Norbert Irmer wrote: > 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. Probably. The code to have the generators inventory make a monster should be pretty easy - it would be something like if (generator->inv) then obj_to_create=generator->inv; else obj_to_create=generator->other_arch (or something pretty close to that). The other really nice thing about using a monster in the inventory is then that map editor can use its standard object interface to change it. The potential tricky part is that the process_object loop probably expects monsters to be on a map. The easiest approach, which probably would not break anything, is to put a check in at the top level such that if op->type==monster && op->map==NULL continue (althought I think you would need to check for FLAG_IS_MONSTER, but not sure). > 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'm also pretty sure that the move_creator is designed to create one item, so it also wouldn't create an objects (monsters) abilities, treasures, etc.