I think your proposed generalization makes a great deal of sense. You need one more flag: 8 -- paralyze living objects so they MUST move as directed Are you going to code this? PeterM > I was looking at the player movers (which are famous for the dancing > trees), and I had an idea that would use an object mover, but I didn't see > them anywhere. What I would like is an object mover that can optionally > specify a slaying field to specify what objects to move. For example, it > could move rings only. (You would probably want to be able to specify if > the match was exact, so you could control whether ring mail would get > moved, as well as a ring.) > > This could be used in a variety of ways. I have one in mind, obviously, > but I'm sure that there are other possibilities. (For example, the > aqueduct in Nurnberg wouldn't have to flag the clock as alive to have it > wash away.) > > Or perhaps the existing movers should be adjusted to be more generic (with > an update to all the maps, easily done with awk): > > Level: 1 -- move monsters > 2 -- move players > 4 -- move non-living objects > [As always, add them to combine effects.] > > Slaying: If set, only move objects/monsters that match the text string > > It would take one more parameter to determine if the slaying can be fuzzy > or exact (i.e., strncmp vs. strcmp). It could be level 8 if nothing else > is better. > > --PC > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel