Lfun: monster_init - the lfun called in the object set by set_init_ob Synopsis: void monster_init(object monster) Description: This refers to obj/monster - see 'man monster/'. If init_ob is set via set_init_ob (see 'man monster/set_init_ob') and the init (see 'man object/init') of the monster is called, the function monster_init is called in the init_ob. Return value: If monster_init returns 1, the monster doesn't get an init call. That means the normal init of the monster is terminated and it is not notified about a player enterint the room. Examples: // Monster is greeting :-) monster_init(monster) { if (monster == mymonster) tell_room(this_object(), capitalize(mymonster->query_name()+" says: Hello!\n")); } 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. See also: monster/, monster/set_init_ob, object/init