#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);
}