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;
        }