That reminds me of the old problem with the Kingdom of Drakkar game. (Not the problem with the graphics where the icon for the monster wasn't always what the actual monster was equipped with; this you actually saw on its stat display.) Brad created these "rock" monsters that pounded you with his fists. But these fists were real weapons not a non weapon attack (after all their fists were made of ROCK). When he first coded the game, he made those "fists" weapons held by the rock monsters. When they died, the fists were a regular drop. He changed them so that when the fists dropped they would "break."FrankTrollman wrote:This is a persistent problem with the game, where Yuan-Ti show up with glowing bows that inflict poison damage, but when the players actually kill them and take the bows and the arrows they don't get any glowing or any poison. It's literally the system of "Item Drops" from Diablo. You can see armor and weapons on your enemies, but they don't actually have those things. It's just a graphic - not an interactable object.
This problem lead to another problem; people would search the corpses and only take the good stuff. Leather armor and crappy weapons began to pile up all over the place, slowing the game down to a crawl. Gelatenous cubes were employed at one point but they didn't work fast enough. (They actually performed the action to convert junk into gold, at a low level so the value returned was very minimal. Expensive items were not converted.) Eventually he had a sweep routine where whole sections of the dungeon were "cleaned" in one shot.