Hi Ian, Ok, here is how this works. I have that dungeon quest map. The character units, after making certain actions are then "stunned" so that monsters are allowed to swing back at them. Well, I decided to make a way for stunned units to grab items from monsters they kill. So I gave range of 1 to take item,a nd made it so that they needed a reward point to be able to use the skill. It works great with one item. With more then one item, not so much. So on the test map, I tried to get out of the item menu after realizing that multiple items will not get picked up. That is when I noticed the take item menu list would not let me exit the menu. In the test map, kill the red monster with the warrior. Then without moving, use the take item skill. Pick up one item, and the other item will still be there, and the bug will present itself. My second trouble is that with turns turned into rounds, my stun effect is not going to work. The players units will be stunned for their next round andt hen only after that it fizzles. So I must have created this before the time change. Is there a way I can make the stun last only till the end of their turn? duration of zero won't work. I realize that this is pretty rare, so I don't know if maybe I should try some other method to ensure players get hit after a failed swing at a monster or other character. Anyway,t he dungeon quest map link and all is provided below. The test map has what I am talking about. al https://dl.dropbox.com/u/68028683/Dungeon%20Quest.zip "The truth will set you free" Jesus Christ of Nazareth 33A.D.