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);
}
}