text: inherit "room/room";
  
  int i;
  object board;
  
  reset(status arg) {
  
    if(arg) return;
    short_desc = "Adventurers hall",
    long_desc =
  "The Adventurers hall deserves it's reputation as traveller's favorite\n"+
  "resting place. A fireplace is warming the room. Staying here will certainly\n"+
  "help you to recover faster.\n"+
  "Available commands:\n\n"+
  " 'lead' to try to lead a race.\n\n";
  /*" 'quest pay' to halve the cost of the next level with quest points.\n"+
  " 'quest cost' to see how many quest points halving the cost of next level
  uses.\n\n";*/
  
    add_exit("east", "/world/city/inn");
    add_exit("south", "/obj/wish_room");
    if(!i) {
      call_out("tick", 12);
      i = 1;
    }
  
    move_object(clone_object("/daemons/expplaque"), this_object());
    move_object(clone_object("/daemons/vboard"), this_object());
  
    set_not_out(1);
    set_light(3);
    property = allocate(4);
    property[0] = "no_summon";
    property[1] = "no_kill";
    property[2] = "no_skill";
    property[3] = "no_spell";
  }
  
  tick() {
    object ob;
    int i;
    tell_room(this_object(), "The fireplace warms you comfortably.\n");
    ob = all_inventory(this_object());
    while(i<sizeof(ob)) {
      if(ob[i]&&living(ob[i])) {
          ob[i]->add_hp(40);
  	ob[i]->add_sp(40);
  	ob[i]->add_ep(40);
      }
      i += 1;
    }
    call_out("tick", 30);
  }  
  
  
  init() {
    ::init();
    add_action("lead", "lead");
  /*  add_action("quest", "quest"); */
    add_action("south","south");
  }
  
  lead() {
     call_other("/daemons/leader_d","new_leader");
     return 1;
  }
  
  quest(str) {
     int num,cost;
  
     if (str == "pay") {
  	num = this_player()->query_level() + 1;
  	if (this_player()->query_level_advance()) {
  	   write("You are all ready advancing a level.\n");
  	   return 1;
  	}
  	if (this_player()->query_level_paid()) {
  	   write("You already have payed for this level.\n");
  	   return 1;
  	}
  	cost = num / 4 + 1;
  	if (this_player()->query_quest_points() < cost) {
  	   write("You don't have enough quest points.\n");
  	   return 1;
  	}
  	this_player()->reduce_quest_points(cost);
  	this_player()->set_level_paid(1);
  	write("You pay for level "+num+" with "+cost+" quest points.\n");
  	return 1;
     }
     if (str == "cost") {
  	num = this_player()->query_level() + 1;
  	cost = num / 4 + 1;
  	write(
  "Halving the experience cost of level costs "+cost+" quest points.\n");
  	write(
  "You have "+this_player()->query_quest_points()+" quest points.\n");
  	return 1;
     }
     write("Use 'quest pay' or 'quest cost'.\n");
     return 1;
  }
  
  south() {
    if (this_player()->query_level() < 10) {
  	write("You have to be atleast level 10 to enter that place.\n");
  	return 1;
    }
  }
  