text: //m2
  
  #include <std.h>
  #include "/d/islands/tonerra/areadefs.h"
  
  inherit ROOM;
  
  void create(){
     ::create();
     set_terrain(STONE_BUILDING);
     set_travel(PAVED_ROAD);
     set_short("An old alchemy lab");
       set_properties((["indoors":1,"light":1]));
     set_long(
  @OLI
     %^MAGENTA%^An old alchemy lab%^RESET%^
  %^BOLD%^%^WHITE%^This lab is a small area. Obviously the monks have tried
  to store the knowledge of chemicals and such here. You see
  %^RESET%^%^ORANGE%^%^BOLD%^%^WHITE%^ lining the walls with the bottles, vials, and beakers.
  %^REST%^Dust%^BOLD%^%^WHITE%^ covers everything, and it's obvious that this is not a well
  used area.%^RESET%^
  OLI
     );
     set_items(([
        "shelves":"These are dusty and bent. They hold many cob webbed vials and flasks.",
        "vials":"These vials contain many many colors and textures of things.",
        "beakers":"Some of these beakers contain the results of mixtures some are empty.",
     ]));
     set_exits(([
        "east":MONASTERY+"m35",
     ]));
     set_smell("default","Must and dust make you cough.");
     set_listen("default","Silence, this must be a truly forgotten room.");
  }
  
  void reset(){
     ::reset();
     if(!present("black liquid")){
        new(OBJ+"liquid4")->move(TO);
     }
  }
  