Put this block of code somewhere in make_corpse before the corpse is sent to the room. I know its not the best way to do it.. but it works =) int main_selection = number_range(1, 100); switch(main_selection) { default: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: break; case 71: case 72: case 73: case 74: case 75: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: obj_to_obj( new_gen_gold( NULL, ch->level), corpse ); break; case 91: case 92: case 93: case 94: case 95: case 76: case 77: case 78: case 79: case 80: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: obj_to_obj( new_gen_weapon( NULL, ch->level), corpse ); break; case 36: case 37: case 38: case 39: case 40: case 41: case 42: case 43: case 44: case 45: case 86: case 87: case 88: case 89: case 90: case 16: case 17: case 18: case 19: case 20: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: case 70: obj_to_obj( new_gen_armor( NULL, ch->level), corpse ); break; case 81: case 82: case 83: case 84: case 85: obj_to_obj( new_gen_magic( NULL, ch->level), corpse ); break; case 96: case 97: case 98: case 99: switch(number_range(1, 2)) { default: case 1: obj_to_obj( new_gen_ring( NULL, ch->level), corpse ); break; case 2: obj_to_obj( new_gen_ammy( NULL, ch->level), corpse ); break; } break; case 100: switch(number_range(1, 100)) { default: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: case 40: obj_to_obj( gen_armor_rare( NULL, ch->level), corpse ); break; case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: case 70: case 71: case 72: case 73: case 74: case 75: case 76: case 77: case 78: case 79: case 80: obj_to_obj( gen_weapon_rare( NULL, ch->level), corpse ); break; case 81: case 82: case 83: case 84: case 85: case 86: case 87: case 88: case 89: case 90: obj_to_obj( gen_ring_rare( NULL, ch->level), corpse ); break; case 91: case 92: case 93: case 94: case 95: case 96: case 97: case 98: case 99: obj_to_obj( gen_ammy_rare( NULL, ch->level), corpse ); break; case 100: switch(number_range(1, 100)) { default: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: case 40: obj_to_obj( gen_armor_relic( NULL, ch->level), corpse ); break; case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: case 70: case 71: case 72: case 73: case 74: case 75: case 76: case 77: case 78: case 79: case 80: obj_to_obj( gen_weapon_relic( NULL, ch->level), corpse ); break; case 81: case 82: case 83: case 84: case 85: case 86: case 87: case 88: case 89: case 90: obj_to_obj( gen_ring_relic( NULL, ch->level), corpse ); break; case 91: case 92: case 93: case 94: case 95: case 96: case 97: case 98: case 99: obj_to_obj( gen_ammy_relic( NULL, ch->level), corpse ); break; case 100: obj_to_obj( gen_artifact( NULL, ch->level), corpse ); break; } break; } break; }