/** * This is the effect skelton docs. This effect * has a classification of "npc.follow.guard_duty". * <p> * Describe the arguments in here. * <p> * This effect has a shadow associated with it. * @classification npc.follow.guard_duty * @see help::effects */ #include <effect.h> #include "defs.h" #define SHADOWS CROWD /* * This effect will make npcs return to the crowd * arg() My home object */ /** @ignore yes */ mixed beginning( object player, mixed arg, int id ) { call_out( (: $1->crowd_merge() :), 5, player ); } /* beginning() */ /** @ignore yes */ mixed merge_effect( object player, mixed oldarg, mixed newarg, int id ) { return newarg; } /* merge_effect() */ /** @ignore yes */ string query_classification() { return "npc.crowd.merge"; } /** @ignore yes */ string query_shadow_ob() { return SHADOWS + "crowd_merge_shadow"; }