys_size_large and $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>The $adj_phys_size_large $adj_majestic ${c:areaname} $__cityhalltype is $adj_fancy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The $adj_majestic markings of officialdom and justice adorn this $adj_light room.  The $adj_conservative people here clearly want to be in charge.</DESCRIPTION>
					<DESCRIPTION>From the furniture, to the $adj_majestic art, this $adj_light room says $adj_conservative office and justice.</DESCRIPTION>
					<DESCRIPTION>The $adj_conservative markings of $adj_majestic officialdom and justice adorn this building.</DESCRIPTION>
					<DESCRIPTION>From the $adj_light floors to the $adj_majestic furnishings and all the other $adj_conservative markings of officialdom, you are impressed with this building.</DESCRIPTION>
					<DESCRIPTION>All around this $adj_light building is $adj_majestic and $adj_conservative furnishings speaking of authority and justice.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION>In this building the business of the ${l:__citytype} is done and its judgements made.</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Petitioners and ${l:__cityattendant}s go about their activities here.</DESCRIPTION>
					<DESCRIPTION>Petitioners line up patiently here, while ${l:__cityattendant}s see to their own business.</DESCRIPTION>
					<DESCRIPTION>In one area of the building, petitioners await their opportunity for an audience.  Elsewhere, ${l:__cityattendant}s roam about quietly.</DESCRIPTION>
					<DESCRIPTION>${c:__cityattendant}s see to the orderly admission of petitioners for an audience here.</DESCRIPTION>
					<DESCRIPTION>Although not a crowded place, there are petitioners and ${l:__cityattendant}s here all the time.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<MOB class="GenMob" level="30+(($level_range) * 1.1)<91" race="$_humanoid_races" gender="$anygender">
				<NAME>$__chieftype ${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is ready to dispense justice.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is calling for bids.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="Fighterness" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a ${l:__chieftype}`s uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a gavel</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>WOOD</MATERIAL>
					<WEAPONCLASS>BLUNT</WEAPONCLASS>
					<WEAPONTYPE>BASHING</WEAPONTYPE>
				</ITEM>
			</MOB>
			<MOB select="repeat-3" insert="town_cityguard" />
		</ROOM>
		<ROOM id="town_auctionhall" class="WoodRoom"  condition="$__townauctionhall&lt;1 and $__numshoptypes_all &gt; 10" define="__townauctionhall+=1,__townsecond+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Auction Hall</TITLE>
				<TITLE>${c:areaname} Auction Hall</TITLE>
				<TITLE>The Auction Hall</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_noisy $adj_phys_size_large ${c:areaname} Auction Hall.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_noisy $adj_phys_size_small ${c:areaname} Auction Hall.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Auction Hall is $adj_phys_size_small and $adj_noisy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Auction Hall is $adj_noisy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Tables with various items line the walls, all of which are marked for auction.</DESCRIPTION>
					<DESCRIPTION>The lots up for auction sit in open boxes near the back of the room.</DESCRIPTION>
					<DESCRIPTION>Around the room are the available lots sitting on individual tables with little tags.</DESCRIPTION>
					<DESCRIPTION>The upcoming auction lots can be seen on tables around the room.</DESCRIPTION>
					<DESCRIPTION>All the lots up for auction rest quietly on tables with numbered tags tied neatly to them.</DESCRIPTION>
