/* -*- LPC -*- */
/*
* $Locker: $
* $Id: basic_charging.c,v 1.1 1998/01/06 04:14:00 ceres Exp $
* $Log: basic_charging.c,v $
* Revision 1.1 1998/01/06 04:14:00 ceres
* Initial revision
*
*/
/**
* This is the effect skelton docs. This effect
* has a classification of "charging.basic".
* <p>
* Describe the arguments in here.
* @classification charging.basic
* @see help::effects
*/
#include <effect.h>
/** @ignore yes */
void beginning( object player, int amount ) {
player->submit_ee( 0, 1, EE_REMOVE );
} /* beginning() */
/** @ignore yes */
int merge_effect( object player, int amount1, int amount2 ) {
return amount1 + amount2;
} /* merge_effect() */
/** @ignore yes */
void end( object player, int amount ) {
int charge, old_gp;
string desc;
charge = amount + random( amount );
if ( charge > 132 )
charge = 132;
old_gp = (int)player->query_gp();
charge = (int)player->adjust_gp( charge ) - old_gp;
if ( charge < 1 )
return;
switch ( charge ) {
case 1 .. 2 :
desc = "a touch more able";
break;
case 3 .. 6 :
desc = "very slightly less tired";
break;
case 7 .. 12 :
desc = "slightly less tired";
break;
case 13 .. 20 :
desc = "ever so slightly more energetic";
break;
case 21 .. 30 :
desc = "slightly more energetic";
break;
case 31 .. 42 :
desc = "a bit more energetic";
break;
case 43 .. 56 :
desc = "quite a bit more energetic";
break;
case 57 .. 72 :
desc = "a lot more energetic";
break;
case 73 .. 90 :
desc = "a whole lot more energetic";
break;
case 91 .. 110 :
desc = "much more energetic";
break;
default :
desc = "very much more energetic";
}
tell_object( player, "You feel "+ desc +".\n" );
} /* end() */
/** @ignore yes */
string query_classification() { return "charging.basic"; }
string query_apothecarial_effect() {
return "will remove fatigue";
} /* query_apothecarial_effect() */