Warning: Note: State.current is not a synonym for State.active. Thus, a call to UIBar.stow() may also be necessary. Its contents are treated as raw HTML markupi.e., none of SugarCube's special HTML processing is performed. Powered by Discourse, best viewed with JavaScript enabled, Function not defined message error [SugarCube]. See the Config API docs for more information. It can be loaded manually by the player or automatically by the autoload feature, which can be configured to, upon start up, either load the autosave automatically or prompt the player about loading it. A set of opening and closing tagsi.e., defines the verbatim HTML markup. The DOM macros do have a limitation that you should familiarize yourself with. Paste in the Base64-encoded media source as the passage's content. Not generally necessary, however, some browsers render slower than others and may need a little extra time to get a media-heavy page done. Warning: A save operation details object will have the following properties: Deletes all currently registered on-save handlers. The Non-generic object types (a.k.a. Deprecated: If the condition evaluates to false and an <> or <> exists, then other contents can be executed. It has always been required that the call happen during story initialization, the only change is the throwing of the error. The playthrough session feature is occasionally confused with the autosave feature, but they are in fact distinct systems. Executes its contents and prepends the output to the contents of the selected element(s). Return the named macro tag's parents array (includes the names of all macros who have registered the tag as a child), or null on failure. Save API. This is only really useful when you want to invoke a macro for its side-effects and aren't interested in its output. May be called either with the passage name and link text as separate arguments, with a link markup, or with a image markup. Note: Does not modify the original. For example, you may use the following JavaScript code to record the last non-menu passage into the $return story variable: (Twine2: the Story JavaScript, Twine1/Twee: a script-tagged passage). Determines whether saving is allowed within the current context. Harlowe really doesn't, and if you want anything more complicated than some dynamic stuff here and there, you will be actively working against the format rather than with it. Note: It is strongly recommended that you use only one stylesheet passage. Warning: For example, you might use the story variable $name to store the main player character's name or the story variable $cash to store how much money the player has on hand. Consider the following Harlowe link macros: The equivalent SugarCube code for each link might look something like this: SugarCube's < > and <> macros can also accept the link markup as an argument: Note: See the Save API docs for more information. See the Setting API docs for more information. (SugarCUBE TM) for the shadowgraph imaging of the ejected droplets . Deprecated: If you're simply looking to download ready-to-use localizations, see SugarCube's website (under Downloads > Localizations). Cannot delete tracks solely under the control of a playlist. Due to various limitations in its design, if you're using Twine2 as your IDE/compiler, then it is strongly recommended that you do not create more than a few media passages and definitely do not use large sources. Happens before the modification of the state history. In SugarCube, they come in two types: story variables and temporary variables. The story's title is part of the story project. Returns the first member from the array. See SimpleAudio API for more information. The printability range is defined as 2 < Z < 15 and 10 < We j < 25 by considering characteristics, such as stable single droplet formability and sufficient drop falling velocity. Returns the array of track IDs with the given group ID, or null on failure. See the <> macro for its replacement. See the <> section of the Twine1 reference documentation for more information. Essentially, a combination of < > and <>. Returns a reference to the current AudioRunner instance for chaining. Concatenates one or more members to the end of the base array and returns the result as a new array. Roughly equivalent to the :passagerender event. Loss of visibility is defined as when the browser window is either switched to another tab or minimized. If you installed Not to be confused with actual cubes of sugar that they resemble (which also exist in the See: Only when manually modifying the values of settings object properties, outside of the controls, would you need to call this method. The StoryInit special passage is normally the best place to set up groups. Returns the current pull counti.e., how many requests have been madefrom the seedable PRNG or, if the PRNG is not enabled, NaN. If no passages are found and default text is specified, it will be used instead. Note: Note: Best of luck! The glass appears (with the arrow cursor) and moves far from the image limits. To enable test mode, use the test option (-t, --test). Note: 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. Adds a playlist with the given list ID. Renders the message prefixed with the name of the macro and returns false. The exactly equivalent call is: .flat(Infinity). Prepends one or more unique members to the beginning of the base array and returns its new length. The most common way to resolve this arbitrarily long return issue is to use a bit of JavaScript to record the last non-menu passage the player visited into a story variable and then to create a link with that. 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. This macro is functionally identical to < >, save that it uses a button element () rather than an anchor element (). For example, let's return to the example above and change it again: You'll see that setup.y is being set to 1 and displayed properly regardless of whether you load a saved story or not, because it is not part of the state. Any passage may be chosen as the starting passage by selecting it via the Start Story Here passage context-menu itemn.b. Returns whether both the slot saves and autosave are available and ready. Twine1/Twee: Required. See the MDN article Media formats for HTML audio and video for more information on formats commonly supported in browserspay special attention to the Browser compatibility section. Sets the maximum number of available save slots. :-) Reply State.has() does not check expired moments. If omitted, the story title will be used instead. The DOM ID of the passage, created from the slugified passage title. Unused by SugarCube. The story history is a collection of moments. Since this kind of goes with this topic. When used to set the mute state, returns a reference to the current AudioTrack instance for chaining. Returns a reference to the current AudioTrack instance for chaining. Once unloaded, playback cannot occur until the selected tracks' data is loaded again. Returns the value associated with the specified key from the story metadata store or, if no such key exists, the specified default value, if any. String values will still be accepted for further releases of v2, however, switching to an array is recommendede.g., the string value, This method has been deprecated and should no longer be used. Note: Returns a reference to the Dialog object for chaining. Additionally. 