In a multiplayer Quest game, a player object is created and named sequentially by order of player login, eg. player1, player2, player3...
QuestNet Server lists the alias of the player object as the login name, eg. player1's alias is "Bob" but you need to use $name(player1)$ to get it.
So when you verify that you're looking at a netplayer object (another player), you then need to reference that player's "self object" and get the info from that.
command <look at #@thing#> {
if property <#thing#; netplayer> then {
set string <selfObject; selfObject$name(#thing#)$>
if real <#selfObject#> then msg <#@thing# is a level #(selfObject):level# #(selfObject):race#...>
else msgto <0;Could not find selfObject '#selfObject#'>
}
else exec <look at #@thing#; normal>
}
object selfObjectBob has the following properties:
race="Orc"
level="2"
The self object can be visible/hidden, available or not. IF REAL just checks to see if it is defined somewhere in the game.
> look at Bob
[list]["Bob" is an alias for the object player1]
[player1 is a netplayer]
[selfObject="selfObjectBob"]
[assuming selfObjectBob exists][/list:u]
Bob is a level 2 Orc...