Reply to Re: How to script so your stuff can malfunction in ten different ways...
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Well, first of all, before such a complicated script is used, I typically make sure to preload all the new sprites that are going to be used in the next room before I actually load the area itself. I've been amazed at how many times this has solved seemingly unsolvable problems.
However, this probably wouldn't solve all of your problems. You have a ton of scripts running here, and I can't really find anything wrong based on the few quick glances I've given it. The only other thing I can suggest is try to find a way to cut down on the number of scripts and callbacks that are running. Dink is not a very efficient engine and has a tendancy to start shatting itself when too much is going on.
However, this probably wouldn't solve all of your problems. You have a ton of scripts running here, and I can't really find anything wrong based on the few quick glances I've given it. The only other thing I can suggest is try to find a way to cut down on the number of scripts and callbacks that are running. Dink is not a very efficient engine and has a tendancy to start shatting itself when too much is going on.