A few thoughts (which may already be addressed, I just glanced over the message): 1) Your changes either need to be compatible with the existing archs (ie, field doesn't change meaning), or you should create a new arch that does this. We do not want to force a change such that all the movers currently used in maps do not work. 2) As for the bitmask of what to move - I personally really dislike inverse logic - especially if it contradicts the other values. so having '16 -- don't move non-flying objects' to me just seems like a bad idea. its just confusing to have some fields be 'move XXX', and another field in the same structure be 'done move XXXX'. And a decent default value can easily be set in the master archetype. 3) item_matched_string use pl->contr->count because it is only meant to be used by players for dropping and picking things up. If you use it with a non player structure, the server will crash (and ob->contr only has value for players). I would think youu could take item_matched_string and make a simpler derivation of it. item_matched_string also returns values based on the closeness of the map (so that if you say pickup XXXX over a large pile of stuff, it picks up the item with the closes match) - that is not relevant for this object - if the match is close enough in the fuzzy range, we want to move it regardless. 4) is the bitmask value of level and slaying a AND or OR operation? Ie, if the leve lsays move monsters, and the slaying has orc (with say fuzzy match), does that mean we only move orc monsters, or orc monsters + orc bodyparts? Same question for level to move monsters but slaying to say 'swords'. Do nothing get moved (unless there is a monster named 'swords')? Not a big deal either way, but this is somethign that should be determined - more than once in the past we have been bitten by non precise behavioour of things like this. 5) either as part of fuzzy match or perhaps another flag for maxhp would be more general item types, but not exact. ie, slaying could be 'weapons', in which case anything of type weapon would be moved along. Note if this is done to include 'players' and 'monsters', then the level field would not need to include these fields. the dropall function has some examples of this. 6) In any case, the actual of integration of this should not happen until post 1.0