					<DESCRIPTION>A long table behind the auctioneer is covered with all the upcoming lots.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>People stand around here chatting, shouting, and generally trying to catch a good deal.</DESCRIPTION>
					<DESCRIPTION>This run down building is quite busy with folks trying to win a cheap deal.</DESCRIPTION>
					<DESCRIPTION>People are here selling, people are here shouting prices, people are talking about the lots.  Lots of people.</DESCRIPTION>
					<DESCRIPTION>People talking and walking around view and discuss the lots.  Other people shout bids to the auctioneer.</DESCRIPTION>
					<DESCRIPTION>Bustling folks examine and discuss the upcoming lots while attentive people shout bits to the auctioneer.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is posted on the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false">
				<AFFECT class="Prop_ClosedDayNight" />
			</EXIT>
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is up for auction, `bid [amount] [itemname]` make a bid, `sell [itemname]` to put an item up for auction, or `view [itemname]` to get more information." />
			<AFFECT class="Prop_ClosedDayNight" />
			<MOB class="GenAuctioneer" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender">
				<NAME>Auctioneer ${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is shouting out prices.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is calling for bids.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Scavenger" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a colonel`s uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>an auction pointer</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>IRON</MATERIAL>
					<WEAPONCLASS>DAGGER</WEAPONCLASS>
					<WEAPONTYPE>PIERCING</WEAPONTYPE>
				</ITEM>
			</MOB>
		</ROOM>
		<ROOM id="town_postoffice" class="WoodRoom"  condition="$__townpostoffice&lt;1 and $__numshoptypes_all &gt; 10" define="__townpostoffice+=1,__townsecond+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Post Office</TITLE>
				<TITLE>${c:areaname} Post Office</TITLE>
				<TITLE>The ${c:areaname} Post</TITLE>
				<TITLE>The Post Office</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_large ${c:areaname} Post Office.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_small ${c:areaname} Post Office.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Post Office is $adj_phys_size_small and $adj_tidy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Post Office is $adj_tidy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Rows and stacks of boxes line the room awaiting delivery.</DESCRIPTION>
					<DESCRIPTION>Piles of assorted mail lay untouched in the corners, collecting cobwebs.</DESCRIPTION>
					<DESCRIPTION>A long counter divides the room in half, and ropes held keep the long lines of people in order.</DESCRIPTION>
					<DESCRIPTION>Mailboxes line the walls along side an assortment of wanted posters.</DESCRIPTION>
					<DESCRIPTION>A very outdated copy of the ${c:areaname} Most Wanted list hangs near the door.</DESCRIPTION>
					<DESCRIPTION>Envelopes of all sizes are heaped into hugh piles around the room.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Delivery men wander in and out carrying bags of mail.</DESCRIPTION>
					<DESCRIPTION>This run down building is still quite busy with delivery boys and patrons.</DESCRIPTION>
					<DESCRIPTION>Postmen are working hard sorting packages.</DESCRIPTION>
					<DESCRIPTION>Several large crates have been pried open by curious postal workers.</DESCRIPTION>
					<DESCRIPTION>For a slight fee, the postmaster will see that your letter is delivered promptly.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is posted on the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false">
				<AFFECT class="Prop_ClosedDayNight" />
			</EXIT>
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your box, `deposit [itemname]` to mail an item, `withdraw [itemname]` to remove an item." />
