I'm curious if anyone knows a method to get the command parser to completely ignore an object.
I've worked with verbs plenty before. Generally, you use your direct and indirect functions to tell the verb if you want to allow something to interact with that object.
As an example here, we have a player who is invisible, and another player that suspects the first of being so. Currently, the player could try something like this:
> look nilrin
There is no nilrin here.
> look asdf
You can't look asdf.
Ah hah! So even though we get some coded error for Nilrin "not being there" when know he in fact is, due to the nature of the error message given.
Now, one work-around could be to try and make both error messages read the same. The problem there, is when the parser, or the very least, the verb, matches an argument to an actual object, there isn't any way to query the original argument the player used.
Either way, I think the best method would be to tell the parser to ignore an object all together if that object->GetInvis() returns true. Is this even possible?