Yield the single line in the final output: An exclamation point (!) Warning: An asterisk (*) or number sign (#) that begins a line defines a member of the unordered or ordered list markup, respectively. Note: When used to set the mute state, returns a reference to the current AudioTrack instance for chaining. Use the Edit Story Stylesheet story editor menu item for styles. If setting a background image via the background shorthand property, then you should also specify a background-color value with it or include a separate background-color property after the background property. See: <> macro events allow the execution of JavaScript code at specific points during typing. No other characters are allowed. Note: Upon a successful match, the matching case will have its contents executed. Returns the variables from the active (present) moment. The playthrough session feature is occasionally confused with the autosave feature, but they are in fact distinct systems. 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. Happens before the modification of the state history. Returns whether the track is currently unavailable for playback. Returns whether the autosave is available and ready. May also be, and often is, used to add additional story UI elements and content to the UI bar. Suggestions for new entries may be submitted by creating a new issue at SugarCube's source code repository. The maximum number of loop iterations in the conditional forms is not unlimited by default, however, it is configurable. Function templates should return a string, which may itself contain markup. In practice, you'll probably want to use either line continuations or one of the no-break methods: Config.passages.nobr setting, nobr special tag, <> macro. Unstows the UI bar, so that it is fully accessible again. Note: Used to populate the story's caption area in the UI bar (element ID: story-caption). Reason behind this error: Stows the UI bar, so that it takes up less space. It worked in Harlowe just fine, but I wanted to make it more appealing and switched to SugarCube. Normally, the values of its properties are automatically managed by their associated Settings dialog control. Note: As new moments are added, older moments that exceed the maximum number are expired in order of age, oldest first. This is the code I am using for this save/load button is: Functionally identical to <>. Creates a link that undoes past moments within the story history. Repeatedly executes its contents. See the .includesAll() method for its replacement. Thats a twofold issue: getting your function in-scope and waiting until your element is attached to the page. Returns the playlist's total playtime in seconds, Infinity if it contains any streams, or NaN if no metadata exists. Doing so allows interactions with the text to also trigger its <>. Opens the dialog. If the time() story function is undefined, then you are not using SugarCube 2. classesare instantiable objects whose own prototype is not Objecte.g., Array is a native non-generic object type. As you are aware, all javascript If its return value is truthy, the override succeeds and that value is used as the new destination of the navigation. 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. Because the custom style markup uses the same tokens to begin and end the markup, it cannot be nested within itself. This means that some code points may span multiple code unitse.g., the character is one code point, but two code units. For the former, the simplest is probably to just make the functions auto-globals. Hides the loading screen, if no other locks exist. Additionally, it is strongly recommended that you do not specify any arguments to State.prng.init() and allow it to automatically seed itself. Appends one or more members to the end of the base array and returns its new length. Generates no output. The second, and also mandatory, character of the variable name may be one of the following: the letters A though Z (in upper or lower case), the dollar sign, and the underscore (i.e., A-Za-z$_)after their initial use as the sigil, the dollar sign and underscore become regular variable characters. There are a few ways to resolve both parts. Executes its contents and prepends the output to the contents of the selected element(s). Adds the value on the right-hand side of the operator to the current value on the left-hand side and assigns the result to the left-hand side. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. If you need that kind of information from the dialog itself, then you may use the :dialogclosing event instead. We'll cover some of these differences below. Returns the bottommost (least recent) moment from the full in-play history (past + future). Note: Note: If you should chose to use an explicit seed, however, it is strongly recommended that you also enable additional entropy, otherwise all playthroughs for all players will be exactly the same. Returns the string with its first Unicode code point converted to upper case, according to any locale-specific rules. Returns a reference to the current AudioRunner instance for chaining. Returns the number of times that members within the array pass the test implemented by the given predicate function. Used to populate the story's menu items in the UI bar (element ID: menu-story). Each event is represented by an object that has properties that may be used to get additional information about what happened. The DOM ID of the story, created from the