Here's a script that fakes it for golems. It'll continue to work even in cleared rooms, that seems less likely to cause backtracking issues.
Set var "_MyScriptX" = _MyX
Set var "_MyScriptY" = _MyY
Set var "_MyScriptW" = _MyO
Generate entity Rock golem,0,0,East
Set var "_MyScriptW" = -9999
Attack tile 0,0,Stab
Set var "_MyScriptX" = -9999
Set var "_MyScriptY" = -9999
And for constructs, spawning them if the room has monsters in it:
If ...
Wait for clean room
Go to Soft End
If End
Set var "_MyScriptX" = _MyX
Set var "_MyScriptY" = _MyY
Set var "_MyScriptW" = _MyO
Generate entity Construct,0,0,East
Set var "_MyScriptW" = -9999
Attack tile 0,0,Stab
Set var "_MyScriptX" = -9999
Set var "_MyScriptY" = -9999
Label Soft End
(Done this way so that they'll not appear if the room is clean, but will come back if you use seeding beacons. I suppose it's not strictly necessary, since in a clean room they won't reassemble.... but hey, you get to see both reasonable options between the two.)
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[Last edited by Keiya at 03-16-2016 05:38 PM]