Well you're right, OR is kind of broken in my first implementation in r86. I was a bit naive with the implementation - if you make an event:
A or B or C: do actions
it pretty much gets run as three separate events:
If A: do actions
If B: do actions
If C: do actions
I think the examples in this thread have proven that's totally broken, since if more than one condition is true and you toggle something, it gets toggled straight back. Whoops! Or movements speed up, counters get too much added, etc.
Luckily I've already changed it for the next build. There might still be bugs in the next release, but it's changed to only runs the actions once even if multiple conditions were true. So
A or B or C: do actions
will run once if at least one condition was true. It also properly handles picking, so:
+ Sprite X < 320
+ Sprite Y < 240
-> do something with Sprite
will now correctly run the actions once with the picked objects being those instances which match either condition.
r86 kind of had a lot of bugs with the new event features! 'Else' and 'While' both have some weird issues as well. I think I've fixed everything for the next build though. Thanks for the feedback though. It's lucky we've got the beta and stable releases sorted out, this is kind of what we expected - smoothing things out over a few beta releases then getting a stable update out which hopefully works as expected.