			<ITEM class="GenWallpaper" name="WANTED posters wall" description="Faces of various known Killers and Thieves can barely be seen." />
			<AFFECT class="Prop_ClosedDayNight" />
			<MOB class="GenPostman" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" prejudice="SELL=1.0 ; BUY=2.0">
				<NAME select="any-1">
					<NAME>Postal clerk ${c:fantasy_name1}</NAME>
					<NAME>Postman ${c:fantasy_name1}</NAME>
				</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is moving very slowly.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here, rain or shine.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Scavenger" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>(a(n)) postal uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>(a(n)) letter opener</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>IRON</MATERIAL>
					<WEAPONCLASS>DAGGER</WEAPONCLASS>
					<WEAPONTYPE>PIERCING</WEAPONTYPE>
				</ITEM>
				<SHOPINVENTORY>
					<ITEM class="metacraft" name="a piece of paper" number=100/>
				</SHOPINVENTORY>
			</MOB>
		</ROOM>
		<ROOM id="town_bank" class="WoodRoom"  condition="$__townbank&lt;1 and $__numshoptypes_all &gt; 10" define="__townbank+=1,__townsecond+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Bank</TITLE>
				<TITLE>${c:areaname} Bank and Trust</TITLE>
				<TITLE>The Bank</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_large ${c:areaname} Bank.</DESCRIPTION>
					<DESCRIPTION>This is the $adj_tidy $adj_phys_size_small ${c:areaname} Bank.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Bank is $adj_phys_size_small and $adj_tidy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Bank is $adj_tidy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>Everything in this $adj_fancy building is $adj_light and $adj_quiet.</DESCRIPTION>
					<DESCRIPTION>This $adj_fancy building is completely $adj_light and $adj_quiet.</DESCRIPTION>
					<DESCRIPTION>This $adj_light and $adj_quiet room is $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>The atmosphere here is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>This building is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION>
					<DESCRIPTION>This $adj_fancy building is $adj_light and $adj_fancy.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION>A long counter divides the room in half, and ropes held keep the long lines of people in order.</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The furniture and decore here is very $adj_conservative and $adj_subdued.</DESCRIPTION>
					<DESCRIPTION>Even the art and furnishings here is $adj_conservative and $adj_subdued.</DESCRIPTION>
					<DESCRIPTION>${c:adj_conservative} and $adj_subdued tapestries, paintings and furnishings adorn the room.</DESCRIPTION>
					<DESCRIPTION>The $adj_subdued art and tapestries, and the $adj_conservative furnishings adorn the room.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the door.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is posted on the counter.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false">
				<AFFECT class="Prop_ClosedDayNight" />
			</EXIT>
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `deposit [itemname]` to deposit and item or money, `withdraw [itemname]` to remove an item or money, `borrow [amount]` to borrow money." />
			<AFFECT class="Prop_ClosedDayNight" />
			<MOB class="GenBanker" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender">
				<NAME>Bank clerk ${c:fantasy_name1}</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is here to serve.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here, looking dapper.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Scavenger" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
				</BEHAVIOR>
