hm, now that i think of it again, it may be better to have this handled script side. let me explain:
nearly every item/mob has some kind of information to show other than the name (i mean, with tooltips aos style), and they all use the same 0xD6 packet... so it coul be way quicker and flexible if uobject could have a new memeber, something like uobject.description which stores this kind of data that is sent inside 0xD6 packet.
so in your script you can add everything you want (mind that text has an html-like format) and the core just need to send it inside 0xD6 (and to take care of revision number, or whatever it is just when you change uobject.description, maybe with a method like uobject.SetDescription)
seems to me a very clean, simple and flexible way to fix this and to handle every other object description. Only downside is memory occupation of this kind of description
