FADE_BACKGROUND didn't do what I expected, and seems kind of redundant when it doesn't do anything FLASH_ triggers don't. If the characters remain on the stage without change, couldn't just the background fade to cover a transition? Or shift color overlays?
Also on the matter of timer variables: is there one already accessible in any of the namespaces, and could we possibly set our own, with or without a followup linetype? A frame-based timer would be better considering how rangy game performance can be.
Are the variables currently documented the only accessible ones, or does they include ints and strings from all heirarchies in memory?
EDIT: Another minor issue with [LOAD_CHARCODE2] is that it also does a [RESET_RESIST].
EDIT:"[DEFINEOBJECT_HerInfo._charName_<other code values>_herTan_moreclothingbody_BreastSculpt]" followed by COPYOBJECT from da.charcode.load --[
Is this going to break the script for someone who doesn't have moreclothing or breastsculpt loaded, or will the variables simply be ignored?
EDIT: I'm not understanding how object variables differ from object variables because this:
setup1a:"[DEFINEOBJECT_bodyCode._bodyScale_hair_iris_breasts_skin_nose_ear_sclera_freckles_eyebrow_hairshsl_skinhsl_herTan][COPYOBJECT_1_herBody._da.charcode.load._USING_bodyCode][REGISTERGLOBALS_herBody]*herBody*[setup2b]"{"style":"Thought"}
yields no feedback if herBody isn't initialized, else it just prints the initialization value. From the log I can see every trigger is called, but herBody is still an empty string.
EDIT: Calling [LOAD_CHAR2] with the moreclothingbody items already in use removes them. This is a very useful feature to toggle specific items visibility.
EDIT: Apparently the LOAD_CHARCODE triggers don't delay if da.charcode.load is already set, so you can load a series of partial charcodes in one line. Triggers following LOAD_CHARCODE2 fail and set and next line attributes will be ignored, but the workaround for that is to SETVARs and add the next line trigger before CHARCODE2 as well. But the way moreclothingbody items keep compounding causes several problems, one mentioned above. The ability to toggle items is good, but If you want to add body items that may already be present in the character, it'll be removed instead. And there seems to be a limit to how many body items can be added, so if you're trying to add to a character loaded with items then items will fail to add. These two problems together make the operation rather unpredictable.
I was a bit slow to get that da.charcode.load is write only. The modding tab has a Generate button right next to the Load button, so couldn't that function be used to copy the current charcode? Even if it's not broken down into object variables like clothes, it can serve as an initialization code to make reversible modifications on. This gets kind of sticky when you're trying to mod and revert Her and Him independently, though.
EDIT:
-LOAD_CHARCODE2 resets background by BG # in the code. And I was mistaken about being able to trigger next line from the message body, even if it's the first trigger, it will be discarded.
- [choking] linetype will preempt [cum_in_mouth/throat]