/* -*- LPC -*- */
/*
* $Locker: $
* $Id: no_follow.c,v 1.1 1998/01/06 04:16:50 ceres Exp $
* $Log: no_follow.c,v $
* Revision 1.1 1998/01/06 04:16:50 ceres
* Initial revision
*
*/
/**
* This is the effect skelton docs. This effect
* has a classification of "npc.follow.guard_duty".
* <p>
* Describe the arguments in here.
* <p>
* This effect has a shadow associated with it.
* @classification npc.follow.guard_duty
* @see help::effects
*/
#include <effect.h>
#include "path.h"
#define SHADOWS CROWD
/*
* This effect will make npcs return to the crowd
* arg() My home object
*/
/** @ignore yes */
mixed beginning( object player, mixed arg, int id ) {
call_out( (: $1->crowd_merge() :), 5, player );
} /* beginning() */
/** @ignore yes */
mixed merge_effect( object player, mixed oldarg, mixed newarg, int id ) {
return newarg;
} /* merge_effect() */
/** @ignore yes */
string query_classification() { return "npc.crowd.merge"; }
/** @ignore yes */
string query_shadow_ob() { return SHADOWS + "crowd_merge_shadow"; }