Code:
if (AFF_FLAGGED(ch, AFF_DETECT_ALIGN)) {
if (IS_EVIL(i))
send_to_char(ch, "(Red Aura) ");
else if (IS_GOOD(i))
send_to_char(ch, "(Blue Aura) ");
}
- send_to_char(ch, "%s", i->player.long_descr);
+ send_to_char(ch, "%s%s", i->player.long_descr, IS_NPC(i) && GET_MOB_SPEC(i) == questmaster ? "[Questmaster]" : "");
if (AFF_FLAGGED(i, AFF_SANCTUARY))
act("...$e glows with a bright light!", FALSE, i, 0, ch, TO_VICT);
if (AFF_FLAGGED(i, AFF_BLIND) && GET_LEVEL(i) < LVL_IMMORT)
act("...$e is groping around blindly!", FALSE, i, 0, ch, TO_VICT);
return;
}
Alternatively rather than changing the send_to_char in question, adding this below it should work as well.