inherit "/std/outside"; #include "path.h" void setup () { set_short("Macedonia: Shadow Valley"); set_light(40); set_long("Macedonia: Shadow Valley\n\n" " This is a large, grassy area at the western edge " "of the forest. The path from the brush comes to an " "end here but there in an obvious trail leading south " "along the Gnude River. On the other side of the " "river, are the Mithril Mountains. Your fear of " "these mountains urges you to travel back to the " "safety of Macedonia. " "\n\n"); add_item(({"brush","dense brush"}),"This is just normal brush " "found in a typical forest. As you look closer, you " "see some sort of reflection coming from it. If you " "were to search the brush, you might find where the " "light is coming from.\n"); add_item(({"forest","woods"}),"From here, you can see the edge of " "the forest. Due to its density, you can not see far " "into it.\n"); add_item("path","This path is a narrow dirt path made by the " "large amount of traveling through this forest.\n"); add_item("trail","The trail travels north and south along the " "gentle flowing river.\n"); add_item(({"mountain","range","mountain range"}),"Far too the " "distance you can see the Mithril Mountains. The " "base of the mountains in pretty clear but the peaks " "are somewhat covered by the clouds.\n"); add_item(({"grass","area","grassy area"}),"The grass here is almost " "as tall as you knees. This area provides a perfect " "environment for small animals to live.\n"); add_item(({"river","gnude river","gnude"}),"This is the gentle " "flowing Gnude River. Although it is so gentle, it is " "too deep wo wade in and to wide to swim across\n"); add_clone(NPC+"bear.c",1); add_clone(NPC+"rabbit.c",3); add_exit("south",VALLEY +"gnome09","path"); add_exit("east",VALLEY +"gnome04","path"); add_exit("southeast",VALLEY +"gnome10","path"); add_property("no_undead", 1); } void init() { ::init(); add_action("search_me","search"); } void search_me(string str) { if(str == "brush") { write("You search the brush and find a small brass key.\n"); clone_object(MISC+"key.c")->move(this_player()); } }