That's great, n9103.
I was wondering if anybody is still around from back then - the game wasn't really too advanced when I went into hiatus... But I'm back and hopefully, better than ever.
So, back to coding.
EDIT: I'm not putting the new version up today, as there are very small changes, but the traps are about 90% functional now. They are randomly chosen from the list, their difficulty and damage are dependant on how deep in the dungeon they are generated, coefficients that are being read from data (and are type dependent, so we can have some traps hard to spot, but dealing little damage, and some easy to spot, but dealing huge damage) and finally a little bit of randomization is thrown into the mix, to keep things from being boring. Next (and last for some time) step will be making finding and disarming trap (and perhaps avoiding it after triggering) have different difficulties and updating data/schema files to match, but that's for tomorrow.
SECOND EDIT: There were some trouble in the last few days, limiting my time to code, but the traps are finally done. I will need to start commenting the XML files, or else making some documentation for them; they are pretty nice as far as the tags go, so they should be easy to read, but in some places they might be problematic. I came to this conclusion after realizing that most coefficients are in floating point format, but trap coefficients are ints (as they are percentages of default values). This should be either better documented, or changed; I will try to do both at the end. The last thing for traps is giving you a chance to avoid them after triggering, but this will be a part of bigger update later on; right now, most such tasks (like opening locks, disarming traps etc.) use hard - coded skills (as in, I use Skills[7] or something like that). I want to move such behaviours to outer, moddable file, so modders will be able to rearrange after renaming them. A config file will have tags like <OpenDoorSkill>Lockpicking</OpenDoorSkill>, and the game will read those and know that OpenDoor behaviour is governed by the Lockpicking skill, not by Skills[7]. This will also include <AvoidTrap> tag which will be linked to some Awareness skill be default. But it will be quite major change to code, so it will be done after finishing with treasure chests.