ID:175061
![]() Jun 17 2003, 5:42 pm
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i was wondering how to make a enemy drop a head.
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Ebonshadow wrote:
verb/GiveHead() // Please, not funny remarks. You want some non-funny remarks? Well, if you insist. =P Heh, heh... he said give... heh, heh... |
Nave wrote:
what if the king wanted 100 heads?then you have to count the number of heads first. mob/proc/CountItem(Type) That will return the number of a specified item type. So, instead of checking to see if you quester has a head, use CountItem to check if he has 100. |
You should try to be more specific with your questions, but I think I get the idea of what you mean. First, create an object called a head.
This will obviously largely depend on your game. You will probably want to make sure the player can pick it up an such. Next, create a procedure for "dropping heads."
That will create a /obj/head on the ground where the mob stands. The next step is to call DropHead when the mob dies. I am going to assume that this is called Die() for the example.
More than likely, you will want different mobs to drop different types of parts when they die.
That would allow you to specify a corpse type. So, suppose the player is questing for The Head of Medusa.
All that's left is making the NPC who gives out the quest.