See the memorize() and recall() functions for its replacement. Shows the UI bar. Returns the number of milliseconds that have passed since the current passage was rendered to the page. To control aspects of your project based on the values contained within variables, see the <> and <> macros. Due to the increased power density we recommend using high quality light guides such as fused fiber bundles, liquid light guides, etc. Doing so allows interactions with the text to also trigger its <>. Thanks for submitting an issue. The text of a container macro parsed into discrete payload objects by tag. This is the code I am using for this save/load button is: The data-init-passage attribute causes the element to be updated once at initialization, while the data-passage attribute causes the element to be updated upon each passage navigation. Note: Returns a reference to the active (present) story variables store (equivalent to: State.variables). sugar cube: [noun] a small cube of sugar that is put in coffee or tea to make it sweet. The glass appears (with the arrow cursor) and moves far from the image limits. Roughly equivalent to the :passagedisplay event. Stops playback of all currently registered tracks. All created passage elements will be children of this element. SugarCube's DOM macros can target any HTML element on the page, not just hooks, and unlike their Harlowe equivalents, they cannot target arbitrary strings. In most cases, you will not need to use <> as there are often better and easier ways to forward the player. For example, if you wanted to ask the user to enter a name, your code may look like this in Harlowe: In SugarCube, you would likely want to use the <> macro instead, and pass $name in as the receiving variable: Harlowe's newer input macros, like (dropdown:) and (cycling-link:) use "bound" variables, which are similar in concept to SugarCube's receiver variables. Determines whether the story's history controls (Backward, Jump To, & Forward buttons) are enabled within the UI bar. Registers the passage as an audio passage. Creates a link that silently executes its contents when clicked, optionally forwarding the player to another passage. Deserializes the given save string, created via Save.serialize(), and loads the save. To start viewing messages, select the forum that you want to visit from the selection below. Note: If you want to return to a previously visited passage, rather than undo a moment within the history, see the <> macro or the previous() function. Can type most content: links, markup, macros, etc. When setting the value to boolean true, you will likely also need to use the Config.saves.isAllowed property to disallow saving on the start passage. Tip: My game consists in a very simple list of choices, which at the end shows several images. Deprecated: Thus, there are some potential pitfalls to consider: Creates a button that silently executes its contents when clicked, optionally forwarding the player to another passage. Loss of visibility is defined as when the browser window is either switched to another tab or minimized. Note: Outputs its contents a charactertechnically, a code pointat a time, mimicking a teletype/typewriter. Player settings object, set up by the author/developer. The seed is automatically included within saves and sessions, so this is not especially useful outside of debugging purposes. Triggered after the displayi.e., outputof the incoming passage. See Config API for more information. String: The expression yields a string valuee.g.. At the very least you will need to specify a .passage-out style that defines the transition's end state. As you are aware, all javascript See the <> macro for its replacement. Note: You may not remove the predefined group IDs (:all, :looped, :muted, :paused, :playing) or the :not group modifier. The StoryInit special passage is normally the best place to set up tracks. Deprecated: Alternatively, if you simply want the UI bar gone completely and permanently, either using UIBar.destroy() or the StoryInterface special passage may be a better choice. See: Those that want an expression are fairly straightforward, as you simply supply an expression. I just copy-paste all code as explained there, but when I test the passage, the following error message appears: Error: <>: bad evaluation: magnify is not defined. Creates a number input box, used to modify the value of the variable with the given name, optionally forwarding the player to another passage. Concatenates one or more unique members to the end of the base array and returns the result as a new array. If you need them, then you'll need to keep them out of story variables. For example, the following will not work because the macro parser will think that you're passing five discrete arguments, rather than a single expression: You could solve the problem by using a temporary variable to hold the result of the expression, then pass that to the macro. Its return value should be the post-processed text. Additionally. The player will not be prompted and all unsaved state will be lost. Returns whether the history Returns a reference to the current AudioRunner instance for chaining. Not everyone has The predefined variable output, which is a reference to a local content buffer, is available for use within the macro's code contents. Returns whether the seedable PRNG has been enabled. If the condition evaluates to false and an <> or <> exists, then other contents can be executed. Deprecated: Probably most useful when paired with <>. Subsequent, optional, characters have the same set as the second with the addition of numerals (i.e., 0-9, so the full set is A-Za-z0-9$_). This is chiefly intended for use by add-ons/libraries. Note: UI bar special passages update. Returns the description of the passage, created from either an excerpt of the passage or the Config.passages.descriptions setting. Engine API. This setting property has been updated to accept function values and its acceptance of string values has been deprecated. