// The goblin Newbie Area // Made by Tek and Allonon May 1995 #include "path.h"; inherit "/std/room"; void setup() { // Descriptions... set_short("Realm of the Goblin: River"); set_light(20); set_zone("newbie_river"); set_long("\nRealm of the Goblin: River\n\n" " You are standing underneath a natural bridge. The water " "seems to rushing past you very strongly, flowing to the west. " "There is a very loud rumbling sound coming from the west. " "The air here is very damp and misty. You can go to the west or east.\n\n"); add_property("no_undead",1); add_item(({"wall", "rock"}), "The walls here are dark and damp. They are covered " "with moss and fungus.\n"); add_item(({"moss", "fungus"}), "The moss and fungus probably grow here " "because the walls are so damp and wet.\n"); add_item("river","This river doesn't look to deep as far as you " "can tell, maybe about two feet deep. You see some blind fish swimming " "in it occassionally.\n"); add_item(({"fish","blind fish"}),"These are your ordinary cave fish, " "they look quite tasty.\n"); add_item("bridge","This is a natural stone bridge. To bad you can't get " "up there so you could dry off.\n"); // Items.... add_exit("west", ROOM+"ngob23.c","path"); add_exit("east", ROOM+"ngob24.c","path"); // Exits.... } /*setup() */ void init() { add_action("listen_rumbling","listen"); ::init(); } int listen_rumbling(string str) { if(str=="rumbling") { write("The rumbling is so loud that you have to hold your ears " "to keep from going deaf. It kinda of sounds like water crashing " "down.\n"); tell_room(ENV(TP),CNAME + " holds his ears as he listens " "to the rumbling sound.\n", (TP)); return 1; } }