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a conservative uniform</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a money clip</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>IRON</MATERIAL>
					<WEAPONCLASS>DAGGER</WEAPONCLASS>
					<WEAPONTYPE>PIERCING</WEAPONTYPE>
				</ITEM>
			</MOB>
		</ROOM>
		<ROOM id="town_prison" class="WoodRoom"  condition="$__townprison&lt;1 and $__numshoptypes_all &gt; 10" define="__townprison+=1,__townsecond+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Prison</TITLE>
				<TITLE>${c:areaname} Jail</TITLE>
				<TITLE>The Jail</TITLE>
				<TITLE>The Prison</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>You are standing in (a(n)) $adj_nasty prison cell.</DESCRIPTION>
					<DESCRIPTION>You are in (a(n)) $adj_nasty cell for common prisoners.</DESCRIPTION>
					<DESCRIPTION>You`re inside (a(n)) $adj_nasty prisoner`s holding cell.</DESCRIPTION>
					<DESCRIPTION>This is (a(n)) $adj_nasty prison cell.</DESCRIPTION>
					<DESCRIPTION>This is (a(n)) $adj_nasty cell for common prisoners.</DESCRIPTION>
					<DESCRIPTION>This is (a(n)) $adj_nasty prisoner`s holding cell.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>You hear $adj_scary_feeling squeeking coming from the corner.</DESCRIPTION>
					<DESCRIPTION>You hear the $adj_scary_feeling sounds of tiny pattering around you.</DESCRIPTION>
					<DESCRIPTION>Something has left droppings here.</DESCRIPTION>
					<DESCRIPTION>Some $adj_scary_feeling soul obviously relieved itself here.</DESCRIPTION>
					<DESCRIPTION>Bits of half-eaten trash can be seen around here.</DESCRIPTION>
					<DESCRIPTION>Bits of some half-eaten mold are here.</DESCRIPTION>
					<DESCRIPTION>Was that the sound of something $adj_scary_feeling?</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long, not that it matters now.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long, which doesn't matter anymore.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" hasalock="true" deflocked="true" level=91 keyname="$areaname prisonkey" />
		</ROOM>
		<ROOM id="town_school" class="WoodRoom"  condition="$__townschool&lt;1 and $__numshoptypes_all &gt; 10" define="__townschool+=1,__townsecond+=1">
			<TITLE select="any-1">
				<TITLE>The ${c:areaname} Training Academy</TITLE>
				<TITLE>${c:areaname} Training Academy</TITLE>
				<TITLE>The Training Academy</TITLE>
			</TITLE>
			<DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>This is the $adj_phys_size_large $adj_roomwords ${c:areaname} Training Academy.</DESCRIPTION>
					<DESCRIPTION>The ${c:areaname} Training Academy is $adj_phys_size_large and $adj_roomwords.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>${c:adj_strange} and $adj_useful training equipment and devices are all over the place.</DESCRIPTION>
					<DESCRIPTION>Piles of $adj_strange books and devices are here for the use of students.</DESCRIPTION>
					<DESCRIPTION>${c:adj_strange} and $adj_useful training equipment and books for use by the students sit on shelves.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>${c:adj_personality} students train here under the watchful eye of ${adj_personality} teachers.</DESCRIPTION>
					<DESCRIPTION>${c:adj_personality} trainers are here showing students the ropes.</DESCRIPTION>
					<DESCRIPTION>${c:adj_personality} students are driving their trainers $adj_crazy.</DESCRIPTION>
					<DESCRIPTION>${c:adj_personality} students busily learning their craft.</DESCRIPTION>
					<DESCRIPTION>All over the room, ${c:adj_personality} students train at the feet of ${adj_personality} teachers.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>A sign is posted on the wall.</DESCRIPTION>
					<DESCRIPTION>A sign is hanging above the exit.</DESCRIPTION>
					<DESCRIPTION>A sign is posted by the exit.</DESCRIPTION>
					<DESCRIPTION>A sign is posted near the exit.</DESCRIPTION>
				</DESCRIPTION>
				<DESCRIPTION select="any-1">
