This is how it looks within someone's inventory ......
You are carrying:
(Ovnum 103)(Ovnum 10333) The key to %s's house.
The Adventurer's Guide(3)
and when some one just looks
(Ovnum 100)(Ovnum 10333)The Immortal Update and Note Board
A book with "DON'T PANIC, LOOK AT ME!" written on the cover lies here.(2)
the code in act_info i moded is below....
char *format_obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch, bool fShort )
{
static char buf[MAX_STRING_LENGTH];
bool glowsee = FALSE;
/* can see glowing invis items in the dark */
if ( IS_OBJ_STAT(obj, ITEM_GLOW) && IS_OBJ_STAT(obj, ITEM_INVIS)
&& !IS_AFFECTED(ch, AFF_TRUESIGHT) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
glowsee = TRUE;
buf[0] = '\0';
if ( IS_OBJ_STAT(obj, ITEM_INVIS) ) strcat( buf, "(Invis) " );
if ( (IS_AFFECTED(ch, AFF_DETECT_EVIL) || ch->class==CLASS_PALADIN)
&& IS_OBJ_STAT(obj, ITEM_EVIL) ) strcat( buf, "(Red Aura) " );
if( !IS_NPC(ch) && IS_IMMORTAL(ch) ) // helpmeiamlost
{
ch_printf( ch, "&Y(Ovnum %d)", obj->pIndexData->vnum );
}
if ( ch->class==CLASS_PALADIN
&& ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && !IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && !IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)) )
strcat( buf, "(Flaming Red) " );
if ( ch->class==CLASS_PALADIN
&& ( !IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && !IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)) )
strcat( buf, "(Flaming Grey) " );
if ( ch->class==CLASS_PALADIN
&& (!IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && !IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)) )
strcat( buf, "(Flaming White) " );
if ( ch->class==CLASS_PALADIN
&& ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && !IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)) )
strcat( buf, "(Smouldering Red-Grey) " );
if ( ch->class==CLASS_PALADIN
&& ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && !IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)) )
strcat( buf, "(Smouldering Red-White) " );
if ( ch->class==CLASS_PALADIN
&& ( !IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)) )
strcat( buf, "(Smouldering Grey-White) " );
if ( IS_AFFECTED(ch, AFF_DETECT_MAGIC)
&& IS_OBJ_STAT(obj, ITEM_MAGIC) ) strcat( buf, "(Magical) " );
if ( !glowsee && IS_OBJ_STAT(obj, ITEM_GLOW) ) strcat( buf, "(Glowing) " );
if ( IS_OBJ_STAT(obj, ITEM_HUM) ) strcat( buf, "(Humming) " );
if ( IS_OBJ_STAT(obj, ITEM_HIDDEN) ) strcat( buf, "(Hidden) " );
if ( IS_OBJ_STAT(obj, ITEM_BURIED) ) strcat( buf, "(Buried) " );
if ( IS_IMMORTAL(ch)
&& IS_OBJ_STAT(obj, ITEM_PROTOTYPE) ) strcat( buf, "(PROTO) " );
if ( IS_AFFECTED(ch, AFF_DETECTTRAPS)
&& is_trapped(obj) ) strcat( buf, "(Trap) " );
if ( fShort )
{
if ( glowsee && !IS_IMMORTAL(ch) )
strcat( buf, "the faint glow of something" );
else
if ( obj->short_descr )
strcat( buf, obj->short_descr );
}
else
{
if ( glowsee )
strcat( buf, "You see the faint glow of something nearby." );
if ( obj->description )
strcat( buf, obj->description );
}
return buf;
}
Thanks for all the help
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