Well then, on the subject of Stim/Response and things that could be improved: 1) Applying stims when melee attacks hit: I asked about this on NDRQs recently, and the solution involved a custom script performing its own trace. In a quick test I also couldn't make the cliché'd holy sword for the player by putting a stim on the shortsword--meaning something like a swingable torch with a fire stim would also need scripting. Mappers could explore such options more easily if stims could be applied via a successful melee hit, perhaps using something like this in the def_melee:
"applyStimType" "STIM_HOLY"
"applyStimMagnitude" "10"
"applyStimType1" "STIM_FIRE"
... 2) From what I can glean by reading old threads, making response effects activate or not activate depending on a stim's magnitude was proposed but, as far as I can see in DR, never implemented (short of writing custom response effect scripts). Also, giving the player and AI a STIM_FIRE response to take damage was proposed but rejected, since without a magnitude test every flame would present a hazard. The drawback comes when you want e.g. something like TG's fire mages wading through lava: since the player and AI aren't set up to take damage from STIM_FIRE of any magnitude, the usual way to associate damage with fire is to add a STIM_DAMAGE or make a trigger_hurt. True, a lot of potential uses also have ad hoc solutions (e.g. a powerful undead type harmed only by proximity to the holiest of relics: a mapper could make STIM_HOLIER on a per map basis), but certain potential cases, like an entity so fiery that a water arrow doesn't extinguish it but immersion does, could benefit from a magnitude test. 3) Might _SOURCE be useful as a counterpart to _SELF? For example, when making traps that specifically do something to the entity that springs them. Edit: http://bugs.thedarkmod.com/view.php?id=4209