#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");
}