That's an interesting one. Essentially there was a bug (in my opinion) with how global scripts where processed on room entrance. They used the same code that starts a new script (which is okay), but that also meant they were preprocessed (meaning - run no-move commands) while that was happening. But they were added to the room before the room was fully initialized, and there was later code that caused Beethro's role to be reverted to not-none.
What's worse, later when all monsters were preprocessed the global scripts were preprocessed again. Meaning this script would fix your problem:
Set player role none
Wait 0
Set playyr role none
I've modified this behavior so that global scripts do not preprocess themselves when they are added during room initialization, but only later together with other monsters. I don't suppose it will break anything but we'll see - scripting bugs are the easiest to fix in published holds.
PR
Attached test hold I used to replicate the problem.
____________________________
My website
[Last edited by skell at 10-12-2020 03:06 PM]