//This is how i create the element.
mob
verb
Extract_Element()
var/time=input("how much energy do you want to put in the extracted element?","energy")as num
if(time > usr.energy)
usr << output("You do not have enough energy!","SM")
return
else
new/obj/glimmer( locate(src.x,src.y+1,src.z),time)
usr.energy -= time
// This is the object created
obj
glimmer
icon = 'DevilFruitPowers.dmi'
icon_state = "Glimmer"
density = 0
var/owner
//.. time proc etc.. i have left out, dont think its relevant?
//this is how i intended to control the element(obj).
turf
Click()
for(var/obj/glimmer/G in world)//possibly use view/oview?
if(G.owner == usr)
walk_towards(Q,src,0)
//what i have tryed:
mob
verb
Extract_Element()
var/time=input("how much energy do you want to put in the extracted element?","energy")as num
if(time > usr.energy)
usr << output("You do not have enough energy!","SM")
return
else
var/G = new/obj/glimmer( locate(src.x,src.y+1,src.z),time)
G:owner = usr
usr.energy -= time
//this doesn't work.
Problem description:How to make the user who extracted the element(obj) the owner of it, and so able to move it around with click.
It probably wont integrate seamlessly because its dependent on things I can't see. If you post whatever problems you have next it shouldn't be that hard to fix.