SugarCube preserves the state of the story as it's being played in a number of ways to both prevent the loss of progress and allow players to save stories. A Twine Cheat Sheet (a start, at least) Story Formats There are three basic story formats: Harlowe Snowman SugarCube Unfortunately, not all of the formatting syntax below work with each of these formats. Returns whether the given member was found within the array, starting the search at position. To update the value associated with a key, simply set it again. In mobile browsers, playback volume is controlled by the device hardware. Note: IDs and classes automatically generated from passage names and tags are normalized to kebab case with all lowercase letterswhich entails: removing characters that are not alphanumerics, underscores, hyphens, en-/em-dashes, or whitespace, then replacing any remaining non-alphanumeric characters with hyphens, one per group, and finally converting the result to lowercase. Warning: The pill container contains pills for each day of the week. Twine1/Twee: Required. To resolve instances where you do, however, you'll want to use either a temporary variable or a backquote expression. Outputs a string representation of the result of the given expression. Story variables are a part of the story history and exist for the lifetime of a playthrough session. You will, very likely, never need to use State.top directly within your code. Executes its contents and prepends the output to the contents of the selected element(s). ---- Like what. Returns a reference to the current AudioRunner instance for chaining. To prevent conflicts, it is strongly suggested that you specify a custom user namespacee.g., .myEventswhen attaching your own handlers. Returns the number of moments within the past in-play history (past only). Returns the first member from the array. In SugarCube, both variables would still point to the same underlying objectat least initially (see below): SugarCube does eventually clone its non-primitive data types as well, but does at the start of passage navigation, rather than each time they're modified. Tip: For instances where you need to run some pure JavaScript and don't want to waste time performing extra processing on code that has no story or temporary variables or TwineScript operators in it and/or worry about the parser possibly clobbering the code. Generates no output. 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. Allows custom processing of passage text. Both of these features can be constructed in SugarCube, however, using macros like <> or by combining <> macros with DOM macros. The discrete argument type of macros are also fairly straightforward, most of the time, as you simply supply the requisite arguments separated by whitespace, which may include variablesas SugarCube automatically yields their values to the macro. As you can see, Harlowe creates a deep copy/clone of its non-primitive data types each time they're modified. The following types of values are natively supported by SugarCube and may be safely used within story and temporary variables. For example: If you run the above, you'll see $x is 0. If the full path to the contents of the archive is something like: Then the file URL to it would be (note the changed slashes): The online SugarCube install, delivered by the jsDelivr CDN, supports only versions of Twine2 2.1. At the very least you will need to specify a .passage-out style that defines the transition's end state. Stows the UI bar, so that it takes up less space. When you have a situation where you're using a set of passages as some kind of menu/inventory/etc and it's possible for the player to interact with several of those passages, or even simply the same one multiple times, then returning them to the passage they were at before entering the menu can be problematic as they're possibly several passages removed from that originating passagethus, the <> macro and link constructs like [[Return|previous()]] will not work. Initializes the seedable pseudo-random number generator (PRNG) and integrates it into the story state and saves. Tip: Note: Load and integrate external JavaScript scripts. The Config API serves the same basic purpose. Renders the given markup and appends it to the dialog's content area. sugarcube-2: macros: customMacroName: container: true anotherOne: {} If using *.twee-config . Opens the built-in jump to dialog, which is populated via the bookmark tag. Arrays have many built-in methods and other features, and SugarCube adds many more. SimpleAudio API, AudioTrack API, and AudioRunner API. Warning: Audio runners are useful for performing actions on multiple tracks at once. Note: Note: Returns the topmost (most recent) moment from the full in-play history (past + future). Many of the commonly used native non-generic object types are already fully compatible with and supported for use within story variablese.g., Array, Date, Map, and Set. 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. Attaches single-use event handlers to the selected tracks. Warning: Twine 2: User Input in SugarCube Twine 2: Using Images in SugarCube Twine 2: Using Functions as Macros in Snowman Twine 2: Creating a Dungeon Crawler Part 1 Twine 2: Creating a Dungeon Crawler Part 2 Twine 2: Creating a Dating Sim Twine 2: Re-creating Candy Box Twine 2: Inventory Systems Twine 2: Murder Hill House Mystery Part 1 Returns the current moment from the full in-play history (past + future), which is the pre-play version of the active moment. They are defined via the Template API. Widgets should always be defined within a widget-tagged passageany widgets that are not may be lost on page reloadand you may use as few or as many such passages as you desire. Note: Note: See <> for more information. May be called either with the passage name or with a link markup. By convention, properties starting with an underscoree.g., _warningIntroLackingare used as templates, only being included within other localized strings. To do so, click on the name of your story in its main "story map" view. Identical to calling .map().flat(). Normally, there will be only one such passage per turn, however, during passage navigation there may briefly be twothe incoming (a.k.a. This can be thought of as a special, temporary saved story, which is automatically deleted after the player's current browsing session ends. Instead, use Navigation Events or Tasks. See Also: This macro should be invoked once following any invocations of <> and <>, if any <