A treatise on eggs by Kansam, author of Jamlid's Revenge ======================================================== Take a look at an egg by viewing the objblk with a hex editor. An egg is twice as long as an ordinary object, ie 16 bytes. I don't know (or remember) what all of these bytes do. Some of these bytes refer to the type of object generated, eg grapes, wolves, blood moss, demons or whatever. I'm not sure if you can make an egg generate an object with additional characteristics, like a key for a given door. It may just make generic keys. One byte refers to the probability of an object being generated, as a figure out of 100 (64h). You can spot this easily as it is often either 64h (100%), 32h (50%), 42h (66%) or 21h (33%). An egg may generate a large number of objects, though a single egg will only ever generate one type of object. One byte determines the -maximum- number of objects generated. The first object generated always appears in the same square as the egg. An egg cannot share a square with another object, unless that object was generated by the egg. An egg can only generate one type of object, so if you want a mixed group of objects to appear (eg big + little gargoyles) you must use two eggs near each other. As far as I remember, moving a working egg to another location doesn't affect its functionality. I don't know how to generate eggs from scratch (though I did this once by trial, error and luck) so when I made Jam Lid's Keep I just manipulated existing eggs. You should be able to make an egg generate anything you want, like meat, sheep, doors, demons, fireplaces, swords or whatever. You could even make it generate wild, feral Britishes... try this! All objects created by an egg are temporary, and will disappear if you leave the area and return. I don't think this can be changed.