What I should have said is "you can put arches into inventory now, BUT WHAT I was thinking of IS adding will_explode and explode_attacktype flags... I was just going to add two new flags and change the death realted code to pop up a explosion graphic and deal up some damage when the creature dies. Nothing too fancy involving arches or scripts. I just thought that exploding beasties would be quite useful and would encourage more ranged combat and more novel combat strategies (You encounter a pack of terrible Ogger Kobolds. They try to swarm you - you don't want to fight back or they might go off in a chain reaction.. you try to use your windstorm spell to push them away... oh no! your party mate fires an arrow into the pack and it's all over - boom!) Maybe it can be done in the plugin however. Mark Wedel wrote: > Todd Mitchell wrote: > >> Well you can put arches into inventory now - so you can already for >> example spawn a couple guards or fireballs or something when a MOB is >> destroyed. I was thinking of a will_explode and explode_attacktype >> flags where if will_explode = 1, it produces a little pop graphic and >> deals out damage from attacktype (or explode_attacktype if it's not 0). > > > Putting fireballs in the inventory is less likely to work, because of > the timing - to get them to blow up after the monster dies, not before > and not a long time after, is more complicated. > > Of course, I'd think exploding monsters could also be done via script > (hook into the death event of the monster). When the monster dies, > death event is called, which basically just creates some objects > specified wherever the monster died. > ...