htm "no_pass 1": If set, only players meeting the match criteria can pass through that space. If "no_pass 0": (default), then the inv. checker acts like a trigger/button. What it does: You can't pass through a check inv with "no_pass 1" wether you have the item or not. The problem is the logic in common/map.c blocked_two(). A patch is append, cu Maurice --==_Exmh_21058014690 Content-Type: text/plain ; name="map.c.diff"; charset=us-ascii Content-Description: map.c.diff Content-Disposition: attachment; filename="map.c.diff" --- map.c-orig Mon Sep 17 19:32:07 2001 +++ map.c Sun Sep 16 18:34:09 2001 @@ -381,12 +381,16 @@ if (tmp->last_sp) { if (check_inv_recursive(op,tmp)==NULL) return 1; + else + continue; } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ if (check_inv_recursive(op,tmp)!=NULL) /* player has object */ return 1; + else + continue; } } /* if check_inv */ --==_Exmh_21058014690--