Hi, Putting a monster in the inventory of the generator and copying it, is a nice idea, since it is more flexible and faster. Perhaps one could even use the 'copy_object()' function for it. The 'move_creator()' function has a big contra, it currently just handles single square things (that was the reason, i used the 'generate_monster()' function, which works fine). I wanted some powerful disease rods as a reward for my quest (and i had in mind to make them god-given, just forgot it). But i had to realize, that diseases are quite weak , and its quite difficult to kill anything with them. But after some experimenting i found out, that flu level 107 is quite useful, even for a high level character (the leprosy level 107 horn is just fun stuff, since it takes much to long to kill st with it and isn't very infectious; but at least it is possible to kill dragons with it (though this takes a few minutes, but its fun seeing them crumble to pieces:))) Yes, you are right, the storyline is missing. I need some good ideas. I think i have to read my two Lovecraft books from Akham House again :) Andreas Vogl wrote: > I think the map is quite okay. But it is a rather small map > with tought monsters and artifacts on it - It is definitly a > "final map", as you said. It should not be directly linked > to a city or worldmap. > > The question is: Where is the quest to attach the map to? :-) > Why is there a darkness field with these artifacts there? > What are the dragons about? And why is a sacrifice of a > giant worm's eye needed? And how is the player supposed to know? > > If there were some maps with a quest, containing storyline-elements > to explain these things, that would be great. > IMO, the maps should not be linked into CVS before they contain a > complete quest. > > I'm also in doubt if these level 107 rods with flu/leprosy > are a good idea. The balance of diseases have changed several > times in the past. It becomes very difficult to balance these > diseases when every newby has the chance of applying a level 107- > version. > > > About the patch to monster generators: > When I understand it right, this code reads comma-seperated > attributes from the generator's slaying string. > > It is a nice idea, but the implementation isn't good. > The CF map format really shouldn't get more complicated than > it already is. > A better approach would be to put a monster in the inventory > of the generator, and let it produce dublications of > the "inventory monster". > Besides, it would be great if this code could be reused > for creators and summoning runes. > > >