Reading the python plugin code... Local Events are: ATTACK, APPLY, DEATH, DROP, PICKUP, SAY, STOP, TELL, TIME, THROW, TRIGGER, CLOSE these can have code linked to specific objects (by putting an event call in the object) Global events are: BORN, CRASH, LOGIN, LOGOUT, REMOVE, SHOUT, MAPENTER, MAPLEAVE, CLOCK, MAPRESET these can not have code linked to specific objects This did dash my hopes for putting in a map reset event call into certain exits to have the object name and message read from a file on reset. (although I am still thinking how to use one of the local event hooks...say time) I don't know the wisdom of creating a local event hook for a map reset but here are some things you could do if there was one: -place statues that read in a players name as their name from an entry in the highscore table -have houses named after the current owner (like Bob's house) -Since the plugin can override the event you could also have maps that did not reset if there was a player on a linked map (this would let some maps have a shorter default reset time as well I suppose...) -have other objects in some maps that could change (or not change) based on events external to the map reset cycle like a file (local or net), or a condition (player count?) --this would be better than using unique floors (and the associated files in Unique-items) for small object scale semi-permanences. probably a lot more I haven't thought of yet since I barely grok how the server works yet. The plugin.c side of the code looks to have a lot more possible events that could be hooked (I think). just some thoughts.