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➜ SMAUG
➜ SMAUG coding
➜ Implementing a new kind of "death" ?
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Implementing a new kind of "death" ?
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| Posted by
| Gatewaysysop
(14 posts) Bio
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| Date
| Fri 13 Dec 2002 12:45 AM (UTC) |
| Message
| Not sure if this can be done, and to be honest I'm only asking because it's something I think might make for some interesting play ;)
Here's what I'd like to figure out how to do. I want to add a skill that I can assign to a specific subset of players, a class for example, that could alter what happens following the death of the player, either by the hands of the attacking player or a mob. The example I had in mind is based off the Highlander style beheadings, and a quaint little door game (itself a rip off of Highlander) that I once ran on my old Spitfire BBS. Here's how I imagine it working.
Suppose the skill is available only to players of an certain class, say 'externals'. Suppose also that it can only be used ON players belonging to that class. I'd want to have it so that when one external comes upon the corpse of another external, be it someone he killed, or someone that got whacked by a mob, that he can use the skill, call it "decapitation" on that corpse. What it would do, idealy, is transfer most of the fallen player's experience points to the person who decapitated him. Obviously you can't use this on your own corpse ;)
On the flip side, the decapitated player should lose almost all of his experience points, and be transfered immediately to some specified vnum. If he isn't online any longer, he'd have to be loaded up, sent there and then logged out but you get the idea. This would be something of a 'dead external holding pen' I suppose.
Is there a way that something like this is doable? I imagine if so it must be relatively simple to implment as a skill. Any opinions, suggestions or other comments are highly welcome.
Thanks all!
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