From the NannyMUD documentation

LAST CHANGE

2001-10-06

RULES

NAME

        heal - rules on healing

DESCRIPTION

	Players heal with time, slowly when sober and faster when drunk. Food
	and drink usually give some heal when consumed. The players must get
	satiated, drunk and less thirsty when they consume your wares. The
	stuffness/strength must at least be equal to the heal effect of the
	item when consumed. Not more than 50 healing points (sp or hp) may be
	given per drink, food, etc. All locations where you can buy/trade
	non-portable sp/hp must have the property 'healing_place' set.
	Lookup this property for further information.

	All healing requires permission.


	FREE HEALING

	Your area might give away a maximum of 100 HP/SP per reset for free,
	with no more than 5 HP/SP per occasion, like an apple that can be
	picked from a tree etc. Note well that all healing given out by using
	/std/simple_food and /std/simple_drink needs approval.


	SELLING HEALING

	You might sell no more than 2000 HP/SP of healing per reset, and no
	more than 500 HP/SP per mortal.


	THE PRICE OF HEALING

	The price of healing can be computed using the formula 4*H + H*H/10
	and taking the integer part thereof, H being the amount of
	healing. The table below shows the result for some values.

	  Heal  price    Heal  price
	 +-----+-------++-----+-------+
	 |   1 |    4  ||  10 |  50   |
	 |   2 |    8  ||  20 |  120  |
	 |   5 |   22  ||  50 |  450  |
	 +-----+-------++-----+-------+


	NON-HEALING HEALING

	This might sound like a contradiction, but some pubs sell beverages
	with no direct healing effect, only an intoxication effect. This is
	covered in pub.r .


	HEAL SPELLS

	Heal spells are covered in the rules for spells.


	TOTAL HEALS

	Total healing should be rare, expensive and involve some risk or
	other drawback.