To pass expressions or the results of functions to macros as an argument, you must wrap the expression in backquotes (`). This section offers a list of SugarCube-specific events, triggered at various points during story operation. Used for pre-passage-display tasks, like redoing dynamic changes (happens before the rendering of each passage). Used for post-passage-display tasks, like redoing dynamic changes (happens after the rendering and display of each passage). Used to populate the story's menu items in the UI bar (element ID: menu-story). A variable is a bit of storage where you may stash a value for later use. In SugarCube, they come in two types: story variables and temporary variables. Story variables are a part of the story history and exist for the lifetime of a playthrough session. Temporary variables do not become part of the story history and only exist for the lifetime To update the value associated with a key, simply set it again. This is chiefly intended for use by add-ons/libraries. The pull count is automatically included within saves and sessions, so this is not especially useful outside of debugging purposes. For those versions that do, the updates are normally completely elective and may be addressed at your leisure, or not at all. They are called with no arguments, but with their this set to a template (execution) context object that contains the following data properties: String templates consist solely of a string, which may itself contain markup. To affect multiple tracks and/or groups at once, see the SimpleAudio.select() method. Global event triggered as the last step in closing the dialog when Dialog.close() is called. The callback is passed one parameter, the original destination passage title. @RubenGeert see Self-executing anonymous function or Immediately-Invoked Function Expression used to have some special syntax to do this, while jQuery is desined and developed that way, so there is no need to do this in your case, although you can make a closure to save your $ alias to jQuery for use in your closure if you have used multiple libraries which Be very careful with these if your audio sources are on the network, as you are forcing players to begin downloading them. Instead, use the metadata property. This macro has been deprecated and should no longer be used. Warning: Returns the last Unicode code point within the string. Shorthand for jQuery's .one() method applied to the audio element. Most interactive elementse.g., passage links, interactive macros, etc.cannot be properly copied via <>. Loss of visibility is defined as when the browser window is either switched to another tab or minimized. Note: Returns an array of the story metadata store's key/value pairs as [key, value] arrays. See the <> macro for its replacement. See the State.prng.init() method for its replacement. Appends one or more members to the end of the base array and returns its new length. See the :passagestart event for its replacement. Stops playback of all currently registered tracks and force them to drop any existing data. Causes any output generated within its body to be discarded, except for errors (which will be displayed). Terminates the execution of the current <>. The template markup begins with a question mark (?) If you need them, then you'll need to use a class or similar non-generic object. See Guide: Media Passages for more information. To start viewing messages, select the forum that you want to visit from the selection below. Note: My game consists in a very simple list of choices, which at the end shows several images. Reloading the page or revisiting a passage may not restore the state of some interactive macros, so it is recommended that you only use them in instances where this will not be an issue or where you can work around it. Deprecated: This method has been deprecated and should no longer be used. Does not modify the original. The core of what it does is simply to wrap a call to Dialog.open() within a call to .ariaClick(), which can be done directly and with greater flexibility. Doing so allows interactions with the text to also trigger its <>. But thank you very much for providing this macro set, which was a really good starting point for me! Setting API. Tip: Each moment contains data regarding the active passage and the state of all story variablesthat is, the ones you use the $ sigil to interact withas they exist when the moment is created. Returns the playlist's total playtime in seconds, Infinity if it contains any streams, or NaN if no metadata exists. This does not alter the volume level. See Guide: Media Passages for more information. This method is meant to work with clickables created via .ariaClick() and may not work with clickables from other sources. A function, which causes the autosave to be updated for each passage where its return value is truthy. AudioTrack API, AudioRunner API, and AudioList API. Returns the total number of filled slots. The def and ndef operators have very low precedence, so it is strongly recommended that if you mix them with other operators, that you wrap them in parenthesese.g., (def $style) and ($style is "girly"). Note: Each link removes itself and all other <> links to the same passage after being activated. It should be plain text, containing no code, markup, or macros of any kind. Renders the message prefixed with the name of the macro and returns false. This temporary playthrough session is intended to prevent players from losing data. Global event triggered as the last step in opening the dialog when Dialog.open() is called. Determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent). classes), Updating to any version 2.30.0 from a lesser version, Updating to any version 2.29.0 from a lesser version, Updating to any version 2.28.0 from a lesser version, Updating to any version 2.20.0 from a lesser version, Updating to any version 2.15.0 from a lesser version, Updating to any version 2.10.0 from a lesser version, Updating to any version 2.8.0 from a lesser version, Updating to any version 2.5.0 from a lesser version, Updating to any version 2.0.0 from a lesser version, embedded image passage (Twine1 & Tweego only), https://cdn.jsdelivr.net/gh/tmedwards/sugarcube-2/dist/format.js. thanks very much for the quick reply and your effort! Elements that are already part of the page, on the other hand, present no issues. Prepends one or more unique members to the beginning of the base array and returns its new length. Concatenates one or more unique members to the end of the base array and returns the result as a new array. Renders and displays the passage referenced by the given title, optionally without adding a new moment to the history. 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. Per your instructions, next is what I have: A fatal error has occurred . Stows the UI bar, so that it takes up less space. Begins playback of the playlist or, failing that, sets the playlist to begin playback as soon as the player has interacted with the document. Adds the named property to the settings object and a toggle control for it to the Settings dialog. Note: Opens the built-in restart dialog, prompting the player to restart the story. Used within <> macros. Returns a reference to the current AudioTrack instance for chaining. Creates a single-use link that deactivates itself and replaces its link text with its contents when clicked. There's no way for the system to know ahead of time whether it's safe to re-execute a passage's contents. So thank you for taking the time to help beginners get the hang of both Sugarcube and Twee. Upon a successful match, the matching case will have its contents executed. This process is the same regardless of where the loaded state is coming from: it could be a normal save, the autosave, or the playthrough session. 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. Your project's JavaScript section (Twine2: the Story JavaScript; Twine1/Twee: a script-tagged passage) is normally the best place to call importScripts(). Equivalent to wrapping the entire passage in a <> macro. Note: The documentation for each macro will tell you what it expects. A set of opening and closing tagsi.e., defines the verbatim HTML markup. If you want to change the font, color, or character, then you'll need to change the styling of the :after pseudo-element of the macro-type-cursor class. For the former, the simplest is probably to just make the functions auto-globals. Thats a twofold issue: getting your function in-scope and waiting until your element is attached to the page. Additionally. Generally, only really useful for formatting blocks of macros for ease of use/readability, while ensuring that no output is generated, from spacing or whatnot. Opens the built-in share dialog, which is populated from the StoryShare passage. See the Save.onLoad.add() method for its replacement. Sets the selected tracks' current time in seconds. Sets the specified key and value within the story metadata store, which causes them to persist over story and browser restartsn.b. Returns the value of the story or temporary variable by the given name. Using <> to automatically forward players from one passage to another with no input from them will both create junk moments within the story history and make it extremely difficult for players to navigate the history. Selects the passage element. Warning: See UIBar API for more information. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. When used to set the shuffle state, returns a reference to the current AudioList instance for chaining. Ideally, if you need to update UI bar content outside of the normal passage navigation update, then you should update only the specific areas you need to rather than the entire UI bar. Used to populate the contents of the Share dialog. to your account, Hey! Audio tracks encapsulate and provide a consistent interface to an audio resource. Consider the following Harlowe link macros: The equivalent SugarCube code for each link might look something like this: SugarCube's <> and <