/** * This is the effect skelton docs. This effect * has a classification of "shades.sight". * <p> * Describe the arguments in here. * <p> * This effect has a shadow associated with it. * @classification shades.sight * @see help::effects */ #include "path.h" #include <effect.h> /** @ignore yes */ string query_classification() { return "shades.sight"; } /** @ignore yes */ string query_shadow_ob() { return SHADOWS +"shades_sight"; } /** @ignore yes */ void beginning( object player ) { tell_object( player, "Your eyes tingle momentarily.\n" ); } /* beginning() */ /** @ignore yes */ void merge_effect( object player ) { return; } /** @ignore yes */ void end( object player ) { tell_object( player, "Everything goes dark, as if you'd blinked, but "+ "then returns to normal.\n" ); } /* end() */ int test_for_effect( object thing ) { if ( !thing ) return 0; return member_array( file_name( this_object() ), (string *)thing->query_wear_effects() ) != -1; } /* test_for_effect() */ void person_removing_item(object item, object player) { int* ids; if (!player) { return ; } ids = player->effects_matching(query_classification()); if (sizeof(ids)) { player->delete_effect(ids[0]); } } /* person_removing_item() */