Okay so.
At the beginning of the game, we have:
(set: $operations to 5)
Later there is a section in the game where certain actions (at links) will cause:
(set: $operations to operations - 1)
Then, I have a single node where at the beginning of the node I have:
{
(if: $operations <= 0)(goto: "peregrine@end:~$ ^z")
(cleaned up of course for the full node, but..)
The intent is: if they've got 0 or fewer operations remaining when they hit that node, they'll go to the node named "peregrine@end:~$ ^z" (it's a cyberpunk game, all the nodes are named jokey *NIX prompts). The issue is, I've even bumped up the starting operations to 8, played through in debug to where I KNOW I'd have plenty left over... Every time I hit that node, it sends me to the end condition.
In my other instance, I have links that will cause:
(set: $interrogatorDisposition to interrogatorDisposition + 1) or set: $interrogatorDisposition to interrogatorDisposition - 1)
depending on what they choose, it's one or the other.
Then there's a node where it has a fairly basic:
{
(if: $interrogatorDisposition is >= 5)[Some text here]
(else)
I've used similar for basic switches (for link decisions) with absolutely no issue. 'Okay they made X decision, so they see Y text in the next node.' But for some reason, having it based on what the variable has built up to at that point... it just doesn't display at all. It doesn't show. Again, I tested it, picking all the choices that would ensure the $interrogatorDisposition variable had built up to be over 5 and... no dice. Didn't work.
Would the SugarCube option of gte work the same as >=? Should I go back in and alter it to try that?