for (iWear = 0; iWear < MAX_WEAR; iWear++) {
if ((obj = get_eq_char (victim, iWear)) != NULL) {
percent = number_percent();
// Inc/dec probability based on location
switch (iWear) {
case WEAR_FINGER_L:
case WEAR_FINGER_R:
case WEAR_EAR_L:
case WEAR_EAR_R:
Or use acts in your case switches like this :
switch (victim->position) {
case POS_MORTAL:
act ("$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM);
sendch ("You are mortally wounded, and will die soon, if not aided.\n\r", victim);
break;
case POS_INCAP:
act ("$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM);
sendch ("You are incapacitated and will slowly die, if not aided.\n\r", victim);
break;
Problem is you'd look at someone wearing a t-shirt, see them slip a diamond bracelet around their wrist, look again, and the t-shirt would no longer be there - that would look pretty odd, and would no doubt be repeatedly reported as a bug.
I wasn't suggesting displaying the slot as empty, I was suggesting not displaying it at all.
"You see a young man with brown hair and green eyes, wearing a baseball cap. He holds a Louisville Slugger in his right hand, and wears a diamond bracelet on his left wrist. His shoes are made from fine leather, tinted black."
No reference to the blue jeans or T-shirt he's wearing because they're not memorable. That's the kind of description you'd give someone when trying to describe them, and seems appropriate for a "long description". If you care about exactly what the guy is wearing in every slot, there should be a more intense "examine" command to see that (IMO, of course).
I can see the bug reports now…
Flange tells you: lol my mate cant see my new t-shirt y not i am wearing it rofl
You tell Flange: It's not a bug, its just that the t-shirt you are wearing is not that noticeable…
Flange tells you: waht thats not fair lol i mean why cant someone see my t-shirt i want my friend to see how poor i am lol i am bugging it
Flumpy sighs.