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Documentation Area

Document Path: /doc/monster/set_init_ob


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	In the old days somebody stated here that set_init_ob is obsolete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:


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