INFO
	drinks - about drinks (OLD and OBSOLETE version).

DESCRIPTION
	Read /doc/RULES/*.r instead. This document is obsolete and kept for
	historical reasons only.

	Obsolete text:

	These are the rules concerning alcoholic and non-alcoholic drinks:

	The total amount of sold healing per reset must not exceed 3000 hp.
	A maximum of 200 hp may be sold to one customer per reset. The cost
	of such healing is calculated using this formula:

	x = The amount of healing sold.

	Cost = 4*x + x^2/10

	This means that the more healing an item contains, the more expensive 
	it gets. These items must have a weight of at least 1.
	
	The "strength" of the drink is equal to the amount of healing it makes
	to the player when he eats it. Typically this strength should not
	exceed 50.

	Use the file "obj/alco_drink" and "obj/soft_drink" for cloning and
	inherting purposes. Please read the file find out which functions to
	call.

	NB! "obj/alco_drink" should now be used instead of "obj/drink" for
	alcoholic beverages. The older file remains only for backward
	compatibility purposes but it will be removed within a near future
	together with the connected call "drink_alcohol()".

	Examples of drinks can be found in /doc/examples/apple_juice.c and
	/doc/examples/apple_cider.c

	All nonalcoholic drinks that are being sold, should us
	"obj/soft_drink" or "drink_soft(strength)".

	Portable healing drinks is very restricted and should have permission
	from the god or archwizards.

Help topics available:
armour drinks food key monster
smartmonster weapon

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