I made a patch for RUNES and traps which make a finer distinction between the two and allows traps to have a connect field for triggering things (like fireballs or pits or magic mouths or whatever) I made a new type: TRAP 155 and added a simple check so if the trap is detonated and is a connected object it will trigger the connected object. In splitting traps from Runes more I also made traps (not Runes) not effected by dispel or counterspell and not more visible by detect magic. Basically this makes find and remove traps a bit more important. I wanted to make more seperation betwwen the magical and non magical traps so traps would be more mechanical and traplike (you trigger a bunch of lightning bolts or a monster cage opening) and Runes would be more magical (set spell and direction). There are some places where I copied out some case statements and stuff because these two objects may diverge even more in the future (If I can help it anyway...) I also made the appropriate changes to the java editor and the arches (changed the type for existing traps, made a trap.arc and a icon) so if this is acceptable I will update these. -------------- next part -------------- A non-text attachment was scrubbed... Name: trap.patch Type: text/x-patch Size: 8940 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20030901/bbcbcc2f/trap.bin