inherit "/std/outside"; #include "path.h" int found; object staff; object chainmail; void setup () { set_short("Macedonia: Ledge"); set_light(40); set_long("Macedonia: Ledge\n\n" " You are standing on a narrow ledge half way up the cliff. " "The view from here is everything that you anticipated, and a whole lot " "more.... \nSlightly to your left a huge waterfall cascades over the " "top of the cliff and splashes awesomely almost within reach of your " "outstretched hands. The river heads northward, neatly " "dissecting the landscape with the trees of the Whispering Woods " "on the eastern side, and a mountain range on the far side. " "\nAt your feet you notice the skeletal remains of some poor " "creature who was unable to find a way off this ledge, and you become " "aware once more of how very small and narrow this ledge really is. " "\n\n"); add_item("waterfall","Coming from the top of the cliff, " "is a huge waterfall. As the water falls to the " "ground, its course is somewhat changed by coming " "in contact with the cliff. When it reaches the " "river, there is a fine mist of water sprayed " "over the area.\n"); add_item(({"skeleton","skeletal remains","remains"}), "A pile " "of bones is about all that is left of this poor adventurer who never " "managed to find his way home. You hope you are more fortunate.\n"); add_item(({"river","gnude river","gnude"}),"This is the gentle " "flowing Gnude River. Although it is so gentle, it is " "too deep to wade in and to wide to swim across\n"); add_item(({"mountain","range","mountain range"}),"Far in the " "distance you can see the Mithril Mountains. The " "base of the mountains is pretty clear but the peaks " "are somewhat covered by the clouds.\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("cliff","This is a very steep cliff which looks next to " "impossible for a young adventurer like yourself to " "climb. Also, about half way up this cliff, there is " "a small ledge. You think to yourself that if you could " "get up there, the scenery must be beautiful.\n"); add_item("ledge","This is a small ledge about half way up the " "cliff.\n"); add_property("no_undead", 1); add_exit("down",VALLEY+"gnome16","path"); } void init() { add_action("do_search","search"); ::init(); } int do_search(string str) { switch(found) { case 0: { write("You search the skeletal remains and discover a mildewy " "old staff.\n"); say(this_player()->query_cap_name()+" searches the skeleton.\n",this_player()); found = 1; staff = new("baseobs/weapons/quarterstaff"); staff->set_short("Mildewed Staff"); staff->set_long("This staff is covered in pale green mildew, " "but looks as though it could be a fairly useful and solid " "weapon once the mildew has been cleaned off. You start " "to rub it clean with your hands.\n"); staff->move(this_object()); return 1; } case 1: found = 2; chainmail = new("/baseobs/armours/elfinchain"); chainmail->set_short("Tarnished chainmail"); chainmail->set_long("The chainmail seems sound despite it lying here " "apparently for a long time. Looks like it'll clean up " "quite nicely in time.\n"); chainmail->set_value(5000); chainmail->move(TO); say("There's a clinking sound from the mildewed remains.\n",({ 0 })); write("You hear a clink as you search round.\n"); return 1; default: return ::do_search(str); } }