#include "path.h" inherit FORESTROOM; //inherit "/d/hoerk/belaern/s_jung/city/shops/restock.c"; #define NUM 2 void setup() { set_light(60); add_property("no_undead",1); set_short("Realm of the Elf: Gloomy Forest, Clearing"); set_long("\n Realm of the Elf: Gloomy Forest, Clearing.\n\n" " This is another one of those conspicuos looking " "clearings. It looks the same as the others in " "that the ground is down trodden. One thing does " "look different from the other clearings, this one " "has spots of blood dropped around the center of " "clearing as to insinuate an attack from above. " "You will be watching above you from now on. \n\n"); add_item("clearing","A small break in the trees.\n"); add_item("blood","Drops of dried blood, its hard to tell what they came from.\n"); add_sound("birds","You wonder why you can't hear any birds. " "Perhaps the birds know something you don't.\n"); add_item("tree","The trees are black and twisted. They seem " "to be a perversion of nature.\n"); add_item("sky","You long for a view of the blue sky but alas, " "the thick foilage is denying you of even that respite.\n"); add_item("ground","The ground is covered by twisted roots.\n"); add_item("forest","The forest ominously looms around you.\n"); add_exit("southeast", GLOOM+"dfo3b", "road"); add_exit("southwest", GLOOM+"dfo2c", "road"); add_exit("northwest", GLOOM+"dfo3d", "road"); add_exit("northeast", GLOOM+"dfo4c", "road"); set_zone("forest"); }