Lfun: monster_died - the lfun called in the object set by set_dead_ob Synopsis: void monster_died(object monster, object corpse) Description: This refers to obj/monster - see 'man monster/'. If dead_ob is set via set_dead_ob (see 'man monster/set_dead_ob') and a monster dies, the function monster_died is called in the dead_ob. If you inherit obj/monster use second_life - see 'man second_life'. Return value: If monster_died returns 0, the monster is destructed, else not. Examples: // Monster will die but there won't be any corpse: monster_died(monst, corpse) { if (monst == monster) destruct(corpse); } Note: Set the dead_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 July 11th 2016 the set dead_ob is stored as a string if it is a loaded object. So a set dead_ob even can be reloaded and it still will work. See also: monster/, monster/set_dead_ob, monster/second_life, living/die