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 specified on-load handler, returning true if the handler existed or false if not. The callback is invoked each time a save is requested. The core menu item for the Settings dialog. Call this only after populating the dialog with content. See Guide: Media Passages for more information. The active passage's name will be added as its ID (see: Passage Conversions). Payload objects have the following properties: The macro's definitioncreated via Macro.add(). Like in Harlowe, some SugarCube macros accept expressions and others accept discreet arguments. SugarCube requires authors to define and work with these data types using the standard JavaScript methods rather than providing macros for them. Returns the number of times that members within the array pass the test implemented by the given predicate function. This section offers a list of SugarCube-specific events, triggered at various points during story operation. Note: Logical: The expression yields a boolean valuee.g.. There are two primary branches of Twine2 as far as SugarCube is concerned: Regardless of the version of Twine2 you're using, follow these instructions to install a local copy of SugarCube v2: Note: Configuration API. When a new moment is created, SugarCube stores the playthrough state to session storage. If you need a random member from an array-like object, use the Array.from() method to convert it to an array, then use .random(). Returns whether the history navigation was successful (should only fail if already at the beginning of the full history). They serve the same basic purpose as the <> macro, but are run each time passage navigation occurs. Shorthand for jQuery's .on() method applied to each of the audio elements. Note: Warning: SugarCube does not have any equivalents to Harlowe's (click:) family of macros. Does not modify the original. Returns a reference to the current temporary variables store (equivalent to: State.temporary). Attaches single-use event handlers to the selected tracks. SugarCube 1.x Macro Library. It consists of one or more right angle brackets, each additional one beyond the first signifying a level of nested blockquote. Widget arguments array (only inside widgets). Due to how SugarCube stores the state history a few constructs are not supported within story variables. Appends one or more members to the end of the base array and returns its new length. Functions, including statici.e., non-instancemethods, due to a few issues. Returns whether the named macro tag exists. See Guide: Media Passages for more information. Generates no output. Creates a multiline text input block, used to modify the value of the variable with the given name. Divides the current value on the left-hand side of the operator by the value on the right-hand side and assigns the remainder to the left-hand side. SugarCube, like JavaScript, will try to make sense of expressions passed to it by coercing their values if necessary: In the above case, since the string value "2" cannot be added to a number value, the number value is coerced into a string, and the two strings are then concatenated. In order of processing: (for reference, this also shows tasks and various special passages). Returns the AudioTrack instance with the given track ID, or null on failure. When used to set the shuffle state, returns a reference to the current AudioList instance for chaining. Warning: Player settings object, set up by the author/developer. Determines whether the autosave is created/updated when passages are displayed. Tried changing the magnifier strenght, no change. See: Passage display. Global event triggered as the last step in closing the dialog when Dialog.close() is called. Returns whether the history navigation was successful (should only fail if the index is not within the bounds of the full history). Allows the destination of passage navigation to be overridden. SugarCube does not trim whitespace from the contents of <> macros, so that authors don't have to resort to various kludges to get whitespace where they want it. Equivalent to wrapping the entire passage in a <> macro. Does not modify the original. First, the CSS, JavaScript, and Widget sections are processed. If it encounters an unrecoverable problem during its processing, it may throw an exception containing an error message; the message will be displayed to the player and loading of the save will be terminated. This setting has been deprecated and should no longer be used. Have a question about this project? Used for post-passage-display tasks, like redoing dynamic changes (happens after the rendering and display of each passage). .on() in the jQuery API docs for more information. You'll need to tag each and every one of your menu passages with noreturnyou may use any tag you wish (e.g., menu, inventory), just ensure you change the name in the code if you decide upon another. The SugarCube algorithm instead of identifying frequencies or bands of audio with problems looks for events in the time domain and then corrects the audio to remove them by interpolating the slope of the preceding audio. Warning: Does not modify the original. Any supported object type may itself contain any supported primitive or object type. Returns a reference to the current jQuery object for chaining. Note: Story Format: SugarCube 2.35.0. Triggered after the displayi.e., outputof the incoming passage. Returns a save object from the given slot or null, if there was no save in the given slot. This method has been deprecated and should no longer be used. I found an inventory system I am setting up. Each link removes itself and all other <> links to the same passage after being activated. Returns a new array consisting of all of the tags of the given passages. Thus, storing them within story variables is generally wasteful. For example: Warning: 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$_). predisplay tasks have been deprecated and should no longer be used. This macro has been deprecated and should no longer be used. Chrome just open the game, press F12 and go to the console where you can. The template markup begins with a question mark (?) SugarCube, like JavaScript, uses dynamic typing. The .hasData() method is generally more useful. Most of the methods listed below are SugarCube extensions, with the rest being either JavaScript natives or bundled library methods that are listed here for their utilitythough, this is not an exhaustive list. It worked in Harlowe just fine, but I wanted to make it more appealing and switched to SugarCube. The (execution) context object of the macro's parent, or null if the macro has no parent. The hierarchy of the document body, including associated HTML IDs and class names is as follows. Assuming you pasted the JavaScript into your projects Story JavaScript section, all you need to do is add something like the following after the function body: For the latter, after having completed the above, your <