					<DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION>
					<DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION>
				</DESCRIPTION>
			</DESCRIPTION>
			<EXIT class="GenDoor" defclosed="false" />
			<ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `train [classname]` to change classes, `train [statname]` improve a stat, `gain [skillname]`  to learn a new skill, or `practice [skillname]` to improve a skill." />
			<MOB class="GenMob" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender">
				<NAME select="any-1">
					<NAME>Guildmaster ${c:fantasy_name1}</NAME>
					<NAME>Master ${c:fantasy_name1}</NAME>
					<NAME>Professor ${c:fantasy_name1}</NAME>
				</NAME>
				<DISPLAY select="pick-1">
					<DISPLAY pickweight="1">$mob_name is waiting to show you wisdom.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
					<DISPLAY pickweight="1">$mob_name is here, ready to teach.</DISPLAY>
				</DISPLAY>
				<ALIGNMENT>0?10000</ALIGNMENT>
				<BEHAVIOR select="all">
					<BEHAVIOR class="MudChat" parms="" />
					<BEHAVIOR class="Fighterness" parms="" />
					<BEHAVIOR class="MOBTeacher" parms="" />
					<BEHAVIOR class="CommonSpeaker" parms="" />
				</BEHAVIOR>
				<AFFECT class="Prop_Trainer" parms="ALL" />
				<ITEM class="GenArmor" LEVEL="$mob_level">
					<NAME select="any-1"><NAME>a simple robe</NAME></NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>COTTON</MATERIAL>
					<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
				</ITEM>
				<ITEM class="GenWeapon" LEVEL="$mob_level">
					<NAME>a ruler</NAME>
					<DISPLAY>$item_name has been left here"</DISPLAY>
					<MATERIAL>WOOD</MATERIAL>
					<WEAPONCLASS>BLUNT</WEAPONCLASS>
					<WEAPONTYPE>BASHING</WEAPONTYPE>
				</ITEM>
			</MOB>
		</ROOM>
	</ROOM>
</ROOM>

<STRING id="shoptype" select="any-1" define="shoptype">
	<STRING condition="$__numshoptypes_weapon &lt; 1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_weapon+=1,__numshoptypes_all+=1,pshoptypes=weapons,wshoptype=weapons">weapon</STRING>
	<STRING condition="$__numshoptypes_armor &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_armor+=1,__numshoptypes_all+=1,pshoptypes=armor,wshoptype=armor">armor</STRING>
	<STRING condition="$__numshoptypes_leather &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_leather+=1,__numshoptypes_all+=1,pshoptypes=leather goods,wshoptype=leather">leather</STRING>
	<STRING condition="$__numshoptypes_cloth &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_cloth+=1,__numshoptypes_all+=1,pshoptypes=clothes,wshoptype=armor">tailor</STRING>
	<STRING condition="$__numshoptypes_food &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_food+=1,__numshoptypes_all+=1,pshoptypes=baked goods,wshoptype=inventory only">food</STRING>
	<STRING condition="$__numshoptypes_general &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_general+=1,__numshoptypes_all+=1,pshoptypes=all kinds of things,wshoptype=general">general</STRING>
	<STRING condition="$__numshoptypes_wood &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_wood+=1,__numshoptypes_all+=1,pshoptypes=wooden items,wshoptype=inventory only">wood</STRING>
	<STRING condition="($NOFANTASY != 'true') and ($__numshoptypes_magic &lt;1 or $__numshoptypes_all &gt; 10)" define="__numshoptypes_magic+=1,__numshoptypes_all+=1,pshoptypes=magical items,wshoptype=magic">magic</STRING>
	<STRING condition="$__numshoptypes_potion &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_potion+=1,__numshoptypes_all+=1,pshoptypes=potions,wshoptype=potions">potion</STRING>
	<STRING condition="$__numshoptypes_jewelry &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_jewelry+=1,__numshoptypes_all+=1,pshoptypes=jewels,wshoptype=jewelry">jewelry</STRING>
	<STRING condition="$__numshoptypes_pet &lt;1 or $__numshoptypes_all &gt; 10" define="__numshoptypes_pet+=1,__numshoptypes_all+=1,pshoptypes=boxes of animals,wshoptype=pets">pet</STRING>
