It depends what you want to do.
inventoryverbs
attributeforeach (object, AllObjects()) {
object.inventoryverbs = NewStringList()
}
but that won't stop it displaying generated verbs (the ones on the "Verbs" tab) for objects in the inventory.
JS.eval("$('#inventoryAccordion .verbButtons').remove();")
This removes the verb buttons container from the inventory pane. This removes the buttons rather than the inventoryverbs, so there will still be a menu of verbs if the player clicks on an object link to an object in the inventory.
<function name="GetDisplayVerbs" parameters="object" type="stringlist">
if (Contains(game.pov, object)) {
return (NewStringList())
}
else {
baselist = object.displayverbs
}
if (not game.autodisplayverbs or GetBoolean(object, "usestandardverblist") or not HasAttribute(game, "verbattributes")) {
return (baselist)
}
else {
if (HasAttribute(object, "generatedverbslist")) {
verbs = object.generatedverbslist
}
else {
verbs = NewStringList()
foreach (attr, GetAttributeNames(object, false)) {
if (ListContains(game.verbattributes, attr)) {
cmd = ObjectDictionaryItem(game.verbattributeslookup, attr)
if (HasString(cmd, "displayverb")) {
displayverb = CapFirst(cmd.displayverb)
}
else {
displayverb = CapFirst(attr)
}
if (not ListContains(baselist, displayverb)) {
list add (verbs, displayverb)
}
}
}
object.generatedverbslist = verbs
}
if (GetBoolean(object, "useindividualverblist")) {
return (verbs)
}
else {
return (ListCombine(baselist, verbs))
}
}
</function>
This is the function that Quest uses to determine which verbs to display for an object, checking all the different options for how verb lists are generated. Making it so that it returns an empty list for objects in the inventory at the start means that no verb list will be displayed at all for inventory objects.
If this isn't quite what you need, I'm sure that it will be possibly to get what you want by modifying this function in some way. I'd be happy to help if you can explain in more detail what you need.