slugified story title. See the Config API docs for more information. Starts playback of the playlist and fades the currently playing track from the specified volume level to 1 (loudest) over the specified number of seconds. Returns a new array consisting of the source array with all sub-array elements concatenated into it recursively up to the given depth. Note: Those that do not bundle SugarCube v2: Only the older Twine2.0 series. Returns the total number (count) of played turns currently in effecti.e., the number of played moments up to the present moment; future (rewound/undone) moments are not included within the total. Harlowe has stricter typing than SugarCube, requiring authors to call macros like (str:) or (num:) on variables to change their type. Removes event handlers from the selected tracks. See the <> macro for its replacement. And Twine's UI having no syntaxic hightlights for Sugarcube makes coding cumbersome. Toggles classes on the selected element(s)i.e., adding them if they don't exist, removing them if they do. May be called either with a list of passages, with a list of link markup, or with a list of image markup. Use of this macro is only necessary when you need to localize a variable's value for use with an asynchronous macroi.e., a macro whose contents are executed at some later time, rather than when it's invoked; e.g., interactive macros, <>, <>. In general, look to the, The various Options macros have been removed. Once a track has been unloaded, playback cannot occur until it is reloaded. See the Config.loadDelay configuration setting. As all special passage populated sections are updated it is recommended that UIBar.update() be used sparingly. If you need them, then you'll need to use a class or similar non-generic object. The Config.debug setting for more information. Config.macros.typeSkipKey, Config.macros.typeVisitedPassages, <> Events. Note: Returns whether any of the given members were found within the array. Does not affect script or stylesheet tagged passages, for Twine1/Twee, or the Story JavaScript or Story Stylesheet sections, for Twine2. sugarcube is not defined Home Curation Policy Privacy Policy Sets the selected tracks' volume level (default: 1). Attempting to do so will, usually, result in something that's non-functional. If no passages are found and default text is specified, it will be used instead. Completely removes the UI bar and all of its associated styles and event handlers. See the Setting API docs for more information. Cannot delete tracks solely under the control of a playlist. Allows custom processing of passage text. See Also: Determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent). Note: Pauses playback of the selected tracks and, if they're not already in the process of loading, forces them to drop any existing data and begin loading. Deletes the audio group with the given group ID. Note: Creates a single-use passage link that deactivates itself and all other <> links within the originating passage when activated. Creates a single-use link that deactivates itself and prepends its contents to its link text when clicked. Unless localized by use of the <> macro, any story or other temporary variables used within widgets are part of a story's normal variable store, so care must be taken not to accidentally either overwrite or pick up an existing value. Controls the playback of audio tracks, which must be set up via <>. Twine2: Unused. <> does not terminate passage rendering in the passage where it was encountered, so care must be taken to ensure that no unwanted state modifications occur after its call. For normal projects, authors are encouraged to continue to use the StoryInit special named passage. It is passed an abbreviated version of the associated passage's Passage instancecontaining only the tags, text, and title properties. Here's a simple example whose constructor takes a single config/option object parameter: Creating a new instance of this ContactInfo example would be something like: Here's a simple example whose constructor takes multiple discrete parameters: Here's a simple example whose constructor takes multiple discrete parameters, but also includes an ._init() helper method to allow the .clone() and .toJSON() methods to require less manual tinkering than the previous discrete parameters example by automatically copying an instance's own data: Media passages are simply a way to embed media into your projectspecially tagged passages that contain the data URI of a Base64-encoded media source. See the Macro API docs for more information. Note: If no conditional expression is given, it is equivalent to specifying true. 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. Returns a reference to the active (present) story variables store (equivalent to: State.variables). Because replacement is recursive, care must be taken to ensure infinite loops are not createdthe system will detect an infinite loop and throw an error. In SugarCube you can convert them if you need to. Returns a reference to the current AudioRunner instance for chaining. enter all those commands. 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 SugarCube provides a variety of functions and methods that may be used instead, and standard JavaScript functions and methods may also be used. It is strongly recommended that you look into other methods to achieve your goals insteade.g., Config.navigation.override. Does not modify the original. The list options are populated via <