NP, Actually after I wrote it I thought I might have used too harsh of a tone, hopefully it didn't come off like that, but if it did, I apologize.
Anyway, more bug reports for you:
-ChastityOff script does not delete the ChastityIsOn flag, it sets it. Replaced @SetFlag with @DeleteFlag, hopefully it will work as intended now.
-During the "How many edges" game, even though Princess told me we're starting over, the script still proceeded to the "You are right" part, ending the game.
-In GNMEnd.txt, 29th line has @Got(Farewell) instead of @Goto(Farewell). Script proceeds to the ChastityIsOn2 section instead of calling up the Farewell.txt
Aaaand I think that's all that came up today. Will keep you posted if I find anything else.
EDIT:
Right, I think I know why the game script fails. It's this part:
- Spoiler: show
-
(Edge)
#GNMEdge #DT @Edge @ShowImage
#GNMLetTheEdgeFade #DT @ChangeVar[EdgesToDo]=[EdgesToDo]-[1] @Wait(#Random(7,12))
@NullResponse @ChangeVar[EdgeCounter]=[EdgeCounter]+[1] @Goto(Edge)
(StopEdging)
So you think you've had enough #DT #GNMLol
@Variable[EdgesToDo]>[0] I'm afraid you hadn't had enough so we're starting over! #DT @SetVar[EdgesToDo]=[0]
@Variable[EdgesToDo]>[0] @NullResponse @SetVar[EdgesToDo]=[EdgesToDo]+[EdgesToDoMemory] @Goto(Edge)
Well you're right! #DT
By adding that bolded part, I think you are telling the script to only execute the latter half if the variable is bigger than zero... Which it isn't, because you just reseted it to zero in the previous line. I am thinking about changing it like this:
- Spoiler: show
-
(Edge)
#GNMEdge #DT @Edge @ShowImage
#GNMLetTheEdgeFade #DT @ChangeVar[EdgesToDo]=[EdgesToDo]-[1] @Wait(#Random(7,12))
@NullResponse @ChangeVar[EdgeCounter]=[EdgeCounter]+[1] @Goto(Edge)
(StopEdging)
So you think you've had enough #DT #GNMLol
@Variable[EdgesToDo]=[0] @Goto(Finish)
@Variable[EdgesToDo]>[0] I'm afraid you hadn't had enough so we're starting over! #DT @SetVar[EdgesToDo]=[0]
@NullResponse @SetVar[EdgesToDo]=[EdgesToDo]+[EdgesToDoMemory] @Goto(Edge)
(Finish)
Well you're right! #DT
I believe this should work, though I haven't tested it yet.
EDIT2:
So I did just test it, and there were two issues.
First one, you've used @SetVar where you should've used @ChangeVar. This caused variable [EdgesToDo] to have value of "EdgesToDo]+[EdgesToDoMemory".
Second one, it seems that if you place the @CustomMode outside of the (Edge) section, the script refuses to recognise the "stop" keyword, so the @CustomMode(stop, Goto, StopEdging) line needs to be place after the (Edge) section marker.
This is what I ended up with:
- Spoiler: show
-
I think I know #GNMEmoteHappy #DT
(Edge)
@CustomMode(stop, Goto, StopEdging)
#GNMEdge #DT @Edge @ShowImage
#GNMLetTheEdgeFade #DT @ChangeVar[EdgesToDo]=[EdgesToDo]-[1] @Wait(#Random(7,12))
@NullResponse @ChangeVar[EdgeCounter]=[EdgeCounter]+[1] @Goto(Edge)
(StopEdging)
So you think you've had enough #DT #GNMLol
@Variable[EdgesToDo]=[0] @Goto(Finish)
@Variable[EdgesToDo]>[0] I'm afraid you hadn't had enough so we're starting over! #DT @SetVar[EdgesToDo]=[0]
@NullResponse @ChangeVar[EdgesToDo]=[EdgesToDo]+[EdgesToDoMemory] @Goto(Edge)
(Finish)
Well you're right! #DT
Now, this is by no means ready - Placing the @CustomMode line there causes Princess to suddenly show a new slideshow image without saying anything, which is unnatural and goes against the regular flow IMHO. Also, She drops an empty line right before the "Well you're right!" line. So it needs to get polished, but at least with this code it should technically work as intended.
Cheers.