Okay, I've finally gotten around to all of this.
1-3 and 5-7 have been fixed.
9 I had previously fixed, and no matter how long of an item name I generate the name does seem to be scaling correctly, so I can't quite see the overflow you mention in the name. However, if you were referring to the stats overflowing (which I still can't see, but can imagine it may be possible) I've now added a scale box for the stats so that shouldn't happen anymore.
4: I cannot for the life of me replicate this issue. No matter what, those levers should be interactable, the only possible time they aren't is during the ~1 second when they are being moved in which the "busy" bool is active, and is immediately deactivated afterwards. I'm unsure what happened in your save, but it's not something I can figure out on my end. It's possible it got corrupted and the entire interaction box was gone?
8: Fixed. The issue here was the character was being damaged and THEN being vaporized, which was unnecessarily redundant and wound up switching to the next character if the damage was enough to kill the activating character. Silly mistake by me.
10: I can't replicate this one either, but I've found a few issues in the code that I've cleaned up which I guess could cause something like this? The only way the statue is supposed to stop responding is if you tick the solved bool as true, which can only happen if you correctly solve the riddle. However, in the old code you could also get a stopped response if the "used" bool was true, even though the "used" bool should not have been touched at all during use. So what I did was just get rid of the "used" bool gate entirely, as it is rather pointless for this function. Hopefully that prevents anything like this from happening.
I'll have the new version up in a bit, thanks again for all these reports!
