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; }