</STRING>

<STRING id="__citygovttype" select="any-1" define="__citygovttype">
	<STRING define="__chieftype=Chief,__officertype=Warrior Guard,__cityhalltype=Village Hall,__citytype=Village,__cityattendant=Subchief,__citypersontype=Villager">Chiefdom</STRING>
	<STRING define="__chieftype=Prince,__officertype=Royalguard,__cityhalltype=City Palace,__citytype=Kingdom,__cityattendant=Courtier,__citypersontype=Subject">Principality</STRING>
	<STRING define="__chieftype=Mayor,__officertype=Cityguard,__cityhalltype=City Hall,__citytype=City,__cityattendant=Bureaucrat,__citypersontype=Citizen">Mayorality</STRING>
	<STRING define="__chieftype=Lord,__officertype=Manorguard,__cityhalltype=Lords Manor,__citytype=Town,__cityattendant=Attendant,__citypersontype=Serf">Aristocracy</STRING>
	<STRING define="__chieftype=Captain,__officertype=Military Guard,__cityhalltype=Captains Office,__citytype=Military Base,__cityattendant=Lieutenant,__citypersontype=Private">Dictatorship</STRING>
	<STRING define="__chieftype=Bishop,__officertype=Holy Guard,__cityhalltype=Head Temple,__citytype=Holy City,__cityattendant=Priest,__citypersontype=Parishioner">Theocracy</STRING>
</STRING>
<STRING id="__officertype" select="any-1" predefine="temp=$__citygovttype">$__officertype</STRING>
<STRING id="__chieftype" select="any-1" predefine="temp=$__citygovttype">$__chieftype</STRING>
<STRING id="__cityhalltype" select="any-1" predefine="temp=$__citygovttype">$__cityhalltype</STRING>
<STRING id="__citytype" select="any-1" predefine="temp=$__citygovttype">$__citytype</STRING>
<STRING id="__cityattendant" select="any-1" predefine="temp=$__citygovttype">$__cityattendant</STRING>
<STRING id="__citypersontype" select="any-1" predefine="temp=$__citygovttype">$__citypersontype</STRING>

<MOB id="town_mobs" select="all" requires="level_range=int,theme=town" insert="town_citizen,town_citizen,town_citizen">
	<MOB id="town_cityguard" class="GenMob" level="$level_range" race="$_humanoid_races" gender="$anygender">
		<NAME>(a(n)) ${c:__officertype}</NAME>
		<DISPLAY select="pick-1">
			<DISPLAY pickweight="1">$mob_name is here, smiling happily.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is prepared to knock some heads together.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is watching you carefully.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is on the beat.</DISPLAY>
		</DISPLAY>
		<ALIGNMENT>0?10000</ALIGNMENT>
		<BEHAVIOR select="all">
			<BEHAVIOR class="Fighterness" parms="" />
			<BEHAVIOR class="Mobile" parms="" />
		</BEHAVIOR>
		<ITEM class="GenArmor" LEVEL="$mob_level">
			<NAME select="any-1"><NAME>a ${l:__officertype}`s uniform</NAME></NAME>
			<DISPLAY>$item_name has been left here"</DISPLAY>
			<MATERIAL>COTTON</MATERIAL>
			<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
		</ITEM>
		<ITEM class="GenWeapon" LEVEL="$mob_level">
			<NAME>a ${l:__officertype} night stick</NAME>
			<DISPLAY>$item_name has been left here"</DISPLAY>
			<MATERIAL>WOOD</MATERIAL>
			<WEAPONCLASS>BLUNT</WEAPONCLASS>
			<WEAPONTYPE>BASHING</WEAPONTYPE>
		</ITEM>
	</MOB>
	<MOB class="GenMob" level="$level_range" race="$_humanoid_races" gender="$anygender">
		<NAME>a street sweeper</NAME>
		<DISPLAY select="pick-1">
			<DISPLAY pickweight="1">$mob_name is here, cleaning up.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is slacking on the job.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name smiles at you.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is on the job.</DISPLAY>
		</DISPLAY>
		<ALIGNMENT>0?10000</ALIGNMENT>
		<BEHAVIOR select="all">
			<BEHAVIOR class="Scavenger" parms="" />
			<BEHAVIOR class="Mobile" parms="" />
			<BEHAVIOR class="MudChat" parms="" />
		</BEHAVIOR>
		<ITEM class="GenArmor" LEVEL="$mob_level">
			<NAME select="any-1"><NAME>a street sweeper`s uniform</NAME></NAME>
			<DISPLAY>$item_name has been left here"</DISPLAY>
