Lfun: set_init_ob - define a init object for a monster Synopsis: void set_init_ob(object init_ob) Description: The set_init_ob call is used to add code to the init of the monster (e.g. greeting) if you simply cloned an obj/monster. If you inherit obj/monster, overwrite the original init() of obj/monster. And DON'T forget to call it via '::init();' if all the stuff there should be done - as most of the time! Don't use set_init_ob if you use 'inherit "obj/monster"'! If init_ob is set and a living enters the room, a function called monster_init() is called in the init_ob with the monster object as argument. See 'man object/monster_init' for required return codes of monster_init()! Return value: none Examples: // e.g. in the room that creates the monster: monster->set_init_ob(this_object()); Note: Set the init_ob to a loaded object (a blueprint) and not to a cloned object, as clones are lost definitely when destructed. A room - the room creating the monster - is a good choice. Since December 28th 2016 the set init_ob is stored as a string if it is a loaded object. So a set init_ob even can be reloaded and it still will work. In the old days somebody stated here that set_init_ob is obsolete "nowadays" as there is inheritance. But nowadays I ('whois kiri' or https://nemesis.de/lpc/bin/finger/kiri ) disagree! I think it does not make sense to create a complete new object (via inherit any/object in an extra file) for a simple and primitive feature, e.g. if a monster should greet players entering the room. See also: monster/query_init_ob, object/monster_init, object/init, monster/set_dead_ob