So here's an update... ...Using Notepad++, and a host of other tools I tried my initial tests with the girlsx files. I was able to get girls to show up multiple times in the game, hundreds of times... ..even thousands, to the point that it was just ridiculous. However, after trolling around these forums and some other girl files, I was able to pick up a few more pieces of info. In the original girlsx files, you need to give the girl the name of the folder of images. In the other rgirlsx files, the file name is irrelevant, but the name of the girl designed in the file must match that of the original folder of images you will use. That means that you can streamline the "random" girls so that you have hundreds of variations in a single file, meant to describe a set for a certain location, and name the file accordingly, so you know which sets are which. This is great because it will allow you to create multiple versions of each girl for all kinds of situations. You can add traits to the original girls for actual people that match who they are in real life, while the randomized clones of them get a few different traits. This really allows me to play with the personalities a bit, so your singers and movie stars can perform in porn movies, or recruit for you, while the stars of action films and fights all take on the arena. Country girls hit the farm, or dance on the bars, singing, the drama girls do the clinic and counseling thing, and the rest just help the porn crews on set or promote... ...and you can really mix it up based on your images.
For the random girls, I keep them in the dungeon until I need them, and put them in brothels doing the menial labor, or doing the clients, whichever I think they'll fit with.
I also found that there is a "status" key in the girlsx files that tells where the girl is found commonly. You can multiply the chances of getting her in a specific location with: Studio, Clinic, Arena, Catacombs, Slave, or Normal. I haven't tried the suggested "Crossgate" yet, but I'm pretty sure it goes with Normal instead. There's a similar aspect in the rgirlsx files, but you can look that one up on your own. Ultimately, I like creating a slight difference in the properties of the girls for the different locations, so that they take on the flavor of where you find them. Then I multiply that inside Notepad++ by repeating a copy paste many times, then I do it again and mess with the properties so that she still has the same place, but different job targets for the location. Ultimately, it's been fun to edit the properties this way, but it takes so long to edit this way that I've taken to using the game editor with a bunch of copies of the one girl in a file, then I play with the traits of each one, export them back to a single file, fix the status property for a few of them, then copypaste with a macro in notepad++ for multiple copies of each girl, all in order, and I then go back into the game item-girl editor to make the changes in the traits. After that, I just run the macro again in an auto mode to get hundreds of copies of the girl into a single file, which defines her as a set of those, and she will randomly show in the game with different sets of properties that vary her usefulness a bit. This gives a more populated game, and makes it more intensive on the part of the player to chose the right operations for her to perform in a given location. It would be great if we could "walk" or "Hunt" several times, using the interaction count perhaps, but without any definitive development of the game at this point in time, that probably won't happen. So... ...I've taken to using the addrandom in the scripts instead of AddTargetGirl, as it allows you to loop the script back to the beginning for another run through. Then I put in one last chance at the end of the script to pick up the girl the script is attached to, mainly because this operation can only be done one time in the script, and if you have already done it, the script may malfunction if you try to add any girl or girls. This has caused crashes, sometimes just a loss of all the girls in the current building, and occasionally, odd behaviors in the script.
I'm also building better scripts that allow you to not only get one girl, but get several randomized girls as you loop around. Here's a tip: When using the script editor, you may only use AddTargetGirl one time in the entire script. When you do a walk action or a hunt for girls etc, the trigger already attaches the normal girl. However, if you intend to loop around the script until a final action, you can swap the AddTargetGirl for AddRandomGirlToDungeon instead. This results in random girls instead of the normal ones, but does build up your harem quickly. If you want to run scripts repeatedly, I suppose you could set the trigger so that there are several runs of every script that rely on a global variable to be set for the trigger to turn off. That would allow you to repeat through several scripts with the global variable set for the particular script you wish to run through, but I haven't tried that yet. I have been able to get the standard scripts to tell a few more colorful stories though.
I have one script I'm building for the farmhouse area, if I can get the button to work, focusing on finding a new dimensional gate out in the woods beyond the farm, where harems of horny, monsterlike women called Celestial Children bang your brains out, usually resulting in a multitude of captures of randomized numbers of girls. It would be great if there were a way to base a random girl on a real girl very quickly in a script, which would make such a storyline more colorful, branching one way for clones, and another for a random mix, but so far, I'm not even sure this game is still in development, so I don't know if or when it might come to fruition that we get more scripting. If I can get the storyline built up, I'll test it in another script first. I haven't been able to get the button into the farm screen yet, but I'm working on it. I built the button files, I added the pictures, and I even took a look at the xml build of the page; I placed the button where I thought it should go, but it didn't show up. That may be because the new script hasn't yet been implemented, or it may be because the farm has no trigger programmed yet. Either way, it's still in testing, but when I get it running I'll let you know. So far I've got the storylines finished, and they are way similar, but they do hold a few important differences. It is those differences in the type of characters portrayed that make the actions more colorful, though the sex acts described are similar.
I'll upload a copy somewhere, if anybody would like to read it.