			<MATERIAL>COTTON</MATERIAL>
			<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
		</ITEM>
		<ITEM class="GenWeapon" LEVEL="$mob_level">
			<NAME>a broom</NAME>
			<DISPLAY>$item_name has been left here"</DISPLAY>
			<MATERIAL>WOOD</MATERIAL>
			<WEAPONCLASS>BLUNT</WEAPONCLASS>
			<WEAPONTYPE>BASHING</WEAPONTYPE>
		</ITEM>
	</MOB>
	<MOB class="GenMob" level="$level_range" race="Cat" gender="$anygender">
		<NAME>(a(n)) ${l:adj_mammal_color} cat</NAME>
		<DISPLAY select="pick-1">
			<DISPLAY pickweight="1">$mob_name hisses at you.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is ignoring you.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
		</DISPLAY>
		<BEHAVIOR select="all">
			<BEHAVIOR class="Mobile" parms="" />
			<BEHAVIOR class="MudChat" parms="" />
		</BEHAVIOR>
		<ALIGNMENT>0?10000</ALIGNMENT>
	</MOB>
	<MOB class="GenMob" level="$level_range" race="Dog" gender="$anygender">
		<NAME>(a(n)) ${l:adj_mammal_color} dog</NAME>
		<DISPLAY select="pick-1">
			<DISPLAY pickweight="1">$mob_name barks at you.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is looking at you.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
		</DISPLAY>
		<BEHAVIOR select="all">
			<BEHAVIOR class="Mobile" parms="" />
			<BEHAVIOR class="MudChat" parms="" />
		</BEHAVIOR>
		<ALIGNMENT>0?10000</ALIGNMENT>
	</MOB>
	<MOB class="GenMob" level="$level_range" race="Rat" gender="$anygender">
		<NAME>(a(n)) ${l:adj_mammal_color} rat</NAME>
		<DISPLAY select="pick-1">
			<DISPLAY pickweight="1">$mob_name scurries around.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is nibbling on something.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
			<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
		</DISPLAY>
		<BEHAVIOR select="all">
			<BEHAVIOR class="Mobile" parms="" />
		</BEHAVIOR>
		<ALIGNMENT>0?10000</ALIGNMENT>
	</MOB>
</MOB>

<MOB id="town_citizen" class="GenMob" level="$level_range" race="$_humanoid_races" gender="$anygender">
	<NAME>(a(n)) ${l:__citypersontype}</NAME>
	<DISPLAY select="pick-1">
		<DISPLAY pickweight="1">$mob_name is here, smiling happily.</DISPLAY>
		<DISPLAY pickweight="1">$mob_name is walking around.</DISPLAY>
		<DISPLAY pickweight="1">$mob_name is here.</DISPLAY>
		<DISPLAY pickweight="1">$mob_name waves hello to you.</DISPLAY>
	</DISPLAY>
	<BEHAVIOR select="all">
		<BEHAVIOR class="ProtectedCitizen" parms="" />
		<BEHAVIOR class="Mobile" parms="" />
		<BEHAVIOR class="MudChat" parms="" />
	</BEHAVIOR>
	<ALIGNMENT>0?10000</ALIGNMENT>
</MOB>

<STRING id="smithywords" select="any-1">
	<STRING>hammer</STRING><STRING>anvil</STRING><STRING>forge</STRING><STRING>fire</STRING><STRING>steel</STRING>
</STRING>
<STRING id="weaponsmithywords" select="any-1">
	<STRING>sword</STRING><STRING>axe</STRING><STRING>mace</STRING><STRING>arms</STRING><STRING>spear</STRING><STRING>dagger</STRING>
</STRING>
<STRING id="armorsmithywords" select="any-1">
	<STRING>shield</STRING><STRING>armor</STRING><STRING>bracer</STRING><STRING>chain</STRING><STRING>plate</STRING>
</STRING>

<STRING id="town_hallway_type" select="any-1">
	<STRING>corridor</STRING>
	<STRING>hallway</STRING>
	<STRING>hall</STRING>
	<STRING>passage</STRING>
	<STRING>passageway</STRING>
</STRING>

<STRING id="town_fun" select="any-1">
	<STRING>enjoyment</STRING><STRING>entertainment</STRING><STRING>amusement</STRING><STRING>pleasure</STRING><STRING>jollification</STRING>
	<STRING>merrymaking; recreation</STRING><STRING>diversion</STRING><STRING>leisure</STRING><STRING>merriment</STRING><STRING>cheerfulness</STRING>
	<STRING>cheeriness</STRING><STRING>jollity</STRING><STRING>joviality</STRING><STRING>jocularity</STRING><STRING>gaiety</STRING>
	<STRING>mirth</STRING><STRING>laughter</STRING><STRING>hilarity</STRING><STRING>glee</STRING><STRING>gladness</STRING>
	<STRING>lightheartedness</STRING><STRING>levity</STRING>
</STRING>