This set of patches along with act.skin.c will allow you to skin corpses for hides, meat teeth, bones, whatever. This code is not rigorously tested so be cautious. There is one thing you must do to get this running. It needs SKILL_SKIN defined in spells.h. Other than that, run the patches and it's ready to go. I have patches for OasisOLC's medit. One thing that is missing (I'll leave that to you) is a line in act.wizard.c under stat_mob that shows the vnums of the objects assigned for do_skin. Tutorial: With this code all you need is to wield a weapon to skin a corpse. To use: %skin corpse If the corpse has any values associated with it, then they will be loaded into the room. To build a mob: with OasisOLC simply medit the mob and assign the skin values as VNUMs of the objects you want loaded. by hand - after the normal mob specs you can assign values like below. (#3062 fido) ... 8 8 1 SkinData0: 3015 SkinData1: 3015 SkinData2: 3015 SkinData3: 3015 E #whatever_is_next This will assign (assuming stock mud values) 4 pieces of meat to a fido. When you skin fido's corpse the 4 pieces of meat will be loaded and the corpse will dissappear from the room. You do not have to use all 4 values and they need not be the same. A value of 0 will not load anything. Probably should have a check for negative numbers but... nah, nobody is that dumb. Enjoy, DSW dec 96 Calain at nexus.vhdev.com 4000