Well, I asked him to write it, but he assumed it was unbroken because I said it "worked" (as in ran and DID stab multiple targets). I didn't say anything about bugginess though and I've been over this before.
No, I assumed (correctly) that all I could do is give it to you to test and give it to the community as part of the beta to test. Neither was effective enough, I couldn't really do anything else. You can never guarantee that code is bugfree, however simple.
You assumed (wrongly) that giving it to me (who only makes sure the basic feature works correctly without hitch) and the community (that doesn't test anything ever) to test was going to be more effective than going back to the code (once in a while) and making sure that you didn't make any common GG2 coding mistakes (order of execution, variable definition, event call quirks) (which you made two of)
if numKills <= maxKills
{
numKills += 1
}
else
{
instance_destroy();
}
This should be this:
numKills += 1
if (numKills > maxKills)
{
instance_destroy();
}
The else is never called because you never increment the num past max, and test for at most equality. Seriously, this took me at most five seconds to figure out when I saw the code just now with a clear mind. You got stuck thinking about the problem one way and it was confusing everyone else you told about it.