/**
* This is the effect skelton docs. This effect
* has a classification of "npc.follow.no".
* <p>
* Describe the arguments in here.
* <p>
* This effect has a shadow associated with it.
* @classification npc.follow.no
* @see help::effects
*/
#include <effect.h>
#include "path.h"
/** @ignore yes */
void beginning( object player, string dest, int id ) {
player->do_command("lose everyone");
} /* beginning() */
/** @ignore yes */
int merge_effect( object player, int time1, int time2, int id ) {
return time1;
} /* merge_effect() */
/** @ignore yes */
string query_classification() { return "npc.follow.no"; }
/** @ignore yes */
string query_shadow_ob() { return SHADOWS+"no_follow"; }