The hold monster would be useful for stopping monsters from roaming areas until necessary i.e. when a party enters the level for the first time. Or to trap monsters. OpBy should only include MONSTER and MONSTER_X (where X is any included monster). Should be acted on by relays, triggers or counters.
The block monster is more for ease of defining roaming areas, rather than using elaborate teleporter set-ups.
Damage monster is pretty self-explanatory. It could be used to replace the missing "allowed monsters on level" feature of DM/CSB, i.e. dropping the Deth Knights correctly in ROS doesn't necessarily kill them. With a Damage 100% monster_dethknight at beneath the lower pit this solution could be reinstated.
Possible implementation.
Code: Select all
refxxxxxx-x X Y L STATE=(ACTIVE/INACTIVE) OPBY=(MONSTER_X) ACTION=(BLOCK/HOLD/DAMAGE) OPTIONS=(DAMAGE%,DIRECTION:NORTH/SOUTH/EAST/WEST)