#include "path.h" inherit "/std/effect_shadow"; void add_effect(string eff, mixed arg){ if(member_array("blind", explode( eff->query_classification(), ".")) != -1 && random(2)){ tell_object(player, "Your goggles seem to have protected you from " "a bright flash of light.\n"); if(environment(player)) tell_room(environment(player), capitalize(player->query_short())+ " looks momentarially dazed, but recovers.\n", ({player})); return; } player->add_effect(eff, arg); } int check_dark(int light){ return player->check_dark((70*light)/100); } int query_skill_bonus(string skill, int true){ if(skill == "other.perception" && (!true)) return((90*(player->query_skill_bonus(skill)))/100); return player->query_skill_bonus(skill,true); } void taken_off(object what, string eff) { if (eff != EFFECTS+"goggle_effect") player->taken_off(what, eff); else { remove_this_effect(); } } int add_skill_level(string skill, int level, mixed xp){ if(!xp && skill == "other.perception") return 0; return player->add_skill_level(skill, level, xp); }