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Documentation Area

Document Path: /doc/object/monster_init


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:


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