If you expect help it might be an idea to post a link to the preset, so that people can see how you are doing...
Did you use the Play-Test Applet to convert your Interactive Diagram? If you would have used the new version of that, the morph parameters in the Diagram would have been converted to GAME code too, and the promotions should work. Except that your Diagram seems to contain contradictory instructions: on the one hand you define a promotion zone, where Pawns should promote to Queen that had been captured before, but at the same time you specify they should morph to Knight there. No idea what the GAME code would do in that case.
For K and Q replacement you could append code to the Post-Move sections to figure out whether the piece captured in that move (available as the variable #victim) was a K or Q (of the applicable color). And if it was search the board for the Prince or Princess (there is a GAME-code instruction for that), and promote it. SHould not be terribly complicated, except that the Helepolis could have captured K or Q too on other squares as its destination (so that this would not show up in #victim). So the code to handle Helepolis buldozer captures should also test for this, and relay the result of that test somehow to the code that performs the succession.
If you expect help it might be an idea to post a link to the preset, so that people can see how you are doing...
Did you use the Play-Test Applet to convert your Interactive Diagram? If you would have used the new version of that, the morph parameters in the Diagram would have been converted to GAME code too, and the promotions should work. Except that your Diagram seems to contain contradictory instructions: on the one hand you define a promotion zone, where Pawns should promote to Queen that had been captured before, but at the same time you specify they should morph to Knight there. No idea what the GAME code would do in that case.
For K and Q replacement you could append code to the Post-Move sections to figure out whether the piece captured in that move (available as the variable #victim) was a K or Q (of the applicable color). And if it was search the board for the Prince or Princess (there is a GAME-code instruction for that), and promote it. SHould not be terribly complicated, except that the Helepolis could have captured K or Q too on other squares as its destination (so that this would not show up in #victim). So the code to handle Helepolis buldozer captures should also test for this, and relay the result of that test somehow to the code that performs the succession.