But in this post you are listing all the limitations you are coming across by using a single object for every enemy in the game while also saying it is a good thing. Not sure what to tell you :D
For setting the head variable use 'snake set head to true' instead of family, this is still the inherited family variable. For the collision you can probably make the collision boxes smaller than the sprite, should be no harm done.
You've limited yourself by using one sprite for all characters but there is a way out, for the ones that shouldn't persist just create a 2nd object that doesn't have the behaviour. For when you need to pick all the npcs put the 2 objects in a npc Family. In general though I would use a different object for each character because when you use one sprite for all game animations it loads all unused graphics and can lower performance.
Family on collision with Snake, you have to pick like this.
You can use that family yes to pick the head separately, family where var head=true on collision with snake.
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You could argue that enable/disable Persist behaviour kind of defeats the purpose of it. This is probably why that option doesn't exist. The action 'reset persisted objects' is useful for doing a restart but as for turning it on and off during the game I'm not sure why you would need that.
Hi so what do you need help with ?
If you mean the built in array file loaded into an array object then you use the array actions such as array.at(0,0). Also you can check in debug view if the array object is populated with the values as expected.
Did a bunch of investigation on this as there are a lot of flows to trace though and found the cause, your Equip_Slot default value for EquippedID is the text "" instead of empty. So you need to remove the default value of that variable in the layout.
I think the code doesn't help, better to share the file. However what you are describing sounds very convoluted for an item swap, there must be a simpler way? Let me know exactly what you need and I can make an example with an inventory.
Ya that was because it's running all events in the same tick and the timer one is true by the time it gets to it. The wait can work or you can use an Else - right key is pressed and sub event : timer is running then dash, Else start timer.
You could start a very short timer and say if the right key is pressed and timer is running then do the dash.
Let's see the move events for the Robber
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