@Ben80
It was typo on my part, corrected in post as:
RMG_MonsterGenerationGates_MonolithsBlocks_005431D0
How I could confirm this is simple:
I skipped the procedure for all but one call at a time and noted where monsters were placed.
The check for item type is done before these functions, however if you look carefully you can see references to these object types in the various functions.
e.g. 0x54320D looks up Monolith-2way data.
This is my current disassembly at code you specified:
@as239
There are advantages at not patching at 0x4FDF64
1 - this hook activates for all maps, even non-randoms.
2 - the hook will be called every time you hit 'Restart Scenario' instead of a single time during map creation
3- there is no way to know what job is a monster at (x,y,z)
We can get the same information from during RMG creation and even better because you can know that a monster at (x,y,z) is a zone guard or that (a,b,c) is an object guard.
From the current steps in reversing RMG, there is already enough information to do a much better job that 0x4FDF64 hook.
Current capacity would allow:
1) let RMG complete its task
2) identify all monsters guarding objects during RMG creation
3) inspect where these monsters object-guarding monsters are
& if they are on road - try to move them.