/** * This is the effect skelton docs. This effect * has a classification of "healing.basic". * <p> * Describe the arguments in here. * @classification healing.basic * @see help::effects */ #include <effect.h> /** @ignore yes */ void beginning( object player, int amount ) { player->submit_ee( 0, 1, EE_REMOVE ); } /* beginning() */ /** @ignore yes */ int merge_effect( object player, int amount1, int amount2 ) { return amount1 + amount2; } /* merge_effect() */ /** @ignore yes */ void end( object player, int amount ) { int heal, old_hp; string desc; heal = amount + random( amount ); if ( heal > 660 ) heal = 660; old_hp = (int)player->query_hp(); heal = (int)player->adjust_hp( heal ) - old_hp; if ( creatorp(player) ) tell_object( player, "You have been healed " + heal + " hp.\n"); if ( heal < 1 ) return; switch ( heal ) { case 1 .. 10 : desc = "a touch more whole"; break; case 11 .. 30 : desc = "very slightly less damaged"; break; case 31 .. 60 : desc = "slightly less damaged"; break; case 61 .. 100 : desc = "ever so slightly better"; break; case 101 .. 150 : desc = "slightly better"; break; case 151 .. 210 : desc = "a bit better"; break; case 211 .. 280 : desc = "quite a bit better"; break; case 281 .. 360 : desc = "a lot better"; break; case 361 .. 450 : desc = "a whole lot better"; break; case 451 .. 550 : desc = "much better"; break; default: desc = "very much better"; break; } tell_object( player, "You feel "+ desc +".\n" ); } /* end() */ /** @ignore yes */ string query_classification() { return "healing.basic"; } string query_apothecarial_effect() { return "will aid the healing of general injuries"; } /* query_apothecarial_effect() */