There is a generic monster avaliable. To set up do : object mobj; mobj = clone_object("obj/monster.talk"); or, if your monster does not need to talk, use mobj = clone_object("obj/monster"); which will save memory, which is at a premium. For customization the folling routines are available : You should call this functions. set_name(n) string n. Sets the name and short description to n. Sets long description to "You see nothing special.\n" set_level(l) int l. The monster gets the level l. Hit points and ep is set as the same as player of level l. Armour class to 0 and weapon class to that of hands. This are the optional functions. set_hp(hp) int hp. Sets hit points to hp. set_ep(ep) int ep. Sets ep to ep. set_al(al) string al. Stets the alignment to al, negativ is evil, pos good. set_alias(n) string n. Adds and alternate name for the monster. set_race(r) string r. Adds an alternate generic name for the monster. set_short(sh) string sh. Sort description is set to sh. Long to short + "\n" set_long(long) string long. Long description is set to long. set_wc(wc) int wc. Sets the weapon class, how much the damage it will do, to wc. The damage inflicted is in the range 0..wc-1 . set_ac(ac) int ac. Armour class is set to ac. set_aggressive(a) int a. 0 means peaceful until attacked. 1 that it will attack everyone it sees. set_move_at_reset() If this routine is called the monster will do a random move at every reset. set_frog() If anyone kisses the monster he will turn into a frog. set_whimpy() When monster get low on hp it will flee. set_can_kill(int arg) If this is set to 1, the monster can attack other monsters. Otherwise he can only attack players. (Note that he can still attack other monsters if they attack him first.) init_command(string cmd) Force the monster to do a command. The force_us() function isn't always good, because it checks the level of the caller, and this function can be called by a room. set_dead_ob(ob) object ob. The function 'monster_died' in 'ob' will be called just before the monster dies. The argument to 'monster_died' will be the nearly dead monster object. The return value from 'monster_died' determins the fate of the monster. A 1 means that the monster will survive 0 that it will die. set_init_ob(ob) object ob. The function 'monster_init' in 'ob' will be called from init in the monster. The argument to 'monster_init' will be the the monster object. The return value from 'monster_init' determins if the monster will attack, if it's aggressive. A 1 means that the monster will not attack, 0 that it will function as usually. These are the spell functions: set_spell_mess1(m) string m. This is the message that the other players in the room get when the monster cast's a spell. set_spell_mess2(m) string m. This is the message that the victim of the monster's spell get. set_chance(c) int c. This is the percent chance of casting a spell. set_spell_dam(d) int d. How much damage the spell will do if it hits. The damage will be randomly 0 .. d-1 . These are the chat functions: The chat options enables the monster to say something every heart beat. set_chat_chance(c) int c. Set the percent chance of saying something. load_chat(str) string str. Load a chat string. Can be called several times. The monster will then pick one of them to say. remove_chat(str) string str. Remove a chat string. Same as above but is used when to monster is under attack. set_a_chat_chance(c) load_a_chat(str) remove_a_chat(str) Here are the catch talk functions. Catch talk gives the the monster the possibility to act upon what it hears and sees. All messages streams that are sent to the monster are compared to a set of loadable strings. If a match occurs a function in a given object is called with the matching string as an argument. You can have one function per sentence or multiple senetence per function. set_object(ob) object ob. Tells which object 'ob' that holds the functions. This object becomes the default object. set_function(func) string func. This is the function name that shall be called when a match occour. set_type(type) string type. This is the second word of sentence to match. If you want do catch the sentence 'Humhum gives flower to lady' you should set type to 'gives'. set_match(match) string match. This is rest of the string to match. If you want do catch the sentence 'Humhum gives flower to lady' you should set match to 'flower to lady'. remove_match(match) string match. Remove the match from catch talk. EXAMPLE dam = clone_object("obj/monster.talk"); call_other(dam, "set_name", "mary"); call_other(dam, "set_alias", "lady"); call_other(dam, "set_short", "An old lady is here"); call_other(dam, "set_ac", 0); call_other(dam, "set_level",5); call_other(dam, "set_al",200); call_other(dam, "set_hp",30); call_other(dam, "set_wc",7); call_other(dam, "set_aggressive", 0); /* * This cathes 'name gives flower to Lady.' and * 'name gives flower to Ann.' and binds it to * the function 'gives' in the current object. */ call_other(dam, "set_object", this_object()); call_other(dam, "set_function", "give"); call_other(dam, "set_type", "gives"); call_other(dam, "set_match", "flower to Lady."); call_other(dam, "set_match", "flower to Ann."); /* * This cathes 'name say: daisy' and binds it to * the function 'tala' in the current object. */ call_other(dam, "set_function", "tala"); call_other(dam, "set_type", "says:"); call_other(dam, "set_match", "daisy"); . . give(str) { object giver; if(dam && living(dam)) { string who, rest; sscanf(str, "%s %s\n", who, rest); giver = present(lower_case(who),environment(this_player())); alig = call_other(giver,"query_alignment"); if(alig > 0 ) { say("Ann says: Oh thank you " + who + ".\n"); say("Ann says: You look like a fine young man.\n"); } else { say("Ann says: Oh thank you " + who + ".\n"); } } } tala(str) { if(dam && living(dam)) { string who, rest; sscanf(str, "%s %s\n", who, rest); say("Ann says: Sheeit " + who + ", ah' really likes daisys.\n"); } }