Oh I spoke too quickly, it seems if you make more than one request at the same time, the "itemvalue" will be overridden in all the wrong sequence depending on the latest retrieval UNLESS you use item get.
I ended up still having to use on item get.
It's ok, I think I understand why this will be an issue.
It's alright.
But kinda still a bug though, lol.
So people, the correct sequence to using Local Storage is:
Step 1:
Check if Key Exist.
Step 2:
If Key doesn't exist triggers, do your shit.
If Key DOES exist, call "get item" for that key.
Step 3:
Trigger happens from get item, retrieve it via itemvalue.
Yes Webstorage does it all in one line but it seems those days are decidedly over now
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Old Method:
New Method:
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I've finally bite the bullet and change it, for all of you still deciding, remember, the more you add to your game, the more it is going to be difficult to comb through and remove your webstorage, yes I know you probably group it properly but CAN YOU BE SURE ?
Better fix it while your game is still small, or even if it is big, do you want to fix it when it is Bigger ?