/
LIB3/
LIB3/D/ADMIN/
LIB3/D/ADMIN/OBJ/
LIB3/D/ADMIN/ROOM/W/
LIB3/D/HOME/
LIB3/D/HOME/CITY/ARENA/
LIB3/D/HOME/CITY/ITEMS/
LIB3/D/HOME/CITY/POSTOFFI/
LIB3/DOC/
LIB3/GLOBAL/SPECIAL/
LIB3/GLOBAL/VIRTUAL/
LIB3/NET/
LIB3/NET/CONFIG/
LIB3/NET/DAEMON/CHARS/
LIB3/NET/GOPHER/
LIB3/NET/INHERIT/
LIB3/NET/OBJ/
LIB3/NET/SAVE/
LIB3/NET/VIRTUAL/
LIB3/OBJ/B_DAY/
LIB3/OBJ/HANDLERS/TERM_TYP/
LIB3/PLAYERS/B/
LIB3/PLAYERS/N/
LIB3/ROOM/
LIB3/SAVE/
LIB3/SAVE/BOARDS/
LIB3/SAVE/ENVIRON/
LIB3/SAVE/POST/
LIB3/STD/COMMANDS/SHADOWS/
LIB3/STD/CREATOR/
LIB3/STD/DOM/
LIB3/STD/EFFECTS/
LIB3/STD/EFFECTS/HEALING/
LIB3/STD/EFFECTS/OTHER/
LIB3/STD/EFFECTS/POISONS/
LIB3/STD/ENVIRON/
LIB3/STD/GUILDS/
LIB3/STD/LIQUIDS/
LIB3/STD/ROOM/
LIB3/STD/TRIGGER/SHADOW/
LIB3/W/
LIB3/W/BANNOR/
LIB3/W/NEWSTYLE/
inherit "/std/effects/basic";
#define EFFECT "/std/spells/wizard/failure/calm"

/* calming poison.  This is used for the ananconda's */

void    create()
{
    set_boundaries( ({ -40, -20 }), ({ 40, 80 }) );
}

mixed * query_coordinate()
{
    return({ -30, 60 });
}

query_attrs( coord )
{
    int     total, intens;

    total = distance_within_region( coord );
    intens = total * 3;
    if( intens > 100 )
	intens = 100;

    return({ 5, 95, ({ }), ({ ({ "bright blue", intens }) }),
	     ({ }),
	     ({ ({ "tangy", intens }), ({ "slightly tangy", intens / 2 }) })
	      });
}

action_drunk( ob, coord, quantity )
{
    int     total, condam;
    string  obmess, roommess;

    total = distance_within_region( coord );

    condam = total * quantity;

    condam = condam / 1000;

    obmess = "You feel really amazingly calm.\n";
    roommess = ob->query_cap_name() + " face looks dreamy.\n" +
	ob->query_cap_name() + " smiles dreamily.\n";
    tell_object( ob, obmess );
    tell_room( environment( ob ), roommess, ob );
    this_player()->add_effect( EFFECT, condam );
    return;
}

action_taste( ob, coord, quantity )
{
    if( quantity >= 1 )
	tell_object( ob, "You feel a sense of calmness sweep " +
		     "over your for a second.\n" );
}

int     query_anaconda_calmer()
{
    return 1;
}