#include <effect.h> #define CLASS "object.cloak" string query_classification() { return CLASS; } int query_indefinite() { return 1; } string query_shadow_ob() { return "/std/shadows/other/cloak.c"; } void beginning( object player, int amount, int id ) { player->add_extra_look( this_object() ); tell_object(player, "As you swirl the cloak around you, it settles on your " "shoulders as light as a cobweb.\n"); add_succeeded_mess (""); } void restart( object player, int amount, int id ) { beginning(player, amount, id); } void merge_effect(object player, mixed oldarg, mixed newarg, int id) { return; } void end( object player, int amount, int id ) { player->remove_extra_look( this_object() ); tell_object(player, "With a strange sense of relief, you remove the cloak " "from your shoulders.\n"); add_succeeded_mess (""); } /* end() */ string extra_look( object player ) { int *enums; enums = (int *)player->effects_matching( CLASS ); if ( !sizeof( enums ) ) return ""; return(capitalize((string )player->query_pronoun()) + " appears to be shrouded in darkness.\n"); }