[..] the question is why would you want that?
The reason is I want text to popup in a 9-patch when you overlap certain objects like Signs, Doors, and maybe some other players. While all this is working quite fine, it becomes hard to maintain when you have 200+ events just for checking which sign type you're currently overlapping (I'm putting "door" and "other player" in the same category as "sign" just for the sake of the example) and then which particular sign. Ie.: Is it the 1st sign where you tell a hint, or the 50th in Level 30 where you're telling the player he needs object X to be able to perform a certain task.
I know this is very doable in a more procedural fashion, listing
if signID = 1, do this
if signID = 2, do that
[so on]
AND have sub-checks checking if it's a door (using different design for the 9-patch), a sign or whatever. So having ONE function (which I did) handle all of that, and handling which is which all without a thousand if/elseif's seemed a more elegant solution (coming from a programmer's background like myself).
Good news though is I fell upon "pick by evaluate" which then allows me to make direct reference to that object's instance variable value (which solves my problem for getting an object's instance var), and I put those 3 objects in the same family. I don't understand why "pick by evaluate", which to me seemed to be a trigger that will allow sub-events (those nested under) if their value is not 0, allows to then make direct reference to that (in this case) instance variable current value, but hey, I won't complain, it's solving 99% of my problem!
If you overlap sprite3 it becomes the picked object so technically you could pull the instance variables from it with events and set text to those values.
How would you go about that? The only thing I came across (still new to Construct) "pickedCount".