/**
* 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() */