/** * This is the effect skelton docs. This effect * has a classification of "body.smell.corpse". * <p> * Describe the arguments in here. * @classification body.smell.corpse * @see help::effects */ #include <effect.h> /** @ignore yes */ void beginning( object player, int time, int id ) { tell_object( player, "Your arms are covered in blood!\n" ); player->submit_ee( "make_stink", ({ 20, 20 }), EE_CONTINUOUS ); player->submit_ee( 0, time, EE_REMOVE ); } /* beginning() */ /** @ignore yes */ int merge_effect( object player, int time1, int time2, int id ) { player->submit_ee( 0, time1 + time2 - (int)player->expected_tt(), EE_REMOVE ); return time1 + time2; } /* merge_effect() */ /** @ignore yes */ void end( object player, int time, int id ) { tell_object( player, "The disgusting smell is drowned out by " "other less offensive bodily odours.\n" ); } /* end() */ void make_stink( object player, int time, int id ) { tell_object( player, "The disgusting smell of rotting corpses " "wafts from your body.\n" ); player->remove_hide_invis( "hiding" ); tell_room( environment( player ), "The disgusting smell of rotting " "corpses wafts from "+(string)player->short() +"\n", player ); } /* make_stink() */ /** @ignore yes */ string query_classification() { return "body.smell.corpse"; } string smell_string( object player, int time ) { return "the disgusting smell of rotting corpses"; } /* smell_string() */