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());
}
}