From the NannyMUD documentation
2001-10-06
NAME
heal - rules on healingDESCRIPTION
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.