: Updated SeeLight The old seelight was really stupid, this works much better.... Okay, here is something i think you will like. I've heard so many people say, "damn.. its annoying that you can't grab a light when you are in a dark room". They are right, it is :P, soooo i decided to add it. These changes will allow your players to see the light they are carrying when they are in a dark room, it will also make it possible for them use it. Hope you find this useful. I did not include the code to see containers containing a light nor the possibility to get lights from container, why? because of the roleplaying factor, you wouldn't see your backpack in the dark, but ..eh.. you would feel it.. so.. bah! You are probably thinking "that sounds stupid" ..... i know... ;) If you really want to add it, but don't know how, send me a mail. Alot more can and should be added. -----------------------------[ Step One ]----------------------------- > in file act.informative.c > in void list_obj_to_char > search for else if (j->item_number==i->item_number) num++; > replace if (CAN_SEE_OBJ(ch, i)) > with: if (CAN_SEE_OBJ(ch, i) || (GET_OBJ_TYPE(i) == ITEM_LIGHT)) { -----------------------------[ Step Two ]----------------------------- > in file handler.c > in struct obj_data > search for (i = list; i && (j <= number); i = i->next_content) > replace if (CAN_SEE_OBJ(ch, i)) > with: if (CAN_SEE_OBJ(ch, i) || (GET_OBJ_TYPE(i) == ITEM_LIGHT)) ---------------------------------------------------------------------- Do whatever you want with this snippet. Enjoy it, hate it, smash it, remake it...... If you decide to use it, please send me a mail, including the address to your mud. A line in your credit file is of course also appreciated / Hugor (hugor@freebox.com)