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Used to populate the contents of the Share dialog. It is strongly recommended that you look into other methods to achieve your goals insteade.g., Config.navigation.override. Unsupported object types, either native or custom, can be made compatible by implementing .clone() and .toJSON() methods for themsee the Non-generic object types (a.k.a. In case you needed to do more than simply load the save, you may do something like the following: Returns a save as a serialized string, or null if saving is not allowed within the current context. If you need to know if the player has ever been to a particular passage, then you must use the State.hasPlayed() method or the hasVisited() story function. This macro has been deprecated and should no longer be used. Determines whether passage titles are combined with the story title, within the browser's/tab's titlebar, when passages are displayed. I am got a few weapon and armor ideas, was gonna try for a basic wear this armor get +1 added to hp when enemy attack happens so instead of 2 damage in your example it does 1. Temporary variables do not become part of the story history and only exist for the lifetime of the moment/turn that they're created in. Note: Starts playback of the selected tracks and fades them between the specified starting and destination volume levels over the specified number of seconds. Additionally, see the tagged stylesheet warning. Opens the dialog. For example: That probably won't be very pleasing to the eye, however, so you will likely need several styles to make something that looks half-decent. SugarCube uses .ariaClick() internally to handle all of its various link markup and macros. Note: Warning: The core menu item for the Settings dialog. Manages the Settings dialog and settings object. Note: Look for the script file and style file with the "_sugarcube" in their name, and use their contents in place of the other stuff. Stops playback of the playlist and forces its tracks to drop any existing data. The _contents special variable is used internally, by container widgets, to store the contents they enclose. See the :passagerender event for its replacement. Warning: As you can see, Harlowe creates a deep copy/clone of its non-primitive data types each time they're modified. See Also: The audio subsystem that supports the audio macros comes with some built-in limitations and it is strongly recommended that you familiarize yourself with them. Renders and displays the passage referenced by the given title, optionally without adding a new moment to the history. This setting is only used to set the version property of saves. Otherwise ping me on Twitter or something. Alias for jQuery, by default. See Also: Interrupts an in-progress fade of the selected tracks, or does nothing if no fade is progressing. Returns whether any of the macro's ancestors passed the test implemented by the given filter function. Some users have the false impression that StoryInit is not run when the story is restarted when the playthrough session is restored or autosave is loaded. By convention, properties starting with an underscoree.g., _warningIntroLackingare used as templates, only being included within other localized strings. When used to set the mute state, returns a reference to the current AudioTrack instance for chaining. Gets or sets the track's repeating playback state (default: false). Its contents are treated as raw HTML markupi.e., none of SugarCube's special HTML processing is performed. Starts playback of the selected tracks and fades them from the specified volume level to 1 (loudest) over the specified number of seconds. classes) guide for more detailed information. In your menu passages, your long return links will simply reference the $return story variable, like so: Warning (Twine2): Returns the seed from the seedable PRNG or, if the PRNG is not enabled, null. In SugarCube, they come in two types: story variables and temporary variables. CSS styles cascade in order of load, so if you use multiple stylesheet tagged passages, then it is all too easy for your styles to be loaded in the wrong order, since Twine1/Twee gives you no control over the order that multiple stylesheet tagged passages load. Harlowe refers to these as "revision macros". If you want the actual value, then instead of using the eval() function, you would use the Track event triggered when a fade starts. Create a save, then edit the code as follows: Running that, you'll see $x is 0 and $y is 1. There are cases, however, where things get a bit more complicated, namely: instances where you need to pass the name of a variable as an argument, rather than its value, and those where you want to pass the result of an expression as argument. Some browsers, particularly mobile ones, will free up memory by unloading web pages that are running in the background. Stows the UI bar, so that it takes up less space. they are some syntax errors in your file (closing tags after Macro.add functions), but in general it worked for me. For accessibility reasons, it's recommended that you wrap each <> and its accompanying text within a