// 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;
}
}