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Since Dink v1.08 the variable &missile_target also works for swords. So really you could do exactly the same thing as dam_fire.c does: Check if the thing you're hitting is a tree by checking its frame and sequence number and then burning it down. You could do that in the void_use(){} procedure of your sword's script. I think putting the check after a wait() command would be best as the sword only hits something after a number of frames...