text: int full,prepared,quality,size,effect,max_doze,doze_left,identified;
  int query_full() { return full; }
  int query_prepared() { return prepared; }
  int query_quality() { return quality; }
  int query_size() { return size; }
  int query_max_doze() { return max_doze; }
  int query_doze_left() { return doze_left; }
  get_vial_size(string i) {
          switch(i) {
                  case 1:return "small";
                  case 2:return "average";
                  case 3:return "large";
          }
  }
  get_short(string word) {
          switch(word) {
                  case "armour_strength":return "A vial full of bright blue liquid";
                  case "strength":return "A vial full of blue liquid";
                  case "strength_curse":return "A vial full of dim blue liquid";
                  case "armour_dexterity":return "A vial full of bright yellow liquid";
                  case "dexterity":return "A vial full of yellow liquid";
                  case "dexterity_curse":return "A vial full of dim yellow liquid";
                  case "armour_constitution":return "A vial full of bright magenta liquid";
                  case "constitution":return "A vial full of magenta liquid";
                  case "constitution_curse":return "A vial full of dim magenta liquid";
                  case "armour_intelligence":return "A vial full of bright orange liquid";
                  case "intelligence":return "A vial full of orange liquid";
                  case "intelligence_curse":return "A vial full of dim orange liquid";
                  case "armour_wisdom":return "A vial full of bright white liquid";
                  case "wisdom":return "A vial full of white liquid";
                  case "wisdom_curse":return "A vial full of dim white liquid";
                  case "poison":return "A vial full of grey liquid";
                  case "antidote":return "A vial full of green liquid";
                  case "stunres":return "A vial full of violet liquid";
                  case "heal_hp":return "A vial full of red liquid";
                  case "heal_sp":return "A vial full of shimmering red liquid";
                  case "heal_ep":return "A vial full of vine red liquid";
                  case "curse":return "A vial full of black liquid";
                  case "curecurse":return "A vial full of pink liquid";
                  case "fire_single":return "A vial full of radiating gold liquid";
                  case "cold_single":return "A vial full of glowing gold liquid";
                  case "electric_single":return "A vial full of shimmering gold liquid";
                  case "firewall":return "A vial full of radiating silver liquid";
                  case "coldwall":return "A vial full of glowing silver liquid";
                  case "electricwall":return "A vial full of shimmering silver liquid";
                  case "stun":return "A vial full of shimmering grey liquid";
                  case "hp_reg":return "A vial full of bright red liquid";
                  case "ep_reg":return "A vial full of dim red liquid";
                  case "sp_reg":return "A vial full of dark red liquid";
                  case "armour_fire":return "A vial full of burning liquid";
                  case "armour_cold":return "A vial full of freezed liquid";
                  case "armour_electric":return "A vial full of bright liquid";
                  case "reduce_sp":return "A vial full of multicoloured liquid";
                  case "reduce_hp":return "A vial full of bright multicoloured liquid";
                  case "reduce_ep":return "A vial full of dim multicoloured liquid";
                  case "say_curse":return "A vial full of black and white liquid";
  }
  return "A empty vial";
  }
  
  get_quality(int i) {
          switch(i) {
                  case 0..10:return "poor";
                  case 11..20:return "lousy";
                  case 21..30:return "average";
                  case 31..40:return "fair";
                  case 41..50:return "quite good";
                  case 51..60:return "good";
                  case 61..70:return "very good";
                  case 71..80:return "great";
                  case 81..90:return "magnificent";
                  case 91..100:return "outstanding";
          }
          return "empty";
  }
  
  can_drink(string word) {
          switch(word) {
                                  case "armour_fire":return 0;
                                  case "armour_cold":return 0;
                                  case "armour_electric":return 0;
                                  case "armour_strength":return 0;
                                  case "armour_dexterity":return 0;
                                  case "armour_constitution":return 0;
                                  case "armour_intelligence":return 0;
                                  case "armour_wisdom":return 0;
                                  }
                                  return 1;
                                          }
  
  get_identify(string word) {
          switch(word) {
                  case "strength":return "strength";
                  case "dexterity":return "dexterity";
                  case "constitution":return "constitution";
                  case "intelligence":return "intelligence";
                  case "wisdom":return "wisdom";
                  case "poison":return "poison";
                  case "antidote":return "remove poison";
                  case "heal_hp":return "hit point heal";
                  case "heal_sp":return "spell point heal";
                  case "heal_ep":return "endurance heal";
                  case "curse":return "curse";
                  case "curecurse":return "remove curse";
                  case "fire_single":return "fire damage";
                  case "cold_single":return "cold damage";
                  case "electric_single":return "electric damage";
                  case "strength_curse":return "strength curse";
                  case "dexterity_curse":return "dexterity curse";
                  case "constitution_curse":return "constitution curse";
                  case "wisdom_curse":return "wisdom curse";
                  case "intelligence_curse":return "intelligence curse";
                  case "firewall":return "fire damage";
                  case "electricwall":return "electric damage";
                  case "coldwall":return "cold damage";
                  case "stun":return "stun";
                  case "hp_reg":return "hit point regeneration";
                  case "sp_reg":return "spell point regeneration";
                  case "ep_reg":return "endurance point regeneration";
                  case "armour_fire":return "armour fire resistance";
                  case "armour_cold":return "armour cold resistance";
                  case "armour_electric":return "armour electric resistance";
                  case "armour_strength":return "armour strength";
                  case "armour_dexterity":return "armour dexterity";
                  case "armour_constitution":return "armour constitution";
                  case "armour_intelligence":return "armour intelligence";
                  case "armour_wisdom":return "armour wisdom";
                  case "reduce_sp":return "drain spell points";
                  case "reduce_hp":return "drain hitpoints";
                  case "reduce_ep":return "drain endurance";
                  case "say_curse":return "communicate curse";
  }
  return